babylon.max.js 5.7 MB

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  1. (function universalModuleDefinition(root, factory) {
  2. var amdDependencies = [];
  3. var CANNON = root.CANNON || this.CANNON;
  4. var OIMO = root.OIMO || this.OIMO;
  5. var earcut = root.earcut || this.earcut;
  6. if(typeof exports === 'object' && typeof module === 'object') {
  7. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  8. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  9. try { earcut = earcut || require("earcut"); } catch(e) {}
  10. module.exports = factory(CANNON,OIMO,earcut);
  11. } else if(typeof define === 'function' && define.amd) {
  12. if(require.specified && require.specified("cannon")) amdDependencies.push("cannon");
  13. if(require.specified && require.specified("oimo")) amdDependencies.push("oimo");
  14. if(require.specified && require.specified("earcut")) amdDependencies.push("earcut");
  15. define("babylonjs", amdDependencies, factory);
  16. } else if(typeof exports === 'object') {
  17. try { CANNON = CANNON || require("cannon"); } catch(e) {}
  18. try { OIMO = OIMO || require("oimo"); } catch(e) {}
  19. try { earcut = earcut || require("earcut"); } catch(e) {}
  20. exports["babylonjs"] = factory(CANNON,OIMO,earcut);
  21. } else {
  22. root["BABYLON"] = factory(CANNON,OIMO,earcut);
  23. }
  24. })(this, function(CANNON,OIMO,earcut) {
  25. CANNON = CANNON || this.CANNON;
  26. OIMO = OIMO || this.OIMO;
  27. earcut = earcut || this.earcut;
  28. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  29. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  30. var BABYLON;
  31. (function (BABYLON) {
  32. /**
  33. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  34. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  35. */
  36. var EffectFallbacks = /** @class */ (function () {
  37. function EffectFallbacks() {
  38. this._defines = {};
  39. this._currentRank = 32;
  40. this._maxRank = -1;
  41. }
  42. /**
  43. * Removes the fallback from the bound mesh.
  44. */
  45. EffectFallbacks.prototype.unBindMesh = function () {
  46. this._mesh = null;
  47. };
  48. /**
  49. * Adds a fallback on the specified property.
  50. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  51. * @param define The name of the define in the shader
  52. */
  53. EffectFallbacks.prototype.addFallback = function (rank, define) {
  54. if (!this._defines[rank]) {
  55. if (rank < this._currentRank) {
  56. this._currentRank = rank;
  57. }
  58. if (rank > this._maxRank) {
  59. this._maxRank = rank;
  60. }
  61. this._defines[rank] = new Array();
  62. }
  63. this._defines[rank].push(define);
  64. };
  65. /**
  66. * Sets the mesh to use CPU skinning when needing to fallback.
  67. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  68. * @param mesh The mesh to use the fallbacks.
  69. */
  70. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  71. this._mesh = mesh;
  72. if (rank < this._currentRank) {
  73. this._currentRank = rank;
  74. }
  75. if (rank > this._maxRank) {
  76. this._maxRank = rank;
  77. }
  78. };
  79. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  80. /**
  81. * Checks to see if more fallbacks are still availible.
  82. */
  83. get: function () {
  84. return this._currentRank <= this._maxRank;
  85. },
  86. enumerable: true,
  87. configurable: true
  88. });
  89. /**
  90. * Removes the defines that shoould be removed when falling back.
  91. * @param currentDefines defines the current define statements for the shader.
  92. * @param effect defines the current effect we try to compile
  93. * @returns The resulting defines with defines of the current rank removed.
  94. */
  95. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  96. // First we try to switch to CPU skinning
  97. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  98. this._mesh.computeBonesUsingShaders = false;
  99. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  100. effect._bonesComputationForcedToCPU = true;
  101. var scene = this._mesh.getScene();
  102. for (var index = 0; index < scene.meshes.length; index++) {
  103. var otherMesh = scene.meshes[index];
  104. if (!otherMesh.material) {
  105. continue;
  106. }
  107. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  108. continue;
  109. }
  110. if (otherMesh.material.getEffect() === effect) {
  111. otherMesh.computeBonesUsingShaders = false;
  112. }
  113. else if (otherMesh.subMeshes) {
  114. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  115. var subMesh = _a[_i];
  116. var subMeshEffect = subMesh.effect;
  117. if (subMeshEffect === effect) {
  118. otherMesh.computeBonesUsingShaders = false;
  119. break;
  120. }
  121. }
  122. }
  123. }
  124. }
  125. else {
  126. var currentFallbacks = this._defines[this._currentRank];
  127. if (currentFallbacks) {
  128. for (var index = 0; index < currentFallbacks.length; index++) {
  129. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  130. }
  131. }
  132. this._currentRank++;
  133. }
  134. return currentDefines;
  135. };
  136. return EffectFallbacks;
  137. }());
  138. BABYLON.EffectFallbacks = EffectFallbacks;
  139. /**
  140. * Options to be used when creating an effect.
  141. */
  142. var EffectCreationOptions = /** @class */ (function () {
  143. function EffectCreationOptions() {
  144. }
  145. return EffectCreationOptions;
  146. }());
  147. BABYLON.EffectCreationOptions = EffectCreationOptions;
  148. /**
  149. * Effect containing vertex and fragment shader that can be executed on an object.
  150. */
  151. var Effect = /** @class */ (function () {
  152. /**
  153. * Instantiates an effect.
  154. * An effect can be used to create/manage/execute vertex and fragment shaders.
  155. * @param baseName Name of the effect.
  156. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  157. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  158. * @param samplers List of sampler variables that will be passed to the shader.
  159. * @param engine Engine to be used to render the effect
  160. * @param defines Define statements to be added to the shader.
  161. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  162. * @param onCompiled Callback that will be called when the shader is compiled.
  163. * @param onError Callback that will be called if an error occurs during shader compilation.
  164. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  165. */
  166. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  167. if (samplers === void 0) { samplers = null; }
  168. if (defines === void 0) { defines = null; }
  169. if (fallbacks === void 0) { fallbacks = null; }
  170. if (onCompiled === void 0) { onCompiled = null; }
  171. if (onError === void 0) { onError = null; }
  172. var _this = this;
  173. /**
  174. * Unique ID of the effect.
  175. */
  176. this.uniqueId = 0;
  177. /**
  178. * Observable that will be called when the shader is compiled.
  179. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  180. */
  181. this.onCompileObservable = new BABYLON.Observable();
  182. /**
  183. * Observable that will be called if an error occurs during shader compilation.
  184. */
  185. this.onErrorObservable = new BABYLON.Observable();
  186. /** @hidden */
  187. this._bonesComputationForcedToCPU = false;
  188. this._uniformBuffersNames = {};
  189. this._isReady = false;
  190. this._compilationError = "";
  191. this.name = baseName;
  192. if (attributesNamesOrOptions.attributes) {
  193. var options = attributesNamesOrOptions;
  194. this._engine = uniformsNamesOrEngine;
  195. this._attributesNames = options.attributes;
  196. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  197. this._samplers = options.samplers.slice();
  198. this.defines = options.defines;
  199. this.onError = options.onError;
  200. this.onCompiled = options.onCompiled;
  201. this._fallbacks = options.fallbacks;
  202. this._indexParameters = options.indexParameters;
  203. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  204. if (options.uniformBuffersNames) {
  205. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  206. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  207. }
  208. }
  209. }
  210. else {
  211. this._engine = engine;
  212. this.defines = defines;
  213. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  214. this._samplers = samplers ? samplers.slice() : [];
  215. this._attributesNames = attributesNamesOrOptions;
  216. this.onError = onError;
  217. this.onCompiled = onCompiled;
  218. this._indexParameters = indexParameters;
  219. this._fallbacks = fallbacks;
  220. }
  221. this.uniqueId = Effect._uniqueIdSeed++;
  222. var vertexSource;
  223. var fragmentSource;
  224. if (baseName.vertexElement) {
  225. vertexSource = document.getElementById(baseName.vertexElement);
  226. if (!vertexSource) {
  227. vertexSource = baseName.vertexElement;
  228. }
  229. }
  230. else {
  231. vertexSource = baseName.vertex || baseName;
  232. }
  233. if (baseName.fragmentElement) {
  234. fragmentSource = document.getElementById(baseName.fragmentElement);
  235. if (!fragmentSource) {
  236. fragmentSource = baseName.fragmentElement;
  237. }
  238. }
  239. else {
  240. fragmentSource = baseName.fragment || baseName;
  241. }
  242. this._loadVertexShader(vertexSource, function (vertexCode) {
  243. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  244. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  245. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  246. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  247. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  248. if (baseName) {
  249. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  250. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  251. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  252. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  253. }
  254. else {
  255. _this._vertexSourceCode = migratedVertexCode;
  256. _this._fragmentSourceCode = migratedFragmentCode;
  257. }
  258. _this._prepareEffect();
  259. });
  260. });
  261. });
  262. });
  263. });
  264. });
  265. }
  266. Object.defineProperty(Effect.prototype, "onBindObservable", {
  267. /**
  268. * Observable that will be called when effect is bound.
  269. */
  270. get: function () {
  271. if (!this._onBindObservable) {
  272. this._onBindObservable = new BABYLON.Observable();
  273. }
  274. return this._onBindObservable;
  275. },
  276. enumerable: true,
  277. configurable: true
  278. });
  279. Object.defineProperty(Effect.prototype, "key", {
  280. /**
  281. * Unique key for this effect
  282. */
  283. get: function () {
  284. return this._key;
  285. },
  286. enumerable: true,
  287. configurable: true
  288. });
  289. /**
  290. * If the effect has been compiled and prepared.
  291. * @returns if the effect is compiled and prepared.
  292. */
  293. Effect.prototype.isReady = function () {
  294. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  295. return this._engine._isProgramCompiled(this._program);
  296. }
  297. return this._isReady;
  298. };
  299. /**
  300. * The engine the effect was initialized with.
  301. * @returns the engine.
  302. */
  303. Effect.prototype.getEngine = function () {
  304. return this._engine;
  305. };
  306. /**
  307. * The compiled webGL program for the effect
  308. * @returns the webGL program.
  309. */
  310. Effect.prototype.getProgram = function () {
  311. return this._program;
  312. };
  313. /**
  314. * The set of names of attribute variables for the shader.
  315. * @returns An array of attribute names.
  316. */
  317. Effect.prototype.getAttributesNames = function () {
  318. return this._attributesNames;
  319. };
  320. /**
  321. * Returns the attribute at the given index.
  322. * @param index The index of the attribute.
  323. * @returns The location of the attribute.
  324. */
  325. Effect.prototype.getAttributeLocation = function (index) {
  326. return this._attributes[index];
  327. };
  328. /**
  329. * Returns the attribute based on the name of the variable.
  330. * @param name of the attribute to look up.
  331. * @returns the attribute location.
  332. */
  333. Effect.prototype.getAttributeLocationByName = function (name) {
  334. var index = this._attributesNames.indexOf(name);
  335. return this._attributes[index];
  336. };
  337. /**
  338. * The number of attributes.
  339. * @returns the numnber of attributes.
  340. */
  341. Effect.prototype.getAttributesCount = function () {
  342. return this._attributes.length;
  343. };
  344. /**
  345. * Gets the index of a uniform variable.
  346. * @param uniformName of the uniform to look up.
  347. * @returns the index.
  348. */
  349. Effect.prototype.getUniformIndex = function (uniformName) {
  350. return this._uniformsNames.indexOf(uniformName);
  351. };
  352. /**
  353. * Returns the attribute based on the name of the variable.
  354. * @param uniformName of the uniform to look up.
  355. * @returns the location of the uniform.
  356. */
  357. Effect.prototype.getUniform = function (uniformName) {
  358. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  359. };
  360. /**
  361. * Returns an array of sampler variable names
  362. * @returns The array of sampler variable neames.
  363. */
  364. Effect.prototype.getSamplers = function () {
  365. return this._samplers;
  366. };
  367. /**
  368. * The error from the last compilation.
  369. * @returns the error string.
  370. */
  371. Effect.prototype.getCompilationError = function () {
  372. return this._compilationError;
  373. };
  374. /**
  375. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  376. * @param func The callback to be used.
  377. */
  378. Effect.prototype.executeWhenCompiled = function (func) {
  379. var _this = this;
  380. if (this.isReady()) {
  381. func(this);
  382. return;
  383. }
  384. this.onCompileObservable.add(function (effect) {
  385. func(effect);
  386. });
  387. if (!this._program || this._program.isParallelCompiled) {
  388. setTimeout(function () {
  389. _this._checkIsReady();
  390. }, 16);
  391. }
  392. };
  393. Effect.prototype._checkIsReady = function () {
  394. var _this = this;
  395. if (this.isReady()) {
  396. return;
  397. }
  398. setTimeout(function () {
  399. _this._checkIsReady();
  400. }, 16);
  401. };
  402. /** @hidden */
  403. Effect.prototype._loadVertexShader = function (vertex, callback) {
  404. if (BABYLON.Tools.IsWindowObjectExist()) {
  405. // DOM element ?
  406. if (vertex instanceof HTMLElement) {
  407. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  408. callback(vertexCode);
  409. return;
  410. }
  411. }
  412. // Base64 encoded ?
  413. if (vertex.substr(0, 7) === "base64:") {
  414. var vertexBinary = window.atob(vertex.substr(7));
  415. callback(vertexBinary);
  416. return;
  417. }
  418. // Is in local store ?
  419. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  420. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  421. return;
  422. }
  423. var vertexShaderUrl;
  424. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  425. vertexShaderUrl = vertex;
  426. }
  427. else {
  428. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  429. }
  430. // Vertex shader
  431. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  432. };
  433. /** @hidden */
  434. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  435. if (BABYLON.Tools.IsWindowObjectExist()) {
  436. // DOM element ?
  437. if (fragment instanceof HTMLElement) {
  438. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  439. callback(fragmentCode);
  440. return;
  441. }
  442. }
  443. // Base64 encoded ?
  444. if (fragment.substr(0, 7) === "base64:") {
  445. var fragmentBinary = window.atob(fragment.substr(7));
  446. callback(fragmentBinary);
  447. return;
  448. }
  449. // Is in local store ?
  450. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  451. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  452. return;
  453. }
  454. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  455. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  456. return;
  457. }
  458. var fragmentShaderUrl;
  459. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  460. fragmentShaderUrl = fragment;
  461. }
  462. else {
  463. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  464. }
  465. // Fragment shader
  466. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  467. };
  468. /** @hidden */
  469. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  470. // Rebuild shaders source code
  471. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  472. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  473. vertexCode = prefix + vertexCode;
  474. fragmentCode = prefix + fragmentCode;
  475. // Number lines of shaders source code
  476. var i = 2;
  477. var regex = /\n/gm;
  478. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  479. i = 2;
  480. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  481. // Dump shaders name and formatted source code
  482. if (this.name.vertexElement) {
  483. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  484. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  485. }
  486. else if (this.name.vertex) {
  487. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  488. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  489. }
  490. else {
  491. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  492. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  493. }
  494. };
  495. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  496. var preparedSourceCode = this._processPrecision(sourceCode);
  497. if (this._engine.webGLVersion == 1) {
  498. callback(preparedSourceCode);
  499. return;
  500. }
  501. // Already converted
  502. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  503. callback(preparedSourceCode.replace("#version 300 es", ""));
  504. return;
  505. }
  506. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  507. // Remove extensions
  508. // #extension GL_OES_standard_derivatives : enable
  509. // #extension GL_EXT_shader_texture_lod : enable
  510. // #extension GL_EXT_frag_depth : enable
  511. // #extension GL_EXT_draw_buffers : require
  512. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  513. var result = preparedSourceCode.replace(regex, "");
  514. // Migrate to GLSL v300
  515. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  516. result = result.replace(/attribute[ \t]/g, "in ");
  517. result = result.replace(/[ \t]attribute/g, " in");
  518. result = result.replace(/texture2D\s*\(/g, "texture(");
  519. if (isFragment) {
  520. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  521. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  522. result = result.replace(/textureCube\s*\(/g, "texture(");
  523. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  524. result = result.replace(/gl_FragColor/g, "glFragColor");
  525. result = result.replace(/gl_FragData/g, "glFragData");
  526. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  527. }
  528. callback(result);
  529. };
  530. Effect.prototype._processIncludes = function (sourceCode, callback) {
  531. var _this = this;
  532. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  533. var match = regex.exec(sourceCode);
  534. var returnValue = new String(sourceCode);
  535. while (match != null) {
  536. var includeFile = match[1];
  537. // Uniform declaration
  538. if (includeFile.indexOf("__decl__") !== -1) {
  539. includeFile = includeFile.replace(/__decl__/, "");
  540. if (this._engine.supportsUniformBuffers) {
  541. includeFile = includeFile.replace(/Vertex/, "Ubo");
  542. includeFile = includeFile.replace(/Fragment/, "Ubo");
  543. }
  544. includeFile = includeFile + "Declaration";
  545. }
  546. if (Effect.IncludesShadersStore[includeFile]) {
  547. // Substitution
  548. var includeContent = Effect.IncludesShadersStore[includeFile];
  549. if (match[2]) {
  550. var splits = match[3].split(",");
  551. for (var index = 0; index < splits.length; index += 2) {
  552. var source = new RegExp(splits[index], "g");
  553. var dest = splits[index + 1];
  554. includeContent = includeContent.replace(source, dest);
  555. }
  556. }
  557. if (match[4]) {
  558. var indexString = match[5];
  559. if (indexString.indexOf("..") !== -1) {
  560. var indexSplits = indexString.split("..");
  561. var minIndex = parseInt(indexSplits[0]);
  562. var maxIndex = parseInt(indexSplits[1]);
  563. var sourceIncludeContent = includeContent.slice(0);
  564. includeContent = "";
  565. if (isNaN(maxIndex)) {
  566. maxIndex = this._indexParameters[indexSplits[1]];
  567. }
  568. for (var i = minIndex; i < maxIndex; i++) {
  569. if (!this._engine.supportsUniformBuffers) {
  570. // Ubo replacement
  571. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  572. return p1 + "{X}";
  573. });
  574. }
  575. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  576. }
  577. }
  578. else {
  579. if (!this._engine.supportsUniformBuffers) {
  580. // Ubo replacement
  581. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  582. return p1 + "{X}";
  583. });
  584. }
  585. includeContent = includeContent.replace(/\{X\}/g, indexString);
  586. }
  587. }
  588. // Replace
  589. returnValue = returnValue.replace(match[0], includeContent);
  590. }
  591. else {
  592. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  593. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  594. Effect.IncludesShadersStore[includeFile] = fileContent;
  595. _this._processIncludes(returnValue, callback);
  596. });
  597. return;
  598. }
  599. match = regex.exec(sourceCode);
  600. }
  601. callback(returnValue);
  602. };
  603. Effect.prototype._processPrecision = function (source) {
  604. if (source.indexOf("precision highp float") === -1) {
  605. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  606. source = "precision mediump float;\n" + source;
  607. }
  608. else {
  609. source = "precision highp float;\n" + source;
  610. }
  611. }
  612. else {
  613. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  614. source = source.replace("precision highp float", "precision mediump float");
  615. }
  616. }
  617. return source;
  618. };
  619. /**
  620. * Recompiles the webGL program
  621. * @param vertexSourceCode The source code for the vertex shader.
  622. * @param fragmentSourceCode The source code for the fragment shader.
  623. * @param onCompiled Callback called when completed.
  624. * @param onError Callback called on error.
  625. * @hidden
  626. */
  627. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  628. var _this = this;
  629. this._isReady = false;
  630. this._vertexSourceCodeOverride = vertexSourceCode;
  631. this._fragmentSourceCodeOverride = fragmentSourceCode;
  632. this.onError = function (effect, error) {
  633. if (onError) {
  634. onError(error);
  635. }
  636. };
  637. this.onCompiled = function () {
  638. var scenes = _this.getEngine().scenes;
  639. for (var i = 0; i < scenes.length; i++) {
  640. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  641. }
  642. if (onCompiled) {
  643. onCompiled(_this._program);
  644. }
  645. };
  646. this._fallbacks = null;
  647. this._prepareEffect();
  648. };
  649. /**
  650. * Gets the uniform locations of the the specified variable names
  651. * @param names THe names of the variables to lookup.
  652. * @returns Array of locations in the same order as variable names.
  653. */
  654. Effect.prototype.getSpecificUniformLocations = function (names) {
  655. var engine = this._engine;
  656. return engine.getUniforms(this._program, names);
  657. };
  658. /**
  659. * Prepares the effect
  660. * @hidden
  661. */
  662. Effect.prototype._prepareEffect = function () {
  663. var _this = this;
  664. var attributesNames = this._attributesNames;
  665. var defines = this.defines;
  666. var fallbacks = this._fallbacks;
  667. this._valueCache = {};
  668. var previousProgram = this._program;
  669. try {
  670. var engine_1 = this._engine;
  671. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  672. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  673. }
  674. else {
  675. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  676. }
  677. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  678. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  679. if (engine_1.supportsUniformBuffers) {
  680. for (var name in _this._uniformBuffersNames) {
  681. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  682. }
  683. }
  684. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  685. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  686. var index;
  687. for (index = 0; index < _this._samplers.length; index++) {
  688. var sampler = _this.getUniform(_this._samplers[index]);
  689. if (sampler == null) {
  690. _this._samplers.splice(index, 1);
  691. index--;
  692. }
  693. }
  694. engine_1.bindSamplers(_this);
  695. _this._compilationError = "";
  696. _this._isReady = true;
  697. if (_this.onCompiled) {
  698. _this.onCompiled(_this);
  699. }
  700. _this.onCompileObservable.notifyObservers(_this);
  701. _this.onCompileObservable.clear();
  702. // Unbind mesh reference in fallbacks
  703. if (_this._fallbacks) {
  704. _this._fallbacks.unBindMesh();
  705. }
  706. if (previousProgram) {
  707. _this.getEngine()._deleteProgram(previousProgram);
  708. }
  709. });
  710. if (this._program.isParallelCompiled) {
  711. this._checkIsReady();
  712. }
  713. }
  714. catch (e) {
  715. this._compilationError = e.message;
  716. // Let's go through fallbacks then
  717. BABYLON.Tools.Error("Unable to compile effect:");
  718. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  719. return " " + uniform;
  720. }));
  721. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  722. return " " + attribute;
  723. }));
  724. BABYLON.Tools.Error("Error: " + this._compilationError);
  725. if (previousProgram) {
  726. this._program = previousProgram;
  727. this._isReady = true;
  728. if (this.onError) {
  729. this.onError(this, this._compilationError);
  730. }
  731. this.onErrorObservable.notifyObservers(this);
  732. }
  733. if (fallbacks && fallbacks.isMoreFallbacks) {
  734. BABYLON.Tools.Error("Trying next fallback.");
  735. this.defines = fallbacks.reduce(this.defines, this);
  736. this._prepareEffect();
  737. }
  738. else { // Sorry we did everything we can
  739. if (this.onError) {
  740. this.onError(this, this._compilationError);
  741. }
  742. this.onErrorObservable.notifyObservers(this);
  743. this.onErrorObservable.clear();
  744. // Unbind mesh reference in fallbacks
  745. if (this._fallbacks) {
  746. this._fallbacks.unBindMesh();
  747. }
  748. }
  749. }
  750. };
  751. Object.defineProperty(Effect.prototype, "isSupported", {
  752. /**
  753. * Checks if the effect is supported. (Must be called after compilation)
  754. */
  755. get: function () {
  756. return this._compilationError === "";
  757. },
  758. enumerable: true,
  759. configurable: true
  760. });
  761. /**
  762. * Binds a texture to the engine to be used as output of the shader.
  763. * @param channel Name of the output variable.
  764. * @param texture Texture to bind.
  765. * @hidden
  766. */
  767. Effect.prototype._bindTexture = function (channel, texture) {
  768. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  769. };
  770. /**
  771. * Sets a texture on the engine to be used in the shader.
  772. * @param channel Name of the sampler variable.
  773. * @param texture Texture to set.
  774. */
  775. Effect.prototype.setTexture = function (channel, texture) {
  776. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  777. };
  778. /**
  779. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  780. * @param channel Name of the sampler variable.
  781. * @param texture Texture to set.
  782. */
  783. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  784. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  785. };
  786. /**
  787. * Sets an array of textures on the engine to be used in the shader.
  788. * @param channel Name of the variable.
  789. * @param textures Textures to set.
  790. */
  791. Effect.prototype.setTextureArray = function (channel, textures) {
  792. if (this._samplers.indexOf(channel + "Ex") === -1) {
  793. var initialPos = this._samplers.indexOf(channel);
  794. for (var index = 1; index < textures.length; index++) {
  795. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  796. }
  797. }
  798. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  799. };
  800. /**
  801. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  802. * @param channel Name of the sampler variable.
  803. * @param postProcess Post process to get the input texture from.
  804. */
  805. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  806. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  807. };
  808. /**
  809. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  810. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  811. * @param channel Name of the sampler variable.
  812. * @param postProcess Post process to get the output texture from.
  813. */
  814. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  815. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  816. };
  817. /** @hidden */
  818. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  819. var cache = this._valueCache[uniformName];
  820. var flag = matrix.updateFlag;
  821. if (cache !== undefined && cache === flag) {
  822. return false;
  823. }
  824. this._valueCache[uniformName] = flag;
  825. return true;
  826. };
  827. /** @hidden */
  828. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  829. var cache = this._valueCache[uniformName];
  830. if (!cache) {
  831. cache = [x, y];
  832. this._valueCache[uniformName] = cache;
  833. return true;
  834. }
  835. var changed = false;
  836. if (cache[0] !== x) {
  837. cache[0] = x;
  838. changed = true;
  839. }
  840. if (cache[1] !== y) {
  841. cache[1] = y;
  842. changed = true;
  843. }
  844. return changed;
  845. };
  846. /** @hidden */
  847. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  848. var cache = this._valueCache[uniformName];
  849. if (!cache) {
  850. cache = [x, y, z];
  851. this._valueCache[uniformName] = cache;
  852. return true;
  853. }
  854. var changed = false;
  855. if (cache[0] !== x) {
  856. cache[0] = x;
  857. changed = true;
  858. }
  859. if (cache[1] !== y) {
  860. cache[1] = y;
  861. changed = true;
  862. }
  863. if (cache[2] !== z) {
  864. cache[2] = z;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /** @hidden */
  870. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  871. var cache = this._valueCache[uniformName];
  872. if (!cache) {
  873. cache = [x, y, z, w];
  874. this._valueCache[uniformName] = cache;
  875. return true;
  876. }
  877. var changed = false;
  878. if (cache[0] !== x) {
  879. cache[0] = x;
  880. changed = true;
  881. }
  882. if (cache[1] !== y) {
  883. cache[1] = y;
  884. changed = true;
  885. }
  886. if (cache[2] !== z) {
  887. cache[2] = z;
  888. changed = true;
  889. }
  890. if (cache[3] !== w) {
  891. cache[3] = w;
  892. changed = true;
  893. }
  894. return changed;
  895. };
  896. /**
  897. * Binds a buffer to a uniform.
  898. * @param buffer Buffer to bind.
  899. * @param name Name of the uniform variable to bind to.
  900. */
  901. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  902. var bufferName = this._uniformBuffersNames[name];
  903. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  904. return;
  905. }
  906. Effect._baseCache[bufferName] = buffer;
  907. this._engine.bindUniformBufferBase(buffer, bufferName);
  908. };
  909. /**
  910. * Binds block to a uniform.
  911. * @param blockName Name of the block to bind.
  912. * @param index Index to bind.
  913. */
  914. Effect.prototype.bindUniformBlock = function (blockName, index) {
  915. this._engine.bindUniformBlock(this._program, blockName, index);
  916. };
  917. /**
  918. * Sets an interger value on a uniform variable.
  919. * @param uniformName Name of the variable.
  920. * @param value Value to be set.
  921. * @returns this effect.
  922. */
  923. Effect.prototype.setInt = function (uniformName, value) {
  924. var cache = this._valueCache[uniformName];
  925. if (cache !== undefined && cache === value) {
  926. return this;
  927. }
  928. this._valueCache[uniformName] = value;
  929. this._engine.setInt(this.getUniform(uniformName), value);
  930. return this;
  931. };
  932. /**
  933. * Sets an int array on a uniform variable.
  934. * @param uniformName Name of the variable.
  935. * @param array array to be set.
  936. * @returns this effect.
  937. */
  938. Effect.prototype.setIntArray = function (uniformName, array) {
  939. this._valueCache[uniformName] = null;
  940. this._engine.setIntArray(this.getUniform(uniformName), array);
  941. return this;
  942. };
  943. /**
  944. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  945. * @param uniformName Name of the variable.
  946. * @param array array to be set.
  947. * @returns this effect.
  948. */
  949. Effect.prototype.setIntArray2 = function (uniformName, array) {
  950. this._valueCache[uniformName] = null;
  951. this._engine.setIntArray2(this.getUniform(uniformName), array);
  952. return this;
  953. };
  954. /**
  955. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  956. * @param uniformName Name of the variable.
  957. * @param array array to be set.
  958. * @returns this effect.
  959. */
  960. Effect.prototype.setIntArray3 = function (uniformName, array) {
  961. this._valueCache[uniformName] = null;
  962. this._engine.setIntArray3(this.getUniform(uniformName), array);
  963. return this;
  964. };
  965. /**
  966. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  967. * @param uniformName Name of the variable.
  968. * @param array array to be set.
  969. * @returns this effect.
  970. */
  971. Effect.prototype.setIntArray4 = function (uniformName, array) {
  972. this._valueCache[uniformName] = null;
  973. this._engine.setIntArray4(this.getUniform(uniformName), array);
  974. return this;
  975. };
  976. /**
  977. * Sets an float array on a uniform variable.
  978. * @param uniformName Name of the variable.
  979. * @param array array to be set.
  980. * @returns this effect.
  981. */
  982. Effect.prototype.setFloatArray = function (uniformName, array) {
  983. this._valueCache[uniformName] = null;
  984. this._engine.setFloatArray(this.getUniform(uniformName), array);
  985. return this;
  986. };
  987. /**
  988. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  989. * @param uniformName Name of the variable.
  990. * @param array array to be set.
  991. * @returns this effect.
  992. */
  993. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  994. this._valueCache[uniformName] = null;
  995. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  996. return this;
  997. };
  998. /**
  999. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1000. * @param uniformName Name of the variable.
  1001. * @param array array to be set.
  1002. * @returns this effect.
  1003. */
  1004. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  1005. this._valueCache[uniformName] = null;
  1006. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  1007. return this;
  1008. };
  1009. /**
  1010. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1011. * @param uniformName Name of the variable.
  1012. * @param array array to be set.
  1013. * @returns this effect.
  1014. */
  1015. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  1016. this._valueCache[uniformName] = null;
  1017. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  1018. return this;
  1019. };
  1020. /**
  1021. * Sets an array on a uniform variable.
  1022. * @param uniformName Name of the variable.
  1023. * @param array array to be set.
  1024. * @returns this effect.
  1025. */
  1026. Effect.prototype.setArray = function (uniformName, array) {
  1027. this._valueCache[uniformName] = null;
  1028. this._engine.setArray(this.getUniform(uniformName), array);
  1029. return this;
  1030. };
  1031. /**
  1032. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1033. * @param uniformName Name of the variable.
  1034. * @param array array to be set.
  1035. * @returns this effect.
  1036. */
  1037. Effect.prototype.setArray2 = function (uniformName, array) {
  1038. this._valueCache[uniformName] = null;
  1039. this._engine.setArray2(this.getUniform(uniformName), array);
  1040. return this;
  1041. };
  1042. /**
  1043. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1044. * @param uniformName Name of the variable.
  1045. * @param array array to be set.
  1046. * @returns this effect.
  1047. */
  1048. Effect.prototype.setArray3 = function (uniformName, array) {
  1049. this._valueCache[uniformName] = null;
  1050. this._engine.setArray3(this.getUniform(uniformName), array);
  1051. return this;
  1052. };
  1053. /**
  1054. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1055. * @param uniformName Name of the variable.
  1056. * @param array array to be set.
  1057. * @returns this effect.
  1058. */
  1059. Effect.prototype.setArray4 = function (uniformName, array) {
  1060. this._valueCache[uniformName] = null;
  1061. this._engine.setArray4(this.getUniform(uniformName), array);
  1062. return this;
  1063. };
  1064. /**
  1065. * Sets matrices on a uniform variable.
  1066. * @param uniformName Name of the variable.
  1067. * @param matrices matrices to be set.
  1068. * @returns this effect.
  1069. */
  1070. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1071. if (!matrices) {
  1072. return this;
  1073. }
  1074. this._valueCache[uniformName] = null;
  1075. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1076. return this;
  1077. };
  1078. /**
  1079. * Sets matrix on a uniform variable.
  1080. * @param uniformName Name of the variable.
  1081. * @param matrix matrix to be set.
  1082. * @returns this effect.
  1083. */
  1084. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1085. if (this._cacheMatrix(uniformName, matrix)) {
  1086. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1087. }
  1088. return this;
  1089. };
  1090. /**
  1091. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1092. * @param uniformName Name of the variable.
  1093. * @param matrix matrix to be set.
  1094. * @returns this effect.
  1095. */
  1096. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1097. this._valueCache[uniformName] = null;
  1098. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1099. return this;
  1100. };
  1101. /**
  1102. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1103. * @param uniformName Name of the variable.
  1104. * @param matrix matrix to be set.
  1105. * @returns this effect.
  1106. */
  1107. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1108. this._valueCache[uniformName] = null;
  1109. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1110. return this;
  1111. };
  1112. /**
  1113. * Sets a float on a uniform variable.
  1114. * @param uniformName Name of the variable.
  1115. * @param value value to be set.
  1116. * @returns this effect.
  1117. */
  1118. Effect.prototype.setFloat = function (uniformName, value) {
  1119. var cache = this._valueCache[uniformName];
  1120. if (cache !== undefined && cache === value) {
  1121. return this;
  1122. }
  1123. this._valueCache[uniformName] = value;
  1124. this._engine.setFloat(this.getUniform(uniformName), value);
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a boolean on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param bool value to be set.
  1131. * @returns this effect.
  1132. */
  1133. Effect.prototype.setBool = function (uniformName, bool) {
  1134. var cache = this._valueCache[uniformName];
  1135. if (cache !== undefined && cache === bool) {
  1136. return this;
  1137. }
  1138. this._valueCache[uniformName] = bool;
  1139. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1140. return this;
  1141. };
  1142. /**
  1143. * Sets a Vector2 on a uniform variable.
  1144. * @param uniformName Name of the variable.
  1145. * @param vector2 vector2 to be set.
  1146. * @returns this effect.
  1147. */
  1148. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1149. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1150. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1151. }
  1152. return this;
  1153. };
  1154. /**
  1155. * Sets a float2 on a uniform variable.
  1156. * @param uniformName Name of the variable.
  1157. * @param x First float in float2.
  1158. * @param y Second float in float2.
  1159. * @returns this effect.
  1160. */
  1161. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1162. if (this._cacheFloat2(uniformName, x, y)) {
  1163. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1164. }
  1165. return this;
  1166. };
  1167. /**
  1168. * Sets a Vector3 on a uniform variable.
  1169. * @param uniformName Name of the variable.
  1170. * @param vector3 Value to be set.
  1171. * @returns this effect.
  1172. */
  1173. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1174. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1175. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1176. }
  1177. return this;
  1178. };
  1179. /**
  1180. * Sets a float3 on a uniform variable.
  1181. * @param uniformName Name of the variable.
  1182. * @param x First float in float3.
  1183. * @param y Second float in float3.
  1184. * @param z Third float in float3.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1188. if (this._cacheFloat3(uniformName, x, y, z)) {
  1189. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Vector4 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param vector4 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1200. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1201. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a float4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param x First float in float4.
  1209. * @param y Second float in float4.
  1210. * @param z Third float in float4.
  1211. * @param w Fourth float in float4.
  1212. * @returns this effect.
  1213. */
  1214. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1215. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1216. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1217. }
  1218. return this;
  1219. };
  1220. /**
  1221. * Sets a Color3 on a uniform variable.
  1222. * @param uniformName Name of the variable.
  1223. * @param color3 Value to be set.
  1224. * @returns this effect.
  1225. */
  1226. Effect.prototype.setColor3 = function (uniformName, color3) {
  1227. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1228. this._engine.setColor3(this.getUniform(uniformName), color3);
  1229. }
  1230. return this;
  1231. };
  1232. /**
  1233. * Sets a Color4 on a uniform variable.
  1234. * @param uniformName Name of the variable.
  1235. * @param color3 Value to be set.
  1236. * @param alpha Alpha value to be set.
  1237. * @returns this effect.
  1238. */
  1239. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1240. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1241. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1242. }
  1243. return this;
  1244. };
  1245. /**
  1246. * Sets a Color4 on a uniform variable
  1247. * @param uniformName defines the name of the variable
  1248. * @param color4 defines the value to be set
  1249. * @returns this effect.
  1250. */
  1251. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1252. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1253. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1254. }
  1255. return this;
  1256. };
  1257. /**
  1258. * This function will add a new shader to the shader store
  1259. * @param name the name of the shader
  1260. * @param pixelShader optional pixel shader content
  1261. * @param vertexShader optional vertex shader content
  1262. */
  1263. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1264. if (pixelShader) {
  1265. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1266. }
  1267. if (vertexShader) {
  1268. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1269. }
  1270. };
  1271. /**
  1272. * Resets the cache of effects.
  1273. */
  1274. Effect.ResetCache = function () {
  1275. Effect._baseCache = {};
  1276. };
  1277. Effect._uniqueIdSeed = 0;
  1278. Effect._baseCache = {};
  1279. /**
  1280. * Store of each shader (The can be looked up using effect.key)
  1281. */
  1282. Effect.ShadersStore = {};
  1283. /**
  1284. * Store of each included file for a shader (The can be looked up using effect.key)
  1285. */
  1286. Effect.IncludesShadersStore = {};
  1287. return Effect;
  1288. }());
  1289. BABYLON.Effect = Effect;
  1290. })(BABYLON || (BABYLON = {}));
  1291. //# sourceMappingURL=babylon.effect.js.map
  1292. //# sourceMappingURL=babylon.types.js.map
  1293. var BABYLON;
  1294. (function (BABYLON) {
  1295. /**
  1296. * Gather the list of keyboard event types as constants.
  1297. */
  1298. var KeyboardEventTypes = /** @class */ (function () {
  1299. function KeyboardEventTypes() {
  1300. }
  1301. /**
  1302. * The keydown event is fired when a key becomes active (pressed).
  1303. */
  1304. KeyboardEventTypes.KEYDOWN = 0x01;
  1305. /**
  1306. * The keyup event is fired when a key has been released.
  1307. */
  1308. KeyboardEventTypes.KEYUP = 0x02;
  1309. return KeyboardEventTypes;
  1310. }());
  1311. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1312. /**
  1313. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1314. */
  1315. var KeyboardInfo = /** @class */ (function () {
  1316. /**
  1317. * Instantiates a new keyboard info.
  1318. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfo(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. this.type = type;
  1332. this.event = event;
  1333. }
  1334. return KeyboardInfo;
  1335. }());
  1336. BABYLON.KeyboardInfo = KeyboardInfo;
  1337. /**
  1338. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1339. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1340. */
  1341. var KeyboardInfoPre = /** @class */ (function (_super) {
  1342. __extends(KeyboardInfoPre, _super);
  1343. /**
  1344. * Instantiates a new keyboard pre info.
  1345. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1346. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1347. * @param event Defines the related dom event
  1348. */
  1349. function KeyboardInfoPre(
  1350. /**
  1351. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1352. */
  1353. type,
  1354. /**
  1355. * Defines the related dom event
  1356. */
  1357. event) {
  1358. var _this = _super.call(this, type, event) || this;
  1359. _this.type = type;
  1360. _this.event = event;
  1361. _this.skipOnPointerObservable = false;
  1362. return _this;
  1363. }
  1364. return KeyboardInfoPre;
  1365. }(KeyboardInfo));
  1366. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1367. })(BABYLON || (BABYLON = {}));
  1368. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1369. var BABYLON;
  1370. (function (BABYLON) {
  1371. /**
  1372. * Gather the list of pointer event types as constants.
  1373. */
  1374. var PointerEventTypes = /** @class */ (function () {
  1375. function PointerEventTypes() {
  1376. }
  1377. /**
  1378. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1379. */
  1380. PointerEventTypes.POINTERDOWN = 0x01;
  1381. /**
  1382. * The pointerup event is fired when a pointer is no longer active.
  1383. */
  1384. PointerEventTypes.POINTERUP = 0x02;
  1385. /**
  1386. * The pointermove event is fired when a pointer changes coordinates.
  1387. */
  1388. PointerEventTypes.POINTERMOVE = 0x04;
  1389. /**
  1390. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1391. */
  1392. PointerEventTypes.POINTERWHEEL = 0x08;
  1393. /**
  1394. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1395. */
  1396. PointerEventTypes.POINTERPICK = 0x10;
  1397. /**
  1398. * The pointertap event is fired when a the object has been touched and released without drag.
  1399. */
  1400. PointerEventTypes.POINTERTAP = 0x20;
  1401. /**
  1402. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1403. */
  1404. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1405. return PointerEventTypes;
  1406. }());
  1407. BABYLON.PointerEventTypes = PointerEventTypes;
  1408. /**
  1409. * Base class of pointer info types.
  1410. */
  1411. var PointerInfoBase = /** @class */ (function () {
  1412. /**
  1413. * Instantiates the base class of pointers info.
  1414. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1415. * @param event Defines the related dom event
  1416. */
  1417. function PointerInfoBase(
  1418. /**
  1419. * Defines the type of event (BABYLON.PointerEventTypes)
  1420. */
  1421. type,
  1422. /**
  1423. * Defines the related dom event
  1424. */
  1425. event) {
  1426. this.type = type;
  1427. this.event = event;
  1428. }
  1429. return PointerInfoBase;
  1430. }());
  1431. BABYLON.PointerInfoBase = PointerInfoBase;
  1432. /**
  1433. * This class is used to store pointer related info for the onPrePointerObservable event.
  1434. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1435. */
  1436. var PointerInfoPre = /** @class */ (function (_super) {
  1437. __extends(PointerInfoPre, _super);
  1438. /**
  1439. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1440. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1441. * @param event Defines the related dom event
  1442. * @param localX Defines the local x coordinates of the pointer when the event occured
  1443. * @param localY Defines the local y coordinates of the pointer when the event occured
  1444. */
  1445. function PointerInfoPre(type, event, localX, localY) {
  1446. var _this = _super.call(this, type, event) || this;
  1447. /**
  1448. * Ray from a pointer if availible (eg. 6dof controller)
  1449. */
  1450. _this.ray = null;
  1451. _this.skipOnPointerObservable = false;
  1452. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1453. return _this;
  1454. }
  1455. return PointerInfoPre;
  1456. }(PointerInfoBase));
  1457. BABYLON.PointerInfoPre = PointerInfoPre;
  1458. /**
  1459. * This type contains all the data related to a pointer event in Babylon.js.
  1460. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1461. */
  1462. var PointerInfo = /** @class */ (function (_super) {
  1463. __extends(PointerInfo, _super);
  1464. /**
  1465. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1466. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1467. * @param event Defines the related dom event
  1468. * @param pickInfo Defines the picking info associated to the info (if any)\
  1469. */
  1470. function PointerInfo(type, event,
  1471. /**
  1472. * Defines the picking info associated to the info (if any)\
  1473. */
  1474. pickInfo) {
  1475. var _this = _super.call(this, type, event) || this;
  1476. _this.pickInfo = pickInfo;
  1477. return _this;
  1478. }
  1479. return PointerInfo;
  1480. }(PointerInfoBase));
  1481. BABYLON.PointerInfo = PointerInfo;
  1482. })(BABYLON || (BABYLON = {}));
  1483. //# sourceMappingURL=babylon.pointerEvents.js.map
  1484. var BABYLON;
  1485. (function (BABYLON) {
  1486. /** Class used to store color4 gradient */
  1487. var ColorGradient = /** @class */ (function () {
  1488. function ColorGradient() {
  1489. }
  1490. /**
  1491. * Will get a color picked randomly between color1 and color2.
  1492. * If color2 is undefined then color1 will be used
  1493. * @param result defines the target Color4 to store the result in
  1494. */
  1495. ColorGradient.prototype.getColorToRef = function (result) {
  1496. if (!this.color2) {
  1497. result.copyFrom(this.color1);
  1498. return;
  1499. }
  1500. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1501. };
  1502. return ColorGradient;
  1503. }());
  1504. BABYLON.ColorGradient = ColorGradient;
  1505. /** Class used to store color 3 gradient */
  1506. var Color3Gradient = /** @class */ (function () {
  1507. function Color3Gradient() {
  1508. }
  1509. return Color3Gradient;
  1510. }());
  1511. BABYLON.Color3Gradient = Color3Gradient;
  1512. /** Class used to store factor gradient */
  1513. var FactorGradient = /** @class */ (function () {
  1514. function FactorGradient() {
  1515. }
  1516. /**
  1517. * Will get a number picked randomly between factor1 and factor2.
  1518. * If factor2 is undefined then factor1 will be used
  1519. * @returns the picked number
  1520. */
  1521. FactorGradient.prototype.getFactor = function () {
  1522. if (this.factor2 === undefined) {
  1523. return this.factor1;
  1524. }
  1525. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1526. };
  1527. return FactorGradient;
  1528. }());
  1529. BABYLON.FactorGradient = FactorGradient;
  1530. /**
  1531. * @ignore
  1532. * Application error to support additional information when loading a file
  1533. */
  1534. var LoadFileError = /** @class */ (function (_super) {
  1535. __extends(LoadFileError, _super);
  1536. /**
  1537. * Creates a new LoadFileError
  1538. * @param message defines the message of the error
  1539. * @param request defines the optional XHR request
  1540. */
  1541. function LoadFileError(message,
  1542. /** defines the optional XHR request */
  1543. request) {
  1544. var _this = _super.call(this, message) || this;
  1545. _this.request = request;
  1546. _this.name = "LoadFileError";
  1547. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1548. return _this;
  1549. }
  1550. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1551. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1552. // Polyfill for Object.setPrototypeOf if necessary.
  1553. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1554. return LoadFileError;
  1555. }(Error));
  1556. BABYLON.LoadFileError = LoadFileError;
  1557. /**
  1558. * Class used to define a retry strategy when error happens while loading assets
  1559. */
  1560. var RetryStrategy = /** @class */ (function () {
  1561. function RetryStrategy() {
  1562. }
  1563. /**
  1564. * Function used to defines an exponential back off strategy
  1565. * @param maxRetries defines the maximum number of retries (3 by default)
  1566. * @param baseInterval defines the interval between retries
  1567. * @returns the strategy function to use
  1568. */
  1569. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1570. if (maxRetries === void 0) { maxRetries = 3; }
  1571. if (baseInterval === void 0) { baseInterval = 500; }
  1572. return function (url, request, retryIndex) {
  1573. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1574. return -1;
  1575. }
  1576. return Math.pow(2, retryIndex) * baseInterval;
  1577. };
  1578. };
  1579. return RetryStrategy;
  1580. }());
  1581. BABYLON.RetryStrategy = RetryStrategy;
  1582. // Screenshots
  1583. var screenshotCanvas;
  1584. var cloneValue = function (source, destinationObject) {
  1585. if (!source) {
  1586. return null;
  1587. }
  1588. if (source instanceof BABYLON.Mesh) {
  1589. return null;
  1590. }
  1591. if (source instanceof BABYLON.SubMesh) {
  1592. return source.clone(destinationObject);
  1593. }
  1594. else if (source.clone) {
  1595. return source.clone();
  1596. }
  1597. return null;
  1598. };
  1599. /**
  1600. * Class containing a set of static utilities functions
  1601. */
  1602. var Tools = /** @class */ (function () {
  1603. function Tools() {
  1604. }
  1605. /**
  1606. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1607. * @param u defines the coordinate on X axis
  1608. * @param v defines the coordinate on Y axis
  1609. * @param width defines the width of the source data
  1610. * @param height defines the height of the source data
  1611. * @param pixels defines the source byte array
  1612. * @param color defines the output color
  1613. */
  1614. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1615. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1616. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1617. var position = (wrappedU + wrappedV * width) * 4;
  1618. color.r = pixels[position] / 255;
  1619. color.g = pixels[position + 1] / 255;
  1620. color.b = pixels[position + 2] / 255;
  1621. color.a = pixels[position + 3] / 255;
  1622. };
  1623. /**
  1624. * Interpolates between a and b via alpha
  1625. * @param a The lower value (returned when alpha = 0)
  1626. * @param b The upper value (returned when alpha = 1)
  1627. * @param alpha The interpolation-factor
  1628. * @return The mixed value
  1629. */
  1630. Tools.Mix = function (a, b, alpha) {
  1631. return a * (1 - alpha) + b * alpha;
  1632. };
  1633. /**
  1634. * Tries to instantiate a new object from a given class name
  1635. * @param className defines the class name to instantiate
  1636. * @returns the new object or null if the system was not able to do the instantiation
  1637. */
  1638. Tools.Instantiate = function (className) {
  1639. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1640. return Tools.RegisteredExternalClasses[className];
  1641. }
  1642. var arr = className.split(".");
  1643. var fn = (window || this);
  1644. for (var i = 0, len = arr.length; i < len; i++) {
  1645. fn = fn[arr[i]];
  1646. }
  1647. if (typeof fn !== "function") {
  1648. return null;
  1649. }
  1650. return fn;
  1651. };
  1652. /**
  1653. * Provides a slice function that will work even on IE
  1654. * @param data defines the array to slice
  1655. * @param start defines the start of the data (optional)
  1656. * @param end defines the end of the data (optional)
  1657. * @returns the new sliced array
  1658. */
  1659. Tools.Slice = function (data, start, end) {
  1660. if (data.slice) {
  1661. return data.slice(start, end);
  1662. }
  1663. return Array.prototype.slice.call(data, start, end);
  1664. };
  1665. /**
  1666. * Polyfill for setImmediate
  1667. * @param action defines the action to execute after the current execution block
  1668. */
  1669. Tools.SetImmediate = function (action) {
  1670. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1671. window.setImmediate(action);
  1672. }
  1673. else {
  1674. setTimeout(action, 1);
  1675. }
  1676. };
  1677. /**
  1678. * Function indicating if a number is an exponent of 2
  1679. * @param value defines the value to test
  1680. * @returns true if the value is an exponent of 2
  1681. */
  1682. Tools.IsExponentOfTwo = function (value) {
  1683. var count = 1;
  1684. do {
  1685. count *= 2;
  1686. } while (count < value);
  1687. return count === value;
  1688. };
  1689. /**
  1690. * Returns the nearest 32-bit single precision float representation of a Number
  1691. * @param value A Number. If the parameter is of a different type, it will get converted
  1692. * to a number or to NaN if it cannot be converted
  1693. * @returns number
  1694. */
  1695. Tools.FloatRound = function (value) {
  1696. if (Math.fround) {
  1697. return Math.fround(value);
  1698. }
  1699. return (Tools._tmpFloatArray[0] = value);
  1700. };
  1701. /**
  1702. * Find the next highest power of two.
  1703. * @param x Number to start search from.
  1704. * @return Next highest power of two.
  1705. */
  1706. Tools.CeilingPOT = function (x) {
  1707. x--;
  1708. x |= x >> 1;
  1709. x |= x >> 2;
  1710. x |= x >> 4;
  1711. x |= x >> 8;
  1712. x |= x >> 16;
  1713. x++;
  1714. return x;
  1715. };
  1716. /**
  1717. * Find the next lowest power of two.
  1718. * @param x Number to start search from.
  1719. * @return Next lowest power of two.
  1720. */
  1721. Tools.FloorPOT = function (x) {
  1722. x = x | (x >> 1);
  1723. x = x | (x >> 2);
  1724. x = x | (x >> 4);
  1725. x = x | (x >> 8);
  1726. x = x | (x >> 16);
  1727. return x - (x >> 1);
  1728. };
  1729. /**
  1730. * Find the nearest power of two.
  1731. * @param x Number to start search from.
  1732. * @return Next nearest power of two.
  1733. */
  1734. Tools.NearestPOT = function (x) {
  1735. var c = Tools.CeilingPOT(x);
  1736. var f = Tools.FloorPOT(x);
  1737. return (c - x) > (x - f) ? f : c;
  1738. };
  1739. /**
  1740. * Get the closest exponent of two
  1741. * @param value defines the value to approximate
  1742. * @param max defines the maximum value to return
  1743. * @param mode defines how to define the closest value
  1744. * @returns closest exponent of two of the given value
  1745. */
  1746. Tools.GetExponentOfTwo = function (value, max, mode) {
  1747. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1748. var pot;
  1749. switch (mode) {
  1750. case BABYLON.Engine.SCALEMODE_FLOOR:
  1751. pot = Tools.FloorPOT(value);
  1752. break;
  1753. case BABYLON.Engine.SCALEMODE_NEAREST:
  1754. pot = Tools.NearestPOT(value);
  1755. break;
  1756. case BABYLON.Engine.SCALEMODE_CEILING:
  1757. default:
  1758. pot = Tools.CeilingPOT(value);
  1759. break;
  1760. }
  1761. return Math.min(pot, max);
  1762. };
  1763. /**
  1764. * Extracts the filename from a path
  1765. * @param path defines the path to use
  1766. * @returns the filename
  1767. */
  1768. Tools.GetFilename = function (path) {
  1769. var index = path.lastIndexOf("/");
  1770. if (index < 0) {
  1771. return path;
  1772. }
  1773. return path.substring(index + 1);
  1774. };
  1775. /**
  1776. * Extracts the "folder" part of a path (everything before the filename).
  1777. * @param uri The URI to extract the info from
  1778. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1779. * @returns The "folder" part of the path
  1780. */
  1781. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1782. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1783. var index = uri.lastIndexOf("/");
  1784. if (index < 0) {
  1785. if (returnUnchangedIfNoSlash) {
  1786. return uri;
  1787. }
  1788. return "";
  1789. }
  1790. return uri.substring(0, index + 1);
  1791. };
  1792. /**
  1793. * Extracts text content from a DOM element hierarchy
  1794. * @param element defines the root element
  1795. * @returns a string
  1796. */
  1797. Tools.GetDOMTextContent = function (element) {
  1798. var result = "";
  1799. var child = element.firstChild;
  1800. while (child) {
  1801. if (child.nodeType === 3) {
  1802. result += child.textContent;
  1803. }
  1804. child = (child.nextSibling);
  1805. }
  1806. return result;
  1807. };
  1808. /**
  1809. * Convert an angle in radians to degrees
  1810. * @param angle defines the angle to convert
  1811. * @returns the angle in degrees
  1812. */
  1813. Tools.ToDegrees = function (angle) {
  1814. return angle * 180 / Math.PI;
  1815. };
  1816. /**
  1817. * Convert an angle in degrees to radians
  1818. * @param angle defines the angle to convert
  1819. * @returns the angle in radians
  1820. */
  1821. Tools.ToRadians = function (angle) {
  1822. return angle * Math.PI / 180;
  1823. };
  1824. /**
  1825. * Encode a buffer to a base64 string
  1826. * @param buffer defines the buffer to encode
  1827. * @returns the encoded string
  1828. */
  1829. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1830. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1831. var output = "";
  1832. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1833. var i = 0;
  1834. var bytes = new Uint8Array(buffer);
  1835. while (i < bytes.length) {
  1836. chr1 = bytes[i++];
  1837. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1838. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1839. enc1 = chr1 >> 2;
  1840. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1841. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1842. enc4 = chr3 & 63;
  1843. if (isNaN(chr2)) {
  1844. enc3 = enc4 = 64;
  1845. }
  1846. else if (isNaN(chr3)) {
  1847. enc4 = 64;
  1848. }
  1849. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1850. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1851. }
  1852. return "data:image/png;base64," + output;
  1853. };
  1854. /**
  1855. * Extracts minimum and maximum values from a list of indexed positions
  1856. * @param positions defines the positions to use
  1857. * @param indices defines the indices to the positions
  1858. * @param indexStart defines the start index
  1859. * @param indexCount defines the end index
  1860. * @param bias defines bias value to add to the result
  1861. * @return minimum and maximum values
  1862. */
  1863. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1864. if (bias === void 0) { bias = null; }
  1865. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1866. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1867. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1868. var offset = indices[index] * 3;
  1869. var x = positions[offset];
  1870. var y = positions[offset + 1];
  1871. var z = positions[offset + 2];
  1872. minimum.minimizeInPlaceFromFloats(x, y, z);
  1873. maximum.maximizeInPlaceFromFloats(x, y, z);
  1874. }
  1875. if (bias) {
  1876. minimum.x -= minimum.x * bias.x + bias.y;
  1877. minimum.y -= minimum.y * bias.x + bias.y;
  1878. minimum.z -= minimum.z * bias.x + bias.y;
  1879. maximum.x += maximum.x * bias.x + bias.y;
  1880. maximum.y += maximum.y * bias.x + bias.y;
  1881. maximum.z += maximum.z * bias.x + bias.y;
  1882. }
  1883. return {
  1884. minimum: minimum,
  1885. maximum: maximum
  1886. };
  1887. };
  1888. /**
  1889. * Extracts minimum and maximum values from a list of positions
  1890. * @param positions defines the positions to use
  1891. * @param start defines the start index in the positions array
  1892. * @param count defines the number of positions to handle
  1893. * @param bias defines bias value to add to the result
  1894. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1895. * @return minimum and maximum values
  1896. */
  1897. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1898. if (bias === void 0) { bias = null; }
  1899. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1900. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1901. if (!stride) {
  1902. stride = 3;
  1903. }
  1904. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1905. var x = positions[offset];
  1906. var y = positions[offset + 1];
  1907. var z = positions[offset + 2];
  1908. minimum.minimizeInPlaceFromFloats(x, y, z);
  1909. maximum.maximizeInPlaceFromFloats(x, y, z);
  1910. }
  1911. if (bias) {
  1912. minimum.x -= minimum.x * bias.x + bias.y;
  1913. minimum.y -= minimum.y * bias.x + bias.y;
  1914. minimum.z -= minimum.z * bias.x + bias.y;
  1915. maximum.x += maximum.x * bias.x + bias.y;
  1916. maximum.y += maximum.y * bias.x + bias.y;
  1917. maximum.z += maximum.z * bias.x + bias.y;
  1918. }
  1919. return {
  1920. minimum: minimum,
  1921. maximum: maximum
  1922. };
  1923. };
  1924. /**
  1925. * Returns an array if obj is not an array
  1926. * @param obj defines the object to evaluate as an array
  1927. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1928. * @returns either obj directly if obj is an array or a new array containing obj
  1929. */
  1930. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1931. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1932. return null;
  1933. }
  1934. return Array.isArray(obj) ? obj : [obj];
  1935. };
  1936. /**
  1937. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1938. * @param size the number of element to construct and put in the array
  1939. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1940. * @returns a new array filled with new objects
  1941. */
  1942. Tools.BuildArray = function (size, itemBuilder) {
  1943. var a = [];
  1944. for (var i = 0; i < size; ++i) {
  1945. a.push(itemBuilder());
  1946. }
  1947. return a;
  1948. };
  1949. /**
  1950. * Gets the pointer prefix to use
  1951. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1952. */
  1953. Tools.GetPointerPrefix = function () {
  1954. var eventPrefix = "pointer";
  1955. // Check if pointer events are supported
  1956. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1957. eventPrefix = "mouse";
  1958. }
  1959. return eventPrefix;
  1960. };
  1961. /**
  1962. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1963. * @param func - the function to be called
  1964. * @param requester - the object that will request the next frame. Falls back to window.
  1965. * @returns frame number
  1966. */
  1967. Tools.QueueNewFrame = function (func, requester) {
  1968. if (!Tools.IsWindowObjectExist()) {
  1969. return setTimeout(func, 16);
  1970. }
  1971. if (!requester) {
  1972. requester = window;
  1973. }
  1974. if (requester.requestAnimationFrame) {
  1975. return requester.requestAnimationFrame(func);
  1976. }
  1977. else if (requester.msRequestAnimationFrame) {
  1978. return requester.msRequestAnimationFrame(func);
  1979. }
  1980. else if (requester.webkitRequestAnimationFrame) {
  1981. return requester.webkitRequestAnimationFrame(func);
  1982. }
  1983. else if (requester.mozRequestAnimationFrame) {
  1984. return requester.mozRequestAnimationFrame(func);
  1985. }
  1986. else if (requester.oRequestAnimationFrame) {
  1987. return requester.oRequestAnimationFrame(func);
  1988. }
  1989. else {
  1990. return window.setTimeout(func, 16);
  1991. }
  1992. };
  1993. /**
  1994. * Ask the browser to promote the current element to fullscreen rendering mode
  1995. * @param element defines the DOM element to promote
  1996. */
  1997. Tools.RequestFullscreen = function (element) {
  1998. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1999. if (!requestFunction) {
  2000. return;
  2001. }
  2002. requestFunction.call(element);
  2003. };
  2004. /**
  2005. * Asks the browser to exit fullscreen mode
  2006. */
  2007. Tools.ExitFullscreen = function () {
  2008. if (document.exitFullscreen) {
  2009. document.exitFullscreen();
  2010. }
  2011. else if (document.mozCancelFullScreen) {
  2012. document.mozCancelFullScreen();
  2013. }
  2014. else if (document.webkitCancelFullScreen) {
  2015. document.webkitCancelFullScreen();
  2016. }
  2017. else if (document.msCancelFullScreen) {
  2018. document.msCancelFullScreen();
  2019. }
  2020. };
  2021. /**
  2022. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2023. * @param url define the url we are trying
  2024. * @param element define the dom element where to configure the cors policy
  2025. */
  2026. Tools.SetCorsBehavior = function (url, element) {
  2027. if (url && url.indexOf("data:") === 0) {
  2028. return;
  2029. }
  2030. if (Tools.CorsBehavior) {
  2031. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2032. element.crossOrigin = Tools.CorsBehavior;
  2033. }
  2034. else {
  2035. var result = Tools.CorsBehavior(url);
  2036. if (result) {
  2037. element.crossOrigin = result;
  2038. }
  2039. }
  2040. }
  2041. };
  2042. // External files
  2043. /**
  2044. * Removes unwanted characters from an url
  2045. * @param url defines the url to clean
  2046. * @returns the cleaned url
  2047. */
  2048. Tools.CleanUrl = function (url) {
  2049. url = url.replace(/#/mg, "%23");
  2050. return url;
  2051. };
  2052. /**
  2053. * Loads an image as an HTMLImageElement.
  2054. * @param input url string, ArrayBuffer, or Blob to load
  2055. * @param onLoad callback called when the image successfully loads
  2056. * @param onError callback called when the image fails to load
  2057. * @param offlineProvider offline provider for caching
  2058. * @returns the HTMLImageElement of the loaded image
  2059. */
  2060. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2061. var url;
  2062. var usingObjectURL = false;
  2063. if (input instanceof ArrayBuffer) {
  2064. url = URL.createObjectURL(new Blob([input]));
  2065. usingObjectURL = true;
  2066. }
  2067. else if (input instanceof Blob) {
  2068. url = URL.createObjectURL(input);
  2069. usingObjectURL = true;
  2070. }
  2071. else {
  2072. url = Tools.CleanUrl(input);
  2073. url = Tools.PreprocessUrl(input);
  2074. }
  2075. var img = new Image();
  2076. Tools.SetCorsBehavior(url, img);
  2077. var loadHandler = function () {
  2078. if (usingObjectURL && img.src) {
  2079. URL.revokeObjectURL(img.src);
  2080. }
  2081. img.removeEventListener("load", loadHandler);
  2082. img.removeEventListener("error", errorHandler);
  2083. onLoad(img);
  2084. };
  2085. var errorHandler = function (err) {
  2086. if (usingObjectURL && img.src) {
  2087. URL.revokeObjectURL(img.src);
  2088. }
  2089. img.removeEventListener("load", loadHandler);
  2090. img.removeEventListener("error", errorHandler);
  2091. Tools.Error("Error while trying to load image: " + input);
  2092. if (onError) {
  2093. onError("Error while trying to load image: " + input, err);
  2094. }
  2095. };
  2096. img.addEventListener("load", loadHandler);
  2097. img.addEventListener("error", errorHandler);
  2098. var noOfflineSupport = function () {
  2099. img.src = url;
  2100. };
  2101. var loadFromOfflineSupport = function () {
  2102. if (offlineProvider) {
  2103. offlineProvider.loadImage(url, img);
  2104. }
  2105. };
  2106. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2107. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2108. }
  2109. else {
  2110. if (url.indexOf("file:") !== -1) {
  2111. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2112. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2113. try {
  2114. var blobURL;
  2115. try {
  2116. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2117. }
  2118. catch (ex) {
  2119. // Chrome doesn't support oneTimeOnly parameter
  2120. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2121. }
  2122. img.src = blobURL;
  2123. usingObjectURL = true;
  2124. }
  2125. catch (e) {
  2126. img.src = "";
  2127. }
  2128. return img;
  2129. }
  2130. }
  2131. noOfflineSupport();
  2132. }
  2133. return img;
  2134. };
  2135. /**
  2136. * Loads a file
  2137. * @param url url string, ArrayBuffer, or Blob to load
  2138. * @param onSuccess callback called when the file successfully loads
  2139. * @param onProgress callback called while file is loading (if the server supports this mode)
  2140. * @param offlineProvider defines the offline provider for caching
  2141. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2142. * @param onError callback called when the file fails to load
  2143. * @returns a file request object
  2144. */
  2145. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2146. url = Tools.CleanUrl(url);
  2147. url = Tools.PreprocessUrl(url);
  2148. // If file and file input are set
  2149. if (url.indexOf("file:") !== -1) {
  2150. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2151. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2152. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2153. }
  2154. }
  2155. var loadUrl = Tools.BaseUrl + url;
  2156. var aborted = false;
  2157. var fileRequest = {
  2158. onCompleteObservable: new BABYLON.Observable(),
  2159. abort: function () { return aborted = true; },
  2160. };
  2161. var requestFile = function () {
  2162. var request = new XMLHttpRequest();
  2163. var retryHandle = null;
  2164. fileRequest.abort = function () {
  2165. aborted = true;
  2166. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2167. request.abort();
  2168. }
  2169. if (retryHandle !== null) {
  2170. clearTimeout(retryHandle);
  2171. retryHandle = null;
  2172. }
  2173. };
  2174. var retryLoop = function (retryIndex) {
  2175. request.open('GET', loadUrl, true);
  2176. if (useArrayBuffer) {
  2177. request.responseType = "arraybuffer";
  2178. }
  2179. if (onProgress) {
  2180. request.addEventListener("progress", onProgress);
  2181. }
  2182. var onLoadEnd = function () {
  2183. request.removeEventListener("loadend", onLoadEnd);
  2184. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2185. fileRequest.onCompleteObservable.clear();
  2186. };
  2187. request.addEventListener("loadend", onLoadEnd);
  2188. var onReadyStateChange = function () {
  2189. if (aborted) {
  2190. return;
  2191. }
  2192. // In case of undefined state in some browsers.
  2193. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2194. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2195. request.removeEventListener("readystatechange", onReadyStateChange);
  2196. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2197. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2198. return;
  2199. }
  2200. var retryStrategy = Tools.DefaultRetryStrategy;
  2201. if (retryStrategy) {
  2202. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2203. if (waitTime !== -1) {
  2204. // Prevent the request from completing for retry.
  2205. request.removeEventListener("loadend", onLoadEnd);
  2206. request = new XMLHttpRequest();
  2207. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2208. return;
  2209. }
  2210. }
  2211. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2212. if (onError) {
  2213. onError(request, e);
  2214. }
  2215. else {
  2216. throw e;
  2217. }
  2218. }
  2219. };
  2220. request.addEventListener("readystatechange", onReadyStateChange);
  2221. request.send();
  2222. };
  2223. retryLoop(0);
  2224. };
  2225. // Caching all files
  2226. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2227. var noOfflineSupport_1 = function (request) {
  2228. if (request && request.status > 400) {
  2229. if (onError) {
  2230. onError(request);
  2231. }
  2232. }
  2233. else {
  2234. if (!aborted) {
  2235. requestFile();
  2236. }
  2237. }
  2238. };
  2239. var loadFromOfflineSupport = function () {
  2240. // TODO: database needs to support aborting and should return a IFileRequest
  2241. if (aborted) {
  2242. return;
  2243. }
  2244. if (offlineProvider) {
  2245. offlineProvider.loadFile(url, function (data) {
  2246. if (!aborted) {
  2247. onSuccess(data);
  2248. }
  2249. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2250. }, onProgress ? function (event) {
  2251. if (!aborted) {
  2252. onProgress(event);
  2253. }
  2254. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2255. }
  2256. };
  2257. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2258. }
  2259. else {
  2260. requestFile();
  2261. }
  2262. return fileRequest;
  2263. };
  2264. /**
  2265. * Load a script (identified by an url). When the url returns, the
  2266. * content of this file is added into a new script element, attached to the DOM (body element)
  2267. * @param scriptUrl defines the url of the script to laod
  2268. * @param onSuccess defines the callback called when the script is loaded
  2269. * @param onError defines the callback to call if an error occurs
  2270. */
  2271. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2272. if (!Tools.IsWindowObjectExist()) {
  2273. return;
  2274. }
  2275. var head = document.getElementsByTagName('head')[0];
  2276. var script = document.createElement('script');
  2277. script.type = 'text/javascript';
  2278. script.src = scriptUrl;
  2279. script.onload = function () {
  2280. if (onSuccess) {
  2281. onSuccess();
  2282. }
  2283. };
  2284. script.onerror = function (e) {
  2285. if (onError) {
  2286. onError("Unable to load script '" + scriptUrl + "'", e);
  2287. }
  2288. };
  2289. head.appendChild(script);
  2290. };
  2291. /**
  2292. * Loads a file from a blob
  2293. * @param fileToLoad defines the blob to use
  2294. * @param callback defines the callback to call when data is loaded
  2295. * @param progressCallback defines the callback to call during loading process
  2296. * @returns a file request object
  2297. */
  2298. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2299. var reader = new FileReader();
  2300. var request = {
  2301. onCompleteObservable: new BABYLON.Observable(),
  2302. abort: function () { return reader.abort(); },
  2303. };
  2304. reader.onloadend = function (e) {
  2305. request.onCompleteObservable.notifyObservers(request);
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. reader.onprogress = progressCallback;
  2312. reader.readAsDataURL(fileToLoad);
  2313. return request;
  2314. };
  2315. /**
  2316. * Loads a file
  2317. * @param fileToLoad defines the file to load
  2318. * @param callback defines the callback to call when data is loaded
  2319. * @param progressCallBack defines the callback to call during loading process
  2320. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2321. * @returns a file request object
  2322. */
  2323. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2324. var reader = new FileReader();
  2325. var request = {
  2326. onCompleteObservable: new BABYLON.Observable(),
  2327. abort: function () { return reader.abort(); },
  2328. };
  2329. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2330. reader.onerror = function (e) {
  2331. Tools.Log("Error while reading file: " + fileToLoad.name);
  2332. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2333. };
  2334. reader.onload = function (e) {
  2335. //target doesn't have result from ts 1.3
  2336. callback(e.target['result']);
  2337. };
  2338. if (progressCallBack) {
  2339. reader.onprogress = progressCallBack;
  2340. }
  2341. if (!useArrayBuffer) {
  2342. // Asynchronous read
  2343. reader.readAsText(fileToLoad);
  2344. }
  2345. else {
  2346. reader.readAsArrayBuffer(fileToLoad);
  2347. }
  2348. return request;
  2349. };
  2350. /**
  2351. * Creates a data url from a given string content
  2352. * @param content defines the content to convert
  2353. * @returns the new data url link
  2354. */
  2355. Tools.FileAsURL = function (content) {
  2356. var fileBlob = new Blob([content]);
  2357. var url = window.URL || window.webkitURL;
  2358. var link = url.createObjectURL(fileBlob);
  2359. return link;
  2360. };
  2361. /**
  2362. * Format the given number to a specific decimal format
  2363. * @param value defines the number to format
  2364. * @param decimals defines the number of decimals to use
  2365. * @returns the formatted string
  2366. */
  2367. Tools.Format = function (value, decimals) {
  2368. if (decimals === void 0) { decimals = 2; }
  2369. return value.toFixed(decimals);
  2370. };
  2371. /**
  2372. * Checks if a given vector is inside a specific range
  2373. * @param v defines the vector to test
  2374. * @param min defines the minimum range
  2375. * @param max defines the maximum range
  2376. */
  2377. Tools.CheckExtends = function (v, min, max) {
  2378. min.minimizeInPlace(v);
  2379. max.maximizeInPlace(v);
  2380. };
  2381. /**
  2382. * Tries to copy an object by duplicating every property
  2383. * @param source defines the source object
  2384. * @param destination defines the target object
  2385. * @param doNotCopyList defines a list of properties to avoid
  2386. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2387. */
  2388. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2389. for (var prop in source) {
  2390. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2391. continue;
  2392. }
  2393. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2394. continue;
  2395. }
  2396. var sourceValue = source[prop];
  2397. var typeOfSourceValue = typeof sourceValue;
  2398. if (typeOfSourceValue === "function") {
  2399. continue;
  2400. }
  2401. try {
  2402. if (typeOfSourceValue === "object") {
  2403. if (sourceValue instanceof Array) {
  2404. destination[prop] = [];
  2405. if (sourceValue.length > 0) {
  2406. if (typeof sourceValue[0] == "object") {
  2407. for (var index = 0; index < sourceValue.length; index++) {
  2408. var clonedValue = cloneValue(sourceValue[index], destination);
  2409. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2410. destination[prop].push(clonedValue);
  2411. }
  2412. }
  2413. }
  2414. else {
  2415. destination[prop] = sourceValue.slice(0);
  2416. }
  2417. }
  2418. }
  2419. else {
  2420. destination[prop] = cloneValue(sourceValue, destination);
  2421. }
  2422. }
  2423. else {
  2424. destination[prop] = sourceValue;
  2425. }
  2426. }
  2427. catch (e) {
  2428. // Just ignore error (it could be because of a read-only property)
  2429. }
  2430. }
  2431. };
  2432. /**
  2433. * Gets a boolean indicating if the given object has no own property
  2434. * @param obj defines the object to test
  2435. * @returns true if object has no own property
  2436. */
  2437. Tools.IsEmpty = function (obj) {
  2438. for (var i in obj) {
  2439. if (obj.hasOwnProperty(i)) {
  2440. return false;
  2441. }
  2442. }
  2443. return true;
  2444. };
  2445. /**
  2446. * Function used to register events at window level
  2447. * @param events defines the events to register
  2448. */
  2449. Tools.RegisterTopRootEvents = function (events) {
  2450. for (var index = 0; index < events.length; index++) {
  2451. var event = events[index];
  2452. window.addEventListener(event.name, event.handler, false);
  2453. try {
  2454. if (window.parent) {
  2455. window.parent.addEventListener(event.name, event.handler, false);
  2456. }
  2457. }
  2458. catch (e) {
  2459. // Silently fails...
  2460. }
  2461. }
  2462. };
  2463. /**
  2464. * Function used to unregister events from window level
  2465. * @param events defines the events to unregister
  2466. */
  2467. Tools.UnregisterTopRootEvents = function (events) {
  2468. for (var index = 0; index < events.length; index++) {
  2469. var event = events[index];
  2470. window.removeEventListener(event.name, event.handler);
  2471. try {
  2472. if (window.parent) {
  2473. window.parent.removeEventListener(event.name, event.handler);
  2474. }
  2475. }
  2476. catch (e) {
  2477. // Silently fails...
  2478. }
  2479. }
  2480. };
  2481. /**
  2482. * Dumps the current bound framebuffer
  2483. * @param width defines the rendering width
  2484. * @param height defines the rendering height
  2485. * @param engine defines the hosting engine
  2486. * @param successCallback defines the callback triggered once the data are available
  2487. * @param mimeType defines the mime type of the result
  2488. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2489. */
  2490. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2491. if (mimeType === void 0) { mimeType = "image/png"; }
  2492. // Read the contents of the framebuffer
  2493. var numberOfChannelsByLine = width * 4;
  2494. var halfHeight = height / 2;
  2495. //Reading datas from WebGL
  2496. var data = engine.readPixels(0, 0, width, height);
  2497. //To flip image on Y axis.
  2498. for (var i = 0; i < halfHeight; i++) {
  2499. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2500. var currentCell = j + i * numberOfChannelsByLine;
  2501. var targetLine = height - i - 1;
  2502. var targetCell = j + targetLine * numberOfChannelsByLine;
  2503. var temp = data[currentCell];
  2504. data[currentCell] = data[targetCell];
  2505. data[targetCell] = temp;
  2506. }
  2507. }
  2508. // Create a 2D canvas to store the result
  2509. if (!screenshotCanvas) {
  2510. screenshotCanvas = document.createElement('canvas');
  2511. }
  2512. screenshotCanvas.width = width;
  2513. screenshotCanvas.height = height;
  2514. var context = screenshotCanvas.getContext('2d');
  2515. if (context) {
  2516. // Copy the pixels to a 2D canvas
  2517. var imageData = context.createImageData(width, height);
  2518. var castData = (imageData.data);
  2519. castData.set(data);
  2520. context.putImageData(imageData, 0, 0);
  2521. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2522. }
  2523. };
  2524. /**
  2525. * Converts the canvas data to blob.
  2526. * This acts as a polyfill for browsers not supporting the to blob function.
  2527. * @param canvas Defines the canvas to extract the data from
  2528. * @param successCallback Defines the callback triggered once the data are available
  2529. * @param mimeType Defines the mime type of the result
  2530. */
  2531. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2532. if (mimeType === void 0) { mimeType = "image/png"; }
  2533. // We need HTMLCanvasElement.toBlob for HD screenshots
  2534. if (!canvas.toBlob) {
  2535. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2536. canvas.toBlob = function (callback, type, quality) {
  2537. var _this = this;
  2538. setTimeout(function () {
  2539. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2540. for (var i = 0; i < len; i++) {
  2541. arr[i] = binStr.charCodeAt(i);
  2542. }
  2543. callback(new Blob([arr]));
  2544. });
  2545. };
  2546. }
  2547. canvas.toBlob(function (blob) {
  2548. successCallback(blob);
  2549. }, mimeType);
  2550. };
  2551. /**
  2552. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2553. * @param successCallback defines the callback triggered once the data are available
  2554. * @param mimeType defines the mime type of the result
  2555. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2556. */
  2557. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2558. if (mimeType === void 0) { mimeType = "image/png"; }
  2559. if (successCallback) {
  2560. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2561. successCallback(base64Image);
  2562. }
  2563. else {
  2564. this.ToBlob(screenshotCanvas, function (blob) {
  2565. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2566. if (("download" in document.createElement("a"))) {
  2567. if (!fileName) {
  2568. var date = new Date();
  2569. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2570. fileName = "screenshot_" + stringDate + ".png";
  2571. }
  2572. Tools.Download(blob, fileName);
  2573. }
  2574. else {
  2575. var url = URL.createObjectURL(blob);
  2576. var newWindow = window.open("");
  2577. if (!newWindow) {
  2578. return;
  2579. }
  2580. var img = newWindow.document.createElement("img");
  2581. img.onload = function () {
  2582. // no longer need to read the blob so it's revoked
  2583. URL.revokeObjectURL(url);
  2584. };
  2585. img.src = url;
  2586. newWindow.document.body.appendChild(img);
  2587. }
  2588. }, mimeType);
  2589. }
  2590. };
  2591. /**
  2592. * Downloads a blob in the browser
  2593. * @param blob defines the blob to download
  2594. * @param fileName defines the name of the downloaded file
  2595. */
  2596. Tools.Download = function (blob, fileName) {
  2597. if (navigator && navigator.msSaveBlob) {
  2598. navigator.msSaveBlob(blob, fileName);
  2599. return;
  2600. }
  2601. var url = window.URL.createObjectURL(blob);
  2602. var a = document.createElement("a");
  2603. document.body.appendChild(a);
  2604. a.style.display = "none";
  2605. a.href = url;
  2606. a.download = fileName;
  2607. a.addEventListener("click", function () {
  2608. if (a.parentElement) {
  2609. a.parentElement.removeChild(a);
  2610. }
  2611. });
  2612. a.click();
  2613. window.URL.revokeObjectURL(url);
  2614. };
  2615. /**
  2616. * Captures a screenshot of the current rendering
  2617. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2618. * @param engine defines the rendering engine
  2619. * @param camera defines the source camera
  2620. * @param size This parameter can be set to a single number or to an object with the
  2621. * following (optional) properties: precision, width, height. If a single number is passed,
  2622. * it will be used for both width and height. If an object is passed, the screenshot size
  2623. * will be derived from the parameters. The precision property is a multiplier allowing
  2624. * rendering at a higher or lower resolution
  2625. * @param successCallback defines the callback receives a single parameter which contains the
  2626. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2627. * src parameter of an <img> to display it
  2628. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2629. * Check your browser for supported MIME types
  2630. */
  2631. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2632. if (mimeType === void 0) { mimeType = "image/png"; }
  2633. var width;
  2634. var height;
  2635. // If a precision value is specified
  2636. if (size.precision) {
  2637. width = Math.round(engine.getRenderWidth() * size.precision);
  2638. height = Math.round(width / engine.getAspectRatio(camera));
  2639. }
  2640. else if (size.width && size.height) {
  2641. width = size.width;
  2642. height = size.height;
  2643. }
  2644. //If passing only width, computing height to keep display canvas ratio.
  2645. else if (size.width && !size.height) {
  2646. width = size.width;
  2647. height = Math.round(width / engine.getAspectRatio(camera));
  2648. }
  2649. //If passing only height, computing width to keep display canvas ratio.
  2650. else if (size.height && !size.width) {
  2651. height = size.height;
  2652. width = Math.round(height * engine.getAspectRatio(camera));
  2653. }
  2654. //Assuming here that "size" parameter is a number
  2655. else if (!isNaN(size)) {
  2656. height = size;
  2657. width = size;
  2658. }
  2659. else {
  2660. Tools.Error("Invalid 'size' parameter !");
  2661. return;
  2662. }
  2663. if (!screenshotCanvas) {
  2664. screenshotCanvas = document.createElement('canvas');
  2665. }
  2666. screenshotCanvas.width = width;
  2667. screenshotCanvas.height = height;
  2668. var renderContext = screenshotCanvas.getContext("2d");
  2669. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2670. var newWidth = width;
  2671. var newHeight = newWidth / ratio;
  2672. if (newHeight > height) {
  2673. newHeight = height;
  2674. newWidth = newHeight * ratio;
  2675. }
  2676. var offsetX = Math.max(0, width - newWidth) / 2;
  2677. var offsetY = Math.max(0, height - newHeight) / 2;
  2678. var renderingCanvas = engine.getRenderingCanvas();
  2679. if (renderContext && renderingCanvas) {
  2680. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2681. }
  2682. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2683. };
  2684. /**
  2685. * Generates an image screenshot from the specified camera.
  2686. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2687. * @param engine The engine to use for rendering
  2688. * @param camera The camera to use for rendering
  2689. * @param size This parameter can be set to a single number or to an object with the
  2690. * following (optional) properties: precision, width, height. If a single number is passed,
  2691. * it will be used for both width and height. If an object is passed, the screenshot size
  2692. * will be derived from the parameters. The precision property is a multiplier allowing
  2693. * rendering at a higher or lower resolution
  2694. * @param successCallback The callback receives a single parameter which contains the
  2695. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2696. * src parameter of an <img> to display it
  2697. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2698. * Check your browser for supported MIME types
  2699. * @param samples Texture samples (default: 1)
  2700. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2701. * @param fileName A name for for the downloaded file.
  2702. */
  2703. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2704. if (mimeType === void 0) { mimeType = "image/png"; }
  2705. if (samples === void 0) { samples = 1; }
  2706. if (antialiasing === void 0) { antialiasing = false; }
  2707. var width;
  2708. var height;
  2709. //If a precision value is specified
  2710. if (size.precision) {
  2711. width = Math.round(engine.getRenderWidth() * size.precision);
  2712. height = Math.round(width / engine.getAspectRatio(camera));
  2713. size = { width: width, height: height };
  2714. }
  2715. else if (size.width && size.height) {
  2716. width = size.width;
  2717. height = size.height;
  2718. }
  2719. //If passing only width, computing height to keep display canvas ratio.
  2720. else if (size.width && !size.height) {
  2721. width = size.width;
  2722. height = Math.round(width / engine.getAspectRatio(camera));
  2723. size = { width: width, height: height };
  2724. }
  2725. //If passing only height, computing width to keep display canvas ratio.
  2726. else if (size.height && !size.width) {
  2727. height = size.height;
  2728. width = Math.round(height * engine.getAspectRatio(camera));
  2729. size = { width: width, height: height };
  2730. }
  2731. //Assuming here that "size" parameter is a number
  2732. else if (!isNaN(size)) {
  2733. height = size;
  2734. width = size;
  2735. }
  2736. else {
  2737. Tools.Error("Invalid 'size' parameter !");
  2738. return;
  2739. }
  2740. var scene = camera.getScene();
  2741. var previousCamera = null;
  2742. if (scene.activeCamera !== camera) {
  2743. previousCamera = scene.activeCamera;
  2744. scene.activeCamera = camera;
  2745. }
  2746. var renderCanvas = engine.getRenderingCanvas();
  2747. if (!renderCanvas) {
  2748. Tools.Error("No rendering canvas found !");
  2749. return;
  2750. }
  2751. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2752. engine.setSize(width, height);
  2753. scene.render();
  2754. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2755. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2756. texture.renderList = null;
  2757. texture.samples = samples;
  2758. if (antialiasing) {
  2759. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2760. }
  2761. texture.onAfterRenderObservable.add(function () {
  2762. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2763. });
  2764. scene.incrementRenderId();
  2765. scene.resetCachedMaterial();
  2766. texture.render(true);
  2767. texture.dispose();
  2768. if (previousCamera) {
  2769. scene.activeCamera = previousCamera;
  2770. }
  2771. engine.setSize(originalSize.width, originalSize.height);
  2772. camera.getProjectionMatrix(true); // Force cache refresh;
  2773. };
  2774. /**
  2775. * Validates if xhr data is correct
  2776. * @param xhr defines the request to validate
  2777. * @param dataType defines the expected data type
  2778. * @returns true if data is correct
  2779. */
  2780. Tools.ValidateXHRData = function (xhr, dataType) {
  2781. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2782. if (dataType === void 0) { dataType = 7; }
  2783. try {
  2784. if (dataType & 1) {
  2785. if (xhr.responseText && xhr.responseText.length > 0) {
  2786. return true;
  2787. }
  2788. else if (dataType === 1) {
  2789. return false;
  2790. }
  2791. }
  2792. if (dataType & 2) {
  2793. // Check header width and height since there is no "TGA" magic number
  2794. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2795. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2796. return true;
  2797. }
  2798. else if (dataType === 2) {
  2799. return false;
  2800. }
  2801. }
  2802. if (dataType & 4) {
  2803. // Check for the "DDS" magic number
  2804. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2805. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2806. return true;
  2807. }
  2808. else {
  2809. return false;
  2810. }
  2811. }
  2812. }
  2813. catch (e) {
  2814. // Global protection
  2815. }
  2816. return false;
  2817. };
  2818. /**
  2819. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2820. * Be aware Math.random() could cause collisions, but:
  2821. * "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"
  2822. * @returns a pseudo random id
  2823. */
  2824. Tools.RandomId = function () {
  2825. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2826. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2827. return v.toString(16);
  2828. });
  2829. };
  2830. /**
  2831. * Test if the given uri is a base64 string
  2832. * @param uri The uri to test
  2833. * @return True if the uri is a base64 string or false otherwise
  2834. */
  2835. Tools.IsBase64 = function (uri) {
  2836. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2837. };
  2838. /**
  2839. * Decode the given base64 uri.
  2840. * @param uri The uri to decode
  2841. * @return The decoded base64 data.
  2842. */
  2843. Tools.DecodeBase64 = function (uri) {
  2844. var decodedString = atob(uri.split(",")[1]);
  2845. var bufferLength = decodedString.length;
  2846. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2847. for (var i = 0; i < bufferLength; i++) {
  2848. bufferView[i] = decodedString.charCodeAt(i);
  2849. }
  2850. return bufferView.buffer;
  2851. };
  2852. Tools._AddLogEntry = function (entry) {
  2853. Tools._LogCache = entry + Tools._LogCache;
  2854. if (Tools.OnNewCacheEntry) {
  2855. Tools.OnNewCacheEntry(entry);
  2856. }
  2857. };
  2858. Tools._FormatMessage = function (message) {
  2859. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2860. var date = new Date();
  2861. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2862. };
  2863. Tools._LogDisabled = function (message) {
  2864. // nothing to do
  2865. };
  2866. Tools._LogEnabled = function (message) {
  2867. var formattedMessage = Tools._FormatMessage(message);
  2868. console.log("BJS - " + formattedMessage);
  2869. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2870. Tools._AddLogEntry(entry);
  2871. };
  2872. Tools._WarnDisabled = function (message) {
  2873. // nothing to do
  2874. };
  2875. Tools._WarnEnabled = function (message) {
  2876. var formattedMessage = Tools._FormatMessage(message);
  2877. console.warn("BJS - " + formattedMessage);
  2878. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2879. Tools._AddLogEntry(entry);
  2880. };
  2881. Tools._ErrorDisabled = function (message) {
  2882. // nothing to do
  2883. };
  2884. Tools._ErrorEnabled = function (message) {
  2885. Tools.errorsCount++;
  2886. var formattedMessage = Tools._FormatMessage(message);
  2887. console.error("BJS - " + formattedMessage);
  2888. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2889. Tools._AddLogEntry(entry);
  2890. };
  2891. Object.defineProperty(Tools, "LogCache", {
  2892. /**
  2893. * Gets current log cache (list of logs)
  2894. */
  2895. get: function () {
  2896. return Tools._LogCache;
  2897. },
  2898. enumerable: true,
  2899. configurable: true
  2900. });
  2901. /**
  2902. * Clears the log cache
  2903. */
  2904. Tools.ClearLogCache = function () {
  2905. Tools._LogCache = "";
  2906. Tools.errorsCount = 0;
  2907. };
  2908. Object.defineProperty(Tools, "LogLevels", {
  2909. /**
  2910. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2911. */
  2912. set: function (level) {
  2913. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2914. Tools.Log = Tools._LogEnabled;
  2915. }
  2916. else {
  2917. Tools.Log = Tools._LogDisabled;
  2918. }
  2919. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2920. Tools.Warn = Tools._WarnEnabled;
  2921. }
  2922. else {
  2923. Tools.Warn = Tools._WarnDisabled;
  2924. }
  2925. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2926. Tools.Error = Tools._ErrorEnabled;
  2927. }
  2928. else {
  2929. Tools.Error = Tools._ErrorDisabled;
  2930. }
  2931. },
  2932. enumerable: true,
  2933. configurable: true
  2934. });
  2935. /**
  2936. * Checks if the loaded document was accessed via `file:`-Protocol.
  2937. * @returns boolean
  2938. */
  2939. Tools.IsFileURL = function () {
  2940. return location.protocol === "file:";
  2941. };
  2942. /**
  2943. * Checks if the window object exists
  2944. * @returns true if the window object exists
  2945. */
  2946. Tools.IsWindowObjectExist = function () {
  2947. return (typeof window) !== "undefined";
  2948. };
  2949. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2950. /**
  2951. * Sets the current performance log level
  2952. */
  2953. set: function (level) {
  2954. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2955. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2956. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2957. return;
  2958. }
  2959. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2960. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2961. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2962. return;
  2963. }
  2964. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2965. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2966. },
  2967. enumerable: true,
  2968. configurable: true
  2969. });
  2970. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2971. };
  2972. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2973. };
  2974. Tools._StartUserMark = function (counterName, condition) {
  2975. if (condition === void 0) { condition = true; }
  2976. if (!Tools._performance) {
  2977. if (!Tools.IsWindowObjectExist()) {
  2978. return;
  2979. }
  2980. Tools._performance = window.performance;
  2981. }
  2982. if (!condition || !Tools._performance.mark) {
  2983. return;
  2984. }
  2985. Tools._performance.mark(counterName + "-Begin");
  2986. };
  2987. Tools._EndUserMark = function (counterName, condition) {
  2988. if (condition === void 0) { condition = true; }
  2989. if (!condition || !Tools._performance.mark) {
  2990. return;
  2991. }
  2992. Tools._performance.mark(counterName + "-End");
  2993. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2994. };
  2995. Tools._StartPerformanceConsole = function (counterName, condition) {
  2996. if (condition === void 0) { condition = true; }
  2997. if (!condition) {
  2998. return;
  2999. }
  3000. Tools._StartUserMark(counterName, condition);
  3001. if (console.time) {
  3002. console.time(counterName);
  3003. }
  3004. };
  3005. Tools._EndPerformanceConsole = function (counterName, condition) {
  3006. if (condition === void 0) { condition = true; }
  3007. if (!condition) {
  3008. return;
  3009. }
  3010. Tools._EndUserMark(counterName, condition);
  3011. if (console.time) {
  3012. console.timeEnd(counterName);
  3013. }
  3014. };
  3015. Object.defineProperty(Tools, "Now", {
  3016. /**
  3017. * Gets either window.performance.now() if supported or Date.now() else
  3018. */
  3019. get: function () {
  3020. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3021. return window.performance.now();
  3022. }
  3023. return Date.now();
  3024. },
  3025. enumerable: true,
  3026. configurable: true
  3027. });
  3028. /**
  3029. * This method will return the name of the class used to create the instance of the given object.
  3030. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3031. * @param object the object to get the class name from
  3032. * @param isType defines if the object is actually a type
  3033. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3034. */
  3035. Tools.GetClassName = function (object, isType) {
  3036. if (isType === void 0) { isType = false; }
  3037. var name = null;
  3038. if (!isType && object.getClassName) {
  3039. name = object.getClassName();
  3040. }
  3041. else {
  3042. if (object instanceof Object) {
  3043. var classObj = isType ? object : Object.getPrototypeOf(object);
  3044. name = classObj.constructor["__bjsclassName__"];
  3045. }
  3046. if (!name) {
  3047. name = typeof object;
  3048. }
  3049. }
  3050. return name;
  3051. };
  3052. /**
  3053. * Gets the first element of an array satisfying a given predicate
  3054. * @param array defines the array to browse
  3055. * @param predicate defines the predicate to use
  3056. * @returns null if not found or the element
  3057. */
  3058. Tools.First = function (array, predicate) {
  3059. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3060. var el = array_1[_i];
  3061. if (predicate(el)) {
  3062. return el;
  3063. }
  3064. }
  3065. return null;
  3066. };
  3067. /**
  3068. * This method will return the name of the full name of the class, including its owning module (if any).
  3069. * 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).
  3070. * @param object the object to get the class name from
  3071. * @param isType defines if the object is actually a type
  3072. * @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.
  3073. * @ignorenaming
  3074. */
  3075. Tools.getFullClassName = function (object, isType) {
  3076. if (isType === void 0) { isType = false; }
  3077. var className = null;
  3078. var moduleName = null;
  3079. if (!isType && object.getClassName) {
  3080. className = object.getClassName();
  3081. }
  3082. else {
  3083. if (object instanceof Object) {
  3084. var classObj = isType ? object : Object.getPrototypeOf(object);
  3085. className = classObj.constructor["__bjsclassName__"];
  3086. moduleName = classObj.constructor["__bjsmoduleName__"];
  3087. }
  3088. if (!className) {
  3089. className = typeof object;
  3090. }
  3091. }
  3092. if (!className) {
  3093. return null;
  3094. }
  3095. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3096. };
  3097. /**
  3098. * Returns a promise that resolves after the given amount of time.
  3099. * @param delay Number of milliseconds to delay
  3100. * @returns Promise that resolves after the given amount of time
  3101. */
  3102. Tools.DelayAsync = function (delay) {
  3103. return new Promise(function (resolve) {
  3104. setTimeout(function () {
  3105. resolve();
  3106. }, delay);
  3107. });
  3108. };
  3109. /**
  3110. * Gets the current gradient from an array of IValueGradient
  3111. * @param ratio defines the current ratio to get
  3112. * @param gradients defines the array of IValueGradient
  3113. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3114. */
  3115. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3116. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3117. var currentGradient = gradients[gradientIndex];
  3118. var nextGradient = gradients[gradientIndex + 1];
  3119. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3120. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3121. updateFunc(currentGradient, nextGradient, scale);
  3122. return;
  3123. }
  3124. }
  3125. // Use last index if over
  3126. var lastIndex = gradients.length - 1;
  3127. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3128. };
  3129. /**
  3130. * Gets or sets the base URL to use to load assets
  3131. */
  3132. Tools.BaseUrl = "";
  3133. /**
  3134. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3135. */
  3136. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3137. /**
  3138. * Default behaviour for cors in the application.
  3139. * It can be a string if the expected behavior is identical in the entire app.
  3140. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3141. */
  3142. Tools.CorsBehavior = "anonymous";
  3143. /**
  3144. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3145. * @ignorenaming
  3146. */
  3147. Tools.UseFallbackTexture = true;
  3148. /**
  3149. * Use this object to register external classes like custom textures or material
  3150. * to allow the laoders to instantiate them
  3151. */
  3152. Tools.RegisteredExternalClasses = {};
  3153. /**
  3154. * Texture content used if a texture cannot loaded
  3155. * @ignorenaming
  3156. */
  3157. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3158. Tools._tmpFloatArray = new Float32Array(1);
  3159. /**
  3160. * Gets or sets a function used to pre-process url before using them to load assets
  3161. */
  3162. Tools.PreprocessUrl = function (url) {
  3163. return url;
  3164. };
  3165. // Logs
  3166. /**
  3167. * No log
  3168. */
  3169. Tools.NoneLogLevel = 0;
  3170. /**
  3171. * Only message logs
  3172. */
  3173. Tools.MessageLogLevel = 1;
  3174. /**
  3175. * Only warning logs
  3176. */
  3177. Tools.WarningLogLevel = 2;
  3178. /**
  3179. * Only error logs
  3180. */
  3181. Tools.ErrorLogLevel = 4;
  3182. /**
  3183. * All logs
  3184. */
  3185. Tools.AllLogLevel = 7;
  3186. Tools._LogCache = "";
  3187. /**
  3188. * Gets a value indicating the number of loading errors
  3189. * @ignorenaming
  3190. */
  3191. Tools.errorsCount = 0;
  3192. /**
  3193. * Log a message to the console
  3194. */
  3195. Tools.Log = Tools._LogEnabled;
  3196. /**
  3197. * Write a warning message to the console
  3198. */
  3199. Tools.Warn = Tools._WarnEnabled;
  3200. /**
  3201. * Write an error message to the console
  3202. */
  3203. Tools.Error = Tools._ErrorEnabled;
  3204. // Performances
  3205. /**
  3206. * No performance log
  3207. */
  3208. Tools.PerformanceNoneLogLevel = 0;
  3209. /**
  3210. * Use user marks to log performance
  3211. */
  3212. Tools.PerformanceUserMarkLogLevel = 1;
  3213. /**
  3214. * Log performance to the console
  3215. */
  3216. Tools.PerformanceConsoleLogLevel = 2;
  3217. /**
  3218. * Starts a performance counter
  3219. */
  3220. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3221. /**
  3222. * Ends a specific performance coutner
  3223. */
  3224. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3225. return Tools;
  3226. }());
  3227. BABYLON.Tools = Tools;
  3228. /**
  3229. * This class is used to track a performance counter which is number based.
  3230. * The user has access to many properties which give statistics of different nature.
  3231. *
  3232. * The implementer can track two kinds of Performance Counter: time and count.
  3233. * 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.
  3234. * 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.
  3235. */
  3236. var PerfCounter = /** @class */ (function () {
  3237. /**
  3238. * Creates a new counter
  3239. */
  3240. function PerfCounter() {
  3241. this._startMonitoringTime = 0;
  3242. this._min = 0;
  3243. this._max = 0;
  3244. this._average = 0;
  3245. this._lastSecAverage = 0;
  3246. this._current = 0;
  3247. this._totalValueCount = 0;
  3248. this._totalAccumulated = 0;
  3249. this._lastSecAccumulated = 0;
  3250. this._lastSecTime = 0;
  3251. this._lastSecValueCount = 0;
  3252. }
  3253. Object.defineProperty(PerfCounter.prototype, "min", {
  3254. /**
  3255. * Returns the smallest value ever
  3256. */
  3257. get: function () {
  3258. return this._min;
  3259. },
  3260. enumerable: true,
  3261. configurable: true
  3262. });
  3263. Object.defineProperty(PerfCounter.prototype, "max", {
  3264. /**
  3265. * Returns the biggest value ever
  3266. */
  3267. get: function () {
  3268. return this._max;
  3269. },
  3270. enumerable: true,
  3271. configurable: true
  3272. });
  3273. Object.defineProperty(PerfCounter.prototype, "average", {
  3274. /**
  3275. * Returns the average value since the performance counter is running
  3276. */
  3277. get: function () {
  3278. return this._average;
  3279. },
  3280. enumerable: true,
  3281. configurable: true
  3282. });
  3283. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3284. /**
  3285. * Returns the average value of the last second the counter was monitored
  3286. */
  3287. get: function () {
  3288. return this._lastSecAverage;
  3289. },
  3290. enumerable: true,
  3291. configurable: true
  3292. });
  3293. Object.defineProperty(PerfCounter.prototype, "current", {
  3294. /**
  3295. * Returns the current value
  3296. */
  3297. get: function () {
  3298. return this._current;
  3299. },
  3300. enumerable: true,
  3301. configurable: true
  3302. });
  3303. Object.defineProperty(PerfCounter.prototype, "total", {
  3304. /**
  3305. * Gets the accumulated total
  3306. */
  3307. get: function () {
  3308. return this._totalAccumulated;
  3309. },
  3310. enumerable: true,
  3311. configurable: true
  3312. });
  3313. Object.defineProperty(PerfCounter.prototype, "count", {
  3314. /**
  3315. * Gets the total value count
  3316. */
  3317. get: function () {
  3318. return this._totalValueCount;
  3319. },
  3320. enumerable: true,
  3321. configurable: true
  3322. });
  3323. /**
  3324. * Call this method to start monitoring a new frame.
  3325. * 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.
  3326. */
  3327. PerfCounter.prototype.fetchNewFrame = function () {
  3328. this._totalValueCount++;
  3329. this._current = 0;
  3330. this._lastSecValueCount++;
  3331. };
  3332. /**
  3333. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3334. * @param newCount the count value to add to the monitored count
  3335. * @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.
  3336. */
  3337. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3338. if (!PerfCounter.Enabled) {
  3339. return;
  3340. }
  3341. this._current += newCount;
  3342. if (fetchResult) {
  3343. this._fetchResult();
  3344. }
  3345. };
  3346. /**
  3347. * Start monitoring this performance counter
  3348. */
  3349. PerfCounter.prototype.beginMonitoring = function () {
  3350. if (!PerfCounter.Enabled) {
  3351. return;
  3352. }
  3353. this._startMonitoringTime = Tools.Now;
  3354. };
  3355. /**
  3356. * Compute the time lapsed since the previous beginMonitoring() call.
  3357. * @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
  3358. */
  3359. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3360. if (newFrame === void 0) { newFrame = true; }
  3361. if (!PerfCounter.Enabled) {
  3362. return;
  3363. }
  3364. if (newFrame) {
  3365. this.fetchNewFrame();
  3366. }
  3367. var currentTime = Tools.Now;
  3368. this._current = currentTime - this._startMonitoringTime;
  3369. if (newFrame) {
  3370. this._fetchResult();
  3371. }
  3372. };
  3373. PerfCounter.prototype._fetchResult = function () {
  3374. this._totalAccumulated += this._current;
  3375. this._lastSecAccumulated += this._current;
  3376. // Min/Max update
  3377. this._min = Math.min(this._min, this._current);
  3378. this._max = Math.max(this._max, this._current);
  3379. this._average = this._totalAccumulated / this._totalValueCount;
  3380. // Reset last sec?
  3381. var now = Tools.Now;
  3382. if ((now - this._lastSecTime) > 1000) {
  3383. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3384. this._lastSecTime = now;
  3385. this._lastSecAccumulated = 0;
  3386. this._lastSecValueCount = 0;
  3387. }
  3388. };
  3389. /**
  3390. * Gets or sets a global boolean to turn on and off all the counters
  3391. */
  3392. PerfCounter.Enabled = true;
  3393. return PerfCounter;
  3394. }());
  3395. BABYLON.PerfCounter = PerfCounter;
  3396. /**
  3397. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3398. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3399. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3400. * @param name The name of the class, case should be preserved
  3401. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3402. */
  3403. function className(name, module) {
  3404. return function (target) {
  3405. target["__bjsclassName__"] = name;
  3406. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3407. };
  3408. }
  3409. BABYLON.className = className;
  3410. /**
  3411. * An implementation of a loop for asynchronous functions.
  3412. */
  3413. var AsyncLoop = /** @class */ (function () {
  3414. /**
  3415. * Constructor.
  3416. * @param iterations the number of iterations.
  3417. * @param func the function to run each iteration
  3418. * @param successCallback the callback that will be called upon succesful execution
  3419. * @param offset starting offset.
  3420. */
  3421. function AsyncLoop(
  3422. /**
  3423. * Defines the number of iterations for the loop
  3424. */
  3425. iterations, func, successCallback, offset) {
  3426. if (offset === void 0) { offset = 0; }
  3427. this.iterations = iterations;
  3428. this.index = offset - 1;
  3429. this._done = false;
  3430. this._fn = func;
  3431. this._successCallback = successCallback;
  3432. }
  3433. /**
  3434. * Execute the next iteration. Must be called after the last iteration was finished.
  3435. */
  3436. AsyncLoop.prototype.executeNext = function () {
  3437. if (!this._done) {
  3438. if (this.index + 1 < this.iterations) {
  3439. ++this.index;
  3440. this._fn(this);
  3441. }
  3442. else {
  3443. this.breakLoop();
  3444. }
  3445. }
  3446. };
  3447. /**
  3448. * Break the loop and run the success callback.
  3449. */
  3450. AsyncLoop.prototype.breakLoop = function () {
  3451. this._done = true;
  3452. this._successCallback();
  3453. };
  3454. /**
  3455. * Create and run an async loop.
  3456. * @param iterations the number of iterations.
  3457. * @param fn the function to run each iteration
  3458. * @param successCallback the callback that will be called upon succesful execution
  3459. * @param offset starting offset.
  3460. * @returns the created async loop object
  3461. */
  3462. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3463. if (offset === void 0) { offset = 0; }
  3464. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3465. loop.executeNext();
  3466. return loop;
  3467. };
  3468. /**
  3469. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3470. * @param iterations total number of iterations
  3471. * @param syncedIterations number of synchronous iterations in each async iteration.
  3472. * @param fn the function to call each iteration.
  3473. * @param callback a success call back that will be called when iterating stops.
  3474. * @param breakFunction a break condition (optional)
  3475. * @param timeout timeout settings for the setTimeout function. default - 0.
  3476. * @returns the created async loop object
  3477. */
  3478. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3479. if (timeout === void 0) { timeout = 0; }
  3480. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3481. if (breakFunction && breakFunction()) {
  3482. loop.breakLoop();
  3483. }
  3484. else {
  3485. setTimeout(function () {
  3486. for (var i = 0; i < syncedIterations; ++i) {
  3487. var iteration = (loop.index * syncedIterations) + i;
  3488. if (iteration >= iterations) {
  3489. break;
  3490. }
  3491. fn(iteration);
  3492. if (breakFunction && breakFunction()) {
  3493. loop.breakLoop();
  3494. break;
  3495. }
  3496. }
  3497. loop.executeNext();
  3498. }, timeout);
  3499. }
  3500. }, callback);
  3501. };
  3502. return AsyncLoop;
  3503. }());
  3504. BABYLON.AsyncLoop = AsyncLoop;
  3505. })(BABYLON || (BABYLON = {}));
  3506. //# sourceMappingURL=babylon.tools.js.map
  3507. var BABYLON;
  3508. (function (BABYLON) {
  3509. /**
  3510. * Constant used to convert a value to gamma space
  3511. * @ignorenaming
  3512. */
  3513. BABYLON.ToGammaSpace = 1 / 2.2;
  3514. /**
  3515. * Constant used to convert a value to linear space
  3516. * @ignorenaming
  3517. */
  3518. BABYLON.ToLinearSpace = 2.2;
  3519. /**
  3520. * Constant used to define the minimal number value in Babylon.js
  3521. * @ignorenaming
  3522. */
  3523. BABYLON.Epsilon = 0.001;
  3524. /**
  3525. * Class used to hold a RBG color
  3526. */
  3527. var Color3 = /** @class */ (function () {
  3528. /**
  3529. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3530. * @param r defines the red component (between 0 and 1, default is 0)
  3531. * @param g defines the green component (between 0 and 1, default is 0)
  3532. * @param b defines the blue component (between 0 and 1, default is 0)
  3533. */
  3534. function Color3(
  3535. /**
  3536. * Defines the red component (between 0 and 1, default is 0)
  3537. */
  3538. r,
  3539. /**
  3540. * Defines the green component (between 0 and 1, default is 0)
  3541. */
  3542. g,
  3543. /**
  3544. * Defines the blue component (between 0 and 1, default is 0)
  3545. */
  3546. b) {
  3547. if (r === void 0) { r = 0; }
  3548. if (g === void 0) { g = 0; }
  3549. if (b === void 0) { b = 0; }
  3550. this.r = r;
  3551. this.g = g;
  3552. this.b = b;
  3553. }
  3554. /**
  3555. * Creates a string with the Color3 current values
  3556. * @returns the string representation of the Color3 object
  3557. */
  3558. Color3.prototype.toString = function () {
  3559. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3560. };
  3561. /**
  3562. * Returns the string "Color3"
  3563. * @returns "Color3"
  3564. */
  3565. Color3.prototype.getClassName = function () {
  3566. return "Color3";
  3567. };
  3568. /**
  3569. * Compute the Color3 hash code
  3570. * @returns an unique number that can be used to hash Color3 objects
  3571. */
  3572. Color3.prototype.getHashCode = function () {
  3573. var hash = this.r || 0;
  3574. hash = (hash * 397) ^ (this.g || 0);
  3575. hash = (hash * 397) ^ (this.b || 0);
  3576. return hash;
  3577. };
  3578. // Operators
  3579. /**
  3580. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3581. * @param array defines the array where to store the r,g,b components
  3582. * @param index defines an optional index in the target array to define where to start storing values
  3583. * @returns the current Color3 object
  3584. */
  3585. Color3.prototype.toArray = function (array, index) {
  3586. if (index === void 0) { index = 0; }
  3587. array[index] = this.r;
  3588. array[index + 1] = this.g;
  3589. array[index + 2] = this.b;
  3590. return this;
  3591. };
  3592. /**
  3593. * Returns a new Color4 object from the current Color3 and the given alpha
  3594. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3595. * @returns a new Color4 object
  3596. */
  3597. Color3.prototype.toColor4 = function (alpha) {
  3598. if (alpha === void 0) { alpha = 1; }
  3599. return new Color4(this.r, this.g, this.b, alpha);
  3600. };
  3601. /**
  3602. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3603. * @returns the new array
  3604. */
  3605. Color3.prototype.asArray = function () {
  3606. var result = new Array();
  3607. this.toArray(result, 0);
  3608. return result;
  3609. };
  3610. /**
  3611. * Returns the luminance value
  3612. * @returns a float value
  3613. */
  3614. Color3.prototype.toLuminance = function () {
  3615. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3616. };
  3617. /**
  3618. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3619. * @param otherColor defines the second operand
  3620. * @returns the new Color3 object
  3621. */
  3622. Color3.prototype.multiply = function (otherColor) {
  3623. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3624. };
  3625. /**
  3626. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3627. * @param otherColor defines the second operand
  3628. * @param result defines the Color3 object where to store the result
  3629. * @returns the current Color3
  3630. */
  3631. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3632. result.r = this.r * otherColor.r;
  3633. result.g = this.g * otherColor.g;
  3634. result.b = this.b * otherColor.b;
  3635. return this;
  3636. };
  3637. /**
  3638. * Determines equality between Color3 objects
  3639. * @param otherColor defines the second operand
  3640. * @returns true if the rgb values are equal to the given ones
  3641. */
  3642. Color3.prototype.equals = function (otherColor) {
  3643. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3644. };
  3645. /**
  3646. * Determines equality between the current Color3 object and a set of r,b,g values
  3647. * @param r defines the red component to check
  3648. * @param g defines the green component to check
  3649. * @param b defines the blue component to check
  3650. * @returns true if the rgb values are equal to the given ones
  3651. */
  3652. Color3.prototype.equalsFloats = function (r, g, b) {
  3653. return this.r === r && this.g === g && this.b === b;
  3654. };
  3655. /**
  3656. * Multiplies in place each rgb value by scale
  3657. * @param scale defines the scaling factor
  3658. * @returns the updated Color3
  3659. */
  3660. Color3.prototype.scale = function (scale) {
  3661. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3662. };
  3663. /**
  3664. * Multiplies the rgb values by scale and stores the result into "result"
  3665. * @param scale defines the scaling factor
  3666. * @param result defines the Color3 object where to store the result
  3667. * @returns the unmodified current Color3
  3668. */
  3669. Color3.prototype.scaleToRef = function (scale, result) {
  3670. result.r = this.r * scale;
  3671. result.g = this.g * scale;
  3672. result.b = this.b * scale;
  3673. return this;
  3674. };
  3675. /**
  3676. * Scale the current Color3 values by a factor and add the result to a given Color3
  3677. * @param scale defines the scale factor
  3678. * @param result defines color to store the result into
  3679. * @returns the unmodified current Color3
  3680. */
  3681. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3682. result.r += this.r * scale;
  3683. result.g += this.g * scale;
  3684. result.b += this.b * scale;
  3685. return this;
  3686. };
  3687. /**
  3688. * Clamps the rgb values by the min and max values and stores the result into "result"
  3689. * @param min defines minimum clamping value (default is 0)
  3690. * @param max defines maximum clamping value (default is 1)
  3691. * @param result defines color to store the result into
  3692. * @returns the original Color3
  3693. */
  3694. Color3.prototype.clampToRef = function (min, max, result) {
  3695. if (min === void 0) { min = 0; }
  3696. if (max === void 0) { max = 1; }
  3697. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3698. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3699. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3700. return this;
  3701. };
  3702. /**
  3703. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3704. * @param otherColor defines the second operand
  3705. * @returns the new Color3
  3706. */
  3707. Color3.prototype.add = function (otherColor) {
  3708. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3709. };
  3710. /**
  3711. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3712. * @param otherColor defines the second operand
  3713. * @param result defines Color3 object to store the result into
  3714. * @returns the unmodified current Color3
  3715. */
  3716. Color3.prototype.addToRef = function (otherColor, result) {
  3717. result.r = this.r + otherColor.r;
  3718. result.g = this.g + otherColor.g;
  3719. result.b = this.b + otherColor.b;
  3720. return this;
  3721. };
  3722. /**
  3723. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3724. * @param otherColor defines the second operand
  3725. * @returns the new Color3
  3726. */
  3727. Color3.prototype.subtract = function (otherColor) {
  3728. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3729. };
  3730. /**
  3731. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3732. * @param otherColor defines the second operand
  3733. * @param result defines Color3 object to store the result into
  3734. * @returns the unmodified current Color3
  3735. */
  3736. Color3.prototype.subtractToRef = function (otherColor, result) {
  3737. result.r = this.r - otherColor.r;
  3738. result.g = this.g - otherColor.g;
  3739. result.b = this.b - otherColor.b;
  3740. return this;
  3741. };
  3742. /**
  3743. * Copy the current object
  3744. * @returns a new Color3 copied the current one
  3745. */
  3746. Color3.prototype.clone = function () {
  3747. return new Color3(this.r, this.g, this.b);
  3748. };
  3749. /**
  3750. * Copies the rgb values from the source in the current Color3
  3751. * @param source defines the source Color3 object
  3752. * @returns the updated Color3 object
  3753. */
  3754. Color3.prototype.copyFrom = function (source) {
  3755. this.r = source.r;
  3756. this.g = source.g;
  3757. this.b = source.b;
  3758. return this;
  3759. };
  3760. /**
  3761. * Updates the Color3 rgb values from the given floats
  3762. * @param r defines the red component to read from
  3763. * @param g defines the green component to read from
  3764. * @param b defines the blue component to read from
  3765. * @returns the current Color3 object
  3766. */
  3767. Color3.prototype.copyFromFloats = function (r, g, b) {
  3768. this.r = r;
  3769. this.g = g;
  3770. this.b = b;
  3771. return this;
  3772. };
  3773. /**
  3774. * Updates the Color3 rgb values from the given floats
  3775. * @param r defines the red component to read from
  3776. * @param g defines the green component to read from
  3777. * @param b defines the blue component to read from
  3778. * @returns the current Color3 object
  3779. */
  3780. Color3.prototype.set = function (r, g, b) {
  3781. return this.copyFromFloats(r, g, b);
  3782. };
  3783. /**
  3784. * Compute the Color3 hexadecimal code as a string
  3785. * @returns a string containing the hexadecimal representation of the Color3 object
  3786. */
  3787. Color3.prototype.toHexString = function () {
  3788. var intR = (this.r * 255) | 0;
  3789. var intG = (this.g * 255) | 0;
  3790. var intB = (this.b * 255) | 0;
  3791. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3792. };
  3793. /**
  3794. * Computes a new Color3 converted from the current one to linear space
  3795. * @returns a new Color3 object
  3796. */
  3797. Color3.prototype.toLinearSpace = function () {
  3798. var convertedColor = new Color3();
  3799. this.toLinearSpaceToRef(convertedColor);
  3800. return convertedColor;
  3801. };
  3802. /**
  3803. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3804. * @param convertedColor defines the Color3 object where to store the linear space version
  3805. * @returns the unmodified Color3
  3806. */
  3807. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3808. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3809. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3810. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3811. return this;
  3812. };
  3813. /**
  3814. * Computes a new Color3 converted from the current one to gamma space
  3815. * @returns a new Color3 object
  3816. */
  3817. Color3.prototype.toGammaSpace = function () {
  3818. var convertedColor = new Color3();
  3819. this.toGammaSpaceToRef(convertedColor);
  3820. return convertedColor;
  3821. };
  3822. /**
  3823. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3824. * @param convertedColor defines the Color3 object where to store the gamma space version
  3825. * @returns the unmodified Color3
  3826. */
  3827. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3828. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3829. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3830. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3831. return this;
  3832. };
  3833. // Statics
  3834. /**
  3835. * Creates a new Color3 from the string containing valid hexadecimal values
  3836. * @param hex defines a string containing valid hexadecimal values
  3837. * @returns a new Color3 object
  3838. */
  3839. Color3.FromHexString = function (hex) {
  3840. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3841. return new Color3(0, 0, 0);
  3842. }
  3843. var r = parseInt(hex.substring(1, 3), 16);
  3844. var g = parseInt(hex.substring(3, 5), 16);
  3845. var b = parseInt(hex.substring(5, 7), 16);
  3846. return Color3.FromInts(r, g, b);
  3847. };
  3848. /**
  3849. * Creates a new Vector3 from the starting index of the given array
  3850. * @param array defines the source array
  3851. * @param offset defines an offset in the source array
  3852. * @returns a new Color3 object
  3853. */
  3854. Color3.FromArray = function (array, offset) {
  3855. if (offset === void 0) { offset = 0; }
  3856. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3857. };
  3858. /**
  3859. * Creates a new Color3 from integer values (< 256)
  3860. * @param r defines the red component to read from (value between 0 and 255)
  3861. * @param g defines the green component to read from (value between 0 and 255)
  3862. * @param b defines the blue component to read from (value between 0 and 255)
  3863. * @returns a new Color3 object
  3864. */
  3865. Color3.FromInts = function (r, g, b) {
  3866. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3867. };
  3868. /**
  3869. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3870. * @param start defines the start Color3 value
  3871. * @param end defines the end Color3 value
  3872. * @param amount defines the gradient value between start and end
  3873. * @returns a new Color3 object
  3874. */
  3875. Color3.Lerp = function (start, end, amount) {
  3876. var result = new Color3(0.0, 0.0, 0.0);
  3877. Color3.LerpToRef(start, end, amount, result);
  3878. return result;
  3879. };
  3880. /**
  3881. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3882. * @param left defines the start value
  3883. * @param right defines the end value
  3884. * @param amount defines the gradient factor
  3885. * @param result defines the Color3 object where to store the result
  3886. */
  3887. Color3.LerpToRef = function (left, right, amount, result) {
  3888. result.r = left.r + ((right.r - left.r) * amount);
  3889. result.g = left.g + ((right.g - left.g) * amount);
  3890. result.b = left.b + ((right.b - left.b) * amount);
  3891. };
  3892. /**
  3893. * Returns a Color3 value containing a red color
  3894. * @returns a new Color3 object
  3895. */
  3896. Color3.Red = function () { return new Color3(1, 0, 0); };
  3897. /**
  3898. * Returns a Color3 value containing a green color
  3899. * @returns a new Color3 object
  3900. */
  3901. Color3.Green = function () { return new Color3(0, 1, 0); };
  3902. /**
  3903. * Returns a Color3 value containing a blue color
  3904. * @returns a new Color3 object
  3905. */
  3906. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3907. /**
  3908. * Returns a Color3 value containing a black color
  3909. * @returns a new Color3 object
  3910. */
  3911. Color3.Black = function () { return new Color3(0, 0, 0); };
  3912. /**
  3913. * Returns a Color3 value containing a white color
  3914. * @returns a new Color3 object
  3915. */
  3916. Color3.White = function () { return new Color3(1, 1, 1); };
  3917. /**
  3918. * Returns a Color3 value containing a purple color
  3919. * @returns a new Color3 object
  3920. */
  3921. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3922. /**
  3923. * Returns a Color3 value containing a magenta color
  3924. * @returns a new Color3 object
  3925. */
  3926. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3927. /**
  3928. * Returns a Color3 value containing a yellow color
  3929. * @returns a new Color3 object
  3930. */
  3931. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3932. /**
  3933. * Returns a Color3 value containing a gray color
  3934. * @returns a new Color3 object
  3935. */
  3936. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3937. /**
  3938. * Returns a Color3 value containing a teal color
  3939. * @returns a new Color3 object
  3940. */
  3941. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3942. /**
  3943. * Returns a Color3 value containing a random color
  3944. * @returns a new Color3 object
  3945. */
  3946. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3947. return Color3;
  3948. }());
  3949. BABYLON.Color3 = Color3;
  3950. /**
  3951. * Class used to hold a RBGA color
  3952. */
  3953. var Color4 = /** @class */ (function () {
  3954. /**
  3955. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3956. * @param r defines the red component (between 0 and 1, default is 0)
  3957. * @param g defines the green component (between 0 and 1, default is 0)
  3958. * @param b defines the blue component (between 0 and 1, default is 0)
  3959. * @param a defines the alpha component (between 0 and 1, default is 1)
  3960. */
  3961. function Color4(
  3962. /**
  3963. * Defines the red component (between 0 and 1, default is 0)
  3964. */
  3965. r,
  3966. /**
  3967. * Defines the green component (between 0 and 1, default is 0)
  3968. */
  3969. g,
  3970. /**
  3971. * Defines the blue component (between 0 and 1, default is 0)
  3972. */
  3973. b,
  3974. /**
  3975. * Defines the alpha component (between 0 and 1, default is 1)
  3976. */
  3977. a) {
  3978. if (r === void 0) { r = 0; }
  3979. if (g === void 0) { g = 0; }
  3980. if (b === void 0) { b = 0; }
  3981. if (a === void 0) { a = 1; }
  3982. this.r = r;
  3983. this.g = g;
  3984. this.b = b;
  3985. this.a = a;
  3986. }
  3987. // Operators
  3988. /**
  3989. * Adds in place the given Color4 values to the current Color4 object
  3990. * @param right defines the second operand
  3991. * @returns the current updated Color4 object
  3992. */
  3993. Color4.prototype.addInPlace = function (right) {
  3994. this.r += right.r;
  3995. this.g += right.g;
  3996. this.b += right.b;
  3997. this.a += right.a;
  3998. return this;
  3999. };
  4000. /**
  4001. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4002. * @returns the new array
  4003. */
  4004. Color4.prototype.asArray = function () {
  4005. var result = new Array();
  4006. this.toArray(result, 0);
  4007. return result;
  4008. };
  4009. /**
  4010. * Stores from the starting index in the given array the Color4 successive values
  4011. * @param array defines the array where to store the r,g,b components
  4012. * @param index defines an optional index in the target array to define where to start storing values
  4013. * @returns the current Color4 object
  4014. */
  4015. Color4.prototype.toArray = function (array, index) {
  4016. if (index === void 0) { index = 0; }
  4017. array[index] = this.r;
  4018. array[index + 1] = this.g;
  4019. array[index + 2] = this.b;
  4020. array[index + 3] = this.a;
  4021. return this;
  4022. };
  4023. /**
  4024. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4025. * @param right defines the second operand
  4026. * @returns a new Color4 object
  4027. */
  4028. Color4.prototype.add = function (right) {
  4029. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4030. };
  4031. /**
  4032. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4033. * @param right defines the second operand
  4034. * @returns a new Color4 object
  4035. */
  4036. Color4.prototype.subtract = function (right) {
  4037. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4038. };
  4039. /**
  4040. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4041. * @param right defines the second operand
  4042. * @param result defines the Color4 object where to store the result
  4043. * @returns the current Color4 object
  4044. */
  4045. Color4.prototype.subtractToRef = function (right, result) {
  4046. result.r = this.r - right.r;
  4047. result.g = this.g - right.g;
  4048. result.b = this.b - right.b;
  4049. result.a = this.a - right.a;
  4050. return this;
  4051. };
  4052. /**
  4053. * Creates a new Color4 with the current Color4 values multiplied by scale
  4054. * @param scale defines the scaling factor to apply
  4055. * @returns a new Color4 object
  4056. */
  4057. Color4.prototype.scale = function (scale) {
  4058. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4059. };
  4060. /**
  4061. * Multiplies the current Color4 values by scale and stores the result in "result"
  4062. * @param scale defines the scaling factor to apply
  4063. * @param result defines the Color4 object where to store the result
  4064. * @returns the current unmodified Color4
  4065. */
  4066. Color4.prototype.scaleToRef = function (scale, result) {
  4067. result.r = this.r * scale;
  4068. result.g = this.g * scale;
  4069. result.b = this.b * scale;
  4070. result.a = this.a * scale;
  4071. return this;
  4072. };
  4073. /**
  4074. * Scale the current Color4 values by a factor and add the result to a given Color4
  4075. * @param scale defines the scale factor
  4076. * @param result defines the Color4 object where to store the result
  4077. * @returns the unmodified current Color4
  4078. */
  4079. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4080. result.r += this.r * scale;
  4081. result.g += this.g * scale;
  4082. result.b += this.b * scale;
  4083. result.a += this.a * scale;
  4084. return this;
  4085. };
  4086. /**
  4087. * Clamps the rgb values by the min and max values and stores the result into "result"
  4088. * @param min defines minimum clamping value (default is 0)
  4089. * @param max defines maximum clamping value (default is 1)
  4090. * @param result defines color to store the result into.
  4091. * @returns the cuurent Color4
  4092. */
  4093. Color4.prototype.clampToRef = function (min, max, result) {
  4094. if (min === void 0) { min = 0; }
  4095. if (max === void 0) { max = 1; }
  4096. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4097. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4098. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4099. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4100. return this;
  4101. };
  4102. /**
  4103. * Multipy an Color4 value by another and return a new Color4 object
  4104. * @param color defines the Color4 value to multiply by
  4105. * @returns a new Color4 object
  4106. */
  4107. Color4.prototype.multiply = function (color) {
  4108. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4109. };
  4110. /**
  4111. * Multipy a Color4 value by another and push the result in a reference value
  4112. * @param color defines the Color4 value to multiply by
  4113. * @param result defines the Color4 to fill the result in
  4114. * @returns the result Color4
  4115. */
  4116. Color4.prototype.multiplyToRef = function (color, result) {
  4117. result.r = this.r * color.r;
  4118. result.g = this.g * color.g;
  4119. result.b = this.b * color.b;
  4120. result.a = this.a * color.a;
  4121. return result;
  4122. };
  4123. /**
  4124. * Creates a string with the Color4 current values
  4125. * @returns the string representation of the Color4 object
  4126. */
  4127. Color4.prototype.toString = function () {
  4128. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4129. };
  4130. /**
  4131. * Returns the string "Color4"
  4132. * @returns "Color4"
  4133. */
  4134. Color4.prototype.getClassName = function () {
  4135. return "Color4";
  4136. };
  4137. /**
  4138. * Compute the Color4 hash code
  4139. * @returns an unique number that can be used to hash Color4 objects
  4140. */
  4141. Color4.prototype.getHashCode = function () {
  4142. var hash = this.r || 0;
  4143. hash = (hash * 397) ^ (this.g || 0);
  4144. hash = (hash * 397) ^ (this.b || 0);
  4145. hash = (hash * 397) ^ (this.a || 0);
  4146. return hash;
  4147. };
  4148. /**
  4149. * Creates a new Color4 copied from the current one
  4150. * @returns a new Color4 object
  4151. */
  4152. Color4.prototype.clone = function () {
  4153. return new Color4(this.r, this.g, this.b, this.a);
  4154. };
  4155. /**
  4156. * Copies the given Color4 values into the current one
  4157. * @param source defines the source Color4 object
  4158. * @returns the current updated Color4 object
  4159. */
  4160. Color4.prototype.copyFrom = function (source) {
  4161. this.r = source.r;
  4162. this.g = source.g;
  4163. this.b = source.b;
  4164. this.a = source.a;
  4165. return this;
  4166. };
  4167. /**
  4168. * Copies the given float values into the current one
  4169. * @param r defines the red component to read from
  4170. * @param g defines the green component to read from
  4171. * @param b defines the blue component to read from
  4172. * @param a defines the alpha component to read from
  4173. * @returns the current updated Color4 object
  4174. */
  4175. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4176. this.r = r;
  4177. this.g = g;
  4178. this.b = b;
  4179. this.a = a;
  4180. return this;
  4181. };
  4182. /**
  4183. * Copies the given float values into the current one
  4184. * @param r defines the red component to read from
  4185. * @param g defines the green component to read from
  4186. * @param b defines the blue component to read from
  4187. * @param a defines the alpha component to read from
  4188. * @returns the current updated Color4 object
  4189. */
  4190. Color4.prototype.set = function (r, g, b, a) {
  4191. return this.copyFromFloats(r, g, b, a);
  4192. };
  4193. /**
  4194. * Compute the Color4 hexadecimal code as a string
  4195. * @returns a string containing the hexadecimal representation of the Color4 object
  4196. */
  4197. Color4.prototype.toHexString = function () {
  4198. var intR = (this.r * 255) | 0;
  4199. var intG = (this.g * 255) | 0;
  4200. var intB = (this.b * 255) | 0;
  4201. var intA = (this.a * 255) | 0;
  4202. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4203. };
  4204. /**
  4205. * Computes a new Color4 converted from the current one to linear space
  4206. * @returns a new Color4 object
  4207. */
  4208. Color4.prototype.toLinearSpace = function () {
  4209. var convertedColor = new Color4();
  4210. this.toLinearSpaceToRef(convertedColor);
  4211. return convertedColor;
  4212. };
  4213. /**
  4214. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4215. * @param convertedColor defines the Color4 object where to store the linear space version
  4216. * @returns the unmodified Color4
  4217. */
  4218. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4219. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4220. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4221. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4222. convertedColor.a = this.a;
  4223. return this;
  4224. };
  4225. /**
  4226. * Computes a new Color4 converted from the current one to gamma space
  4227. * @returns a new Color4 object
  4228. */
  4229. Color4.prototype.toGammaSpace = function () {
  4230. var convertedColor = new Color4();
  4231. this.toGammaSpaceToRef(convertedColor);
  4232. return convertedColor;
  4233. };
  4234. /**
  4235. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4236. * @param convertedColor defines the Color4 object where to store the gamma space version
  4237. * @returns the unmodified Color4
  4238. */
  4239. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4240. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4241. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4242. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4243. convertedColor.a = this.a;
  4244. return this;
  4245. };
  4246. // Statics
  4247. /**
  4248. * Creates a new Color4 from the string containing valid hexadecimal values
  4249. * @param hex defines a string containing valid hexadecimal values
  4250. * @returns a new Color4 object
  4251. */
  4252. Color4.FromHexString = function (hex) {
  4253. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4254. return new Color4(0.0, 0.0, 0.0, 0.0);
  4255. }
  4256. var r = parseInt(hex.substring(1, 3), 16);
  4257. var g = parseInt(hex.substring(3, 5), 16);
  4258. var b = parseInt(hex.substring(5, 7), 16);
  4259. var a = parseInt(hex.substring(7, 9), 16);
  4260. return Color4.FromInts(r, g, b, a);
  4261. };
  4262. /**
  4263. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4264. * @param left defines the start value
  4265. * @param right defines the end value
  4266. * @param amount defines the gradient factor
  4267. * @returns a new Color4 object
  4268. */
  4269. Color4.Lerp = function (left, right, amount) {
  4270. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4271. Color4.LerpToRef(left, right, amount, result);
  4272. return result;
  4273. };
  4274. /**
  4275. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4276. * @param left defines the start value
  4277. * @param right defines the end value
  4278. * @param amount defines the gradient factor
  4279. * @param result defines the Color4 object where to store data
  4280. */
  4281. Color4.LerpToRef = function (left, right, amount, result) {
  4282. result.r = left.r + (right.r - left.r) * amount;
  4283. result.g = left.g + (right.g - left.g) * amount;
  4284. result.b = left.b + (right.b - left.b) * amount;
  4285. result.a = left.a + (right.a - left.a) * amount;
  4286. };
  4287. /**
  4288. * Creates a new Color4 from a Color3 and an alpha value
  4289. * @param color3 defines the source Color3 to read from
  4290. * @param alpha defines the alpha component (1.0 by default)
  4291. * @returns a new Color4 object
  4292. */
  4293. Color4.FromColor3 = function (color3, alpha) {
  4294. if (alpha === void 0) { alpha = 1.0; }
  4295. return new Color4(color3.r, color3.g, color3.b, alpha);
  4296. };
  4297. /**
  4298. * Creates a new Color4 from the starting index element of the given array
  4299. * @param array defines the source array to read from
  4300. * @param offset defines the offset in the source array
  4301. * @returns a new Color4 object
  4302. */
  4303. Color4.FromArray = function (array, offset) {
  4304. if (offset === void 0) { offset = 0; }
  4305. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4306. };
  4307. /**
  4308. * Creates a new Color3 from integer values (< 256)
  4309. * @param r defines the red component to read from (value between 0 and 255)
  4310. * @param g defines the green component to read from (value between 0 and 255)
  4311. * @param b defines the blue component to read from (value between 0 and 255)
  4312. * @param a defines the alpha component to read from (value between 0 and 255)
  4313. * @returns a new Color3 object
  4314. */
  4315. Color4.FromInts = function (r, g, b, a) {
  4316. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4317. };
  4318. /**
  4319. * Check the content of a given array and convert it to an array containing RGBA data
  4320. * If the original array was already containing count * 4 values then it is returned directly
  4321. * @param colors defines the array to check
  4322. * @param count defines the number of RGBA data to expect
  4323. * @returns an array containing count * 4 values (RGBA)
  4324. */
  4325. Color4.CheckColors4 = function (colors, count) {
  4326. // Check if color3 was used
  4327. if (colors.length === count * 3) {
  4328. var colors4 = [];
  4329. for (var index = 0; index < colors.length; index += 3) {
  4330. var newIndex = (index / 3) * 4;
  4331. colors4[newIndex] = colors[index];
  4332. colors4[newIndex + 1] = colors[index + 1];
  4333. colors4[newIndex + 2] = colors[index + 2];
  4334. colors4[newIndex + 3] = 1.0;
  4335. }
  4336. return colors4;
  4337. }
  4338. return colors;
  4339. };
  4340. return Color4;
  4341. }());
  4342. BABYLON.Color4 = Color4;
  4343. /**
  4344. * Class representing a vector containing 2 coordinates
  4345. */
  4346. var Vector2 = /** @class */ (function () {
  4347. /**
  4348. * Creates a new Vector2 from the given x and y coordinates
  4349. * @param x defines the first coordinate
  4350. * @param y defines the second coordinate
  4351. */
  4352. function Vector2(
  4353. /** defines the first coordinate */
  4354. x,
  4355. /** defines the second coordinate */
  4356. y) {
  4357. if (x === void 0) { x = 0; }
  4358. if (y === void 0) { y = 0; }
  4359. this.x = x;
  4360. this.y = y;
  4361. }
  4362. /**
  4363. * Gets a string with the Vector2 coordinates
  4364. * @returns a string with the Vector2 coordinates
  4365. */
  4366. Vector2.prototype.toString = function () {
  4367. return "{X: " + this.x + " Y:" + this.y + "}";
  4368. };
  4369. /**
  4370. * Gets class name
  4371. * @returns the string "Vector2"
  4372. */
  4373. Vector2.prototype.getClassName = function () {
  4374. return "Vector2";
  4375. };
  4376. /**
  4377. * Gets current vector hash code
  4378. * @returns the Vector2 hash code as a number
  4379. */
  4380. Vector2.prototype.getHashCode = function () {
  4381. var hash = this.x || 0;
  4382. hash = (hash * 397) ^ (this.y || 0);
  4383. return hash;
  4384. };
  4385. // Operators
  4386. /**
  4387. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4388. * @param array defines the source array
  4389. * @param index defines the offset in source array
  4390. * @returns the current Vector2
  4391. */
  4392. Vector2.prototype.toArray = function (array, index) {
  4393. if (index === void 0) { index = 0; }
  4394. array[index] = this.x;
  4395. array[index + 1] = this.y;
  4396. return this;
  4397. };
  4398. /**
  4399. * Copy the current vector to an array
  4400. * @returns a new array with 2 elements: the Vector2 coordinates.
  4401. */
  4402. Vector2.prototype.asArray = function () {
  4403. var result = new Array();
  4404. this.toArray(result, 0);
  4405. return result;
  4406. };
  4407. /**
  4408. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4409. * @param source defines the source Vector2
  4410. * @returns the current updated Vector2
  4411. */
  4412. Vector2.prototype.copyFrom = function (source) {
  4413. this.x = source.x;
  4414. this.y = source.y;
  4415. return this;
  4416. };
  4417. /**
  4418. * Sets the Vector2 coordinates with the given floats
  4419. * @param x defines the first coordinate
  4420. * @param y defines the second coordinate
  4421. * @returns the current updated Vector2
  4422. */
  4423. Vector2.prototype.copyFromFloats = function (x, y) {
  4424. this.x = x;
  4425. this.y = y;
  4426. return this;
  4427. };
  4428. /**
  4429. * Sets the Vector2 coordinates with the given floats
  4430. * @param x defines the first coordinate
  4431. * @param y defines the second coordinate
  4432. * @returns the current updated Vector2
  4433. */
  4434. Vector2.prototype.set = function (x, y) {
  4435. return this.copyFromFloats(x, y);
  4436. };
  4437. /**
  4438. * Add another vector with the current one
  4439. * @param otherVector defines the other vector
  4440. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4441. */
  4442. Vector2.prototype.add = function (otherVector) {
  4443. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4444. };
  4445. /**
  4446. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4447. * @param otherVector defines the other vector
  4448. * @param result defines the target vector
  4449. * @returns the unmodified current Vector2
  4450. */
  4451. Vector2.prototype.addToRef = function (otherVector, result) {
  4452. result.x = this.x + otherVector.x;
  4453. result.y = this.y + otherVector.y;
  4454. return this;
  4455. };
  4456. /**
  4457. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4458. * @param otherVector defines the other vector
  4459. * @returns the current updated Vector2
  4460. */
  4461. Vector2.prototype.addInPlace = function (otherVector) {
  4462. this.x += otherVector.x;
  4463. this.y += otherVector.y;
  4464. return this;
  4465. };
  4466. /**
  4467. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4468. * @param otherVector defines the other vector
  4469. * @returns a new Vector2
  4470. */
  4471. Vector2.prototype.addVector3 = function (otherVector) {
  4472. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4473. };
  4474. /**
  4475. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4476. * @param otherVector defines the other vector
  4477. * @returns a new Vector2
  4478. */
  4479. Vector2.prototype.subtract = function (otherVector) {
  4480. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4481. };
  4482. /**
  4483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4484. * @param otherVector defines the other vector
  4485. * @param result defines the target vector
  4486. * @returns the unmodified current Vector2
  4487. */
  4488. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4489. result.x = this.x - otherVector.x;
  4490. result.y = this.y - otherVector.y;
  4491. return this;
  4492. };
  4493. /**
  4494. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4495. * @param otherVector defines the other vector
  4496. * @returns the current updated Vector2
  4497. */
  4498. Vector2.prototype.subtractInPlace = function (otherVector) {
  4499. this.x -= otherVector.x;
  4500. this.y -= otherVector.y;
  4501. return this;
  4502. };
  4503. /**
  4504. * Multiplies in place the current Vector2 coordinates by the given ones
  4505. * @param otherVector defines the other vector
  4506. * @returns the current updated Vector2
  4507. */
  4508. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4509. this.x *= otherVector.x;
  4510. this.y *= otherVector.y;
  4511. return this;
  4512. };
  4513. /**
  4514. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4515. * @param otherVector defines the other vector
  4516. * @returns a new Vector2
  4517. */
  4518. Vector2.prototype.multiply = function (otherVector) {
  4519. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4520. };
  4521. /**
  4522. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4523. * @param otherVector defines the other vector
  4524. * @param result defines the target vector
  4525. * @returns the unmodified current Vector2
  4526. */
  4527. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4528. result.x = this.x * otherVector.x;
  4529. result.y = this.y * otherVector.y;
  4530. return this;
  4531. };
  4532. /**
  4533. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4534. * @param x defines the first coordinate
  4535. * @param y defines the second coordinate
  4536. * @returns a new Vector2
  4537. */
  4538. Vector2.prototype.multiplyByFloats = function (x, y) {
  4539. return new Vector2(this.x * x, this.y * y);
  4540. };
  4541. /**
  4542. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4543. * @param otherVector defines the other vector
  4544. * @returns a new Vector2
  4545. */
  4546. Vector2.prototype.divide = function (otherVector) {
  4547. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4548. };
  4549. /**
  4550. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4551. * @param otherVector defines the other vector
  4552. * @param result defines the target vector
  4553. * @returns the unmodified current Vector2
  4554. */
  4555. Vector2.prototype.divideToRef = function (otherVector, result) {
  4556. result.x = this.x / otherVector.x;
  4557. result.y = this.y / otherVector.y;
  4558. return this;
  4559. };
  4560. /**
  4561. * Divides the current Vector2 coordinates by the given ones
  4562. * @param otherVector defines the other vector
  4563. * @returns the current updated Vector2
  4564. */
  4565. Vector2.prototype.divideInPlace = function (otherVector) {
  4566. return this.divideToRef(otherVector, this);
  4567. };
  4568. /**
  4569. * Gets a new Vector2 with current Vector2 negated coordinates
  4570. * @returns a new Vector2
  4571. */
  4572. Vector2.prototype.negate = function () {
  4573. return new Vector2(-this.x, -this.y);
  4574. };
  4575. /**
  4576. * Multiply the Vector2 coordinates by scale
  4577. * @param scale defines the scaling factor
  4578. * @returns the current updated Vector2
  4579. */
  4580. Vector2.prototype.scaleInPlace = function (scale) {
  4581. this.x *= scale;
  4582. this.y *= scale;
  4583. return this;
  4584. };
  4585. /**
  4586. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4587. * @param scale defines the scaling factor
  4588. * @returns a new Vector2
  4589. */
  4590. Vector2.prototype.scale = function (scale) {
  4591. var result = new Vector2(0, 0);
  4592. this.scaleToRef(scale, result);
  4593. return result;
  4594. };
  4595. /**
  4596. * Scale the current Vector2 values by a factor to a given Vector2
  4597. * @param scale defines the scale factor
  4598. * @param result defines the Vector2 object where to store the result
  4599. * @returns the unmodified current Vector2
  4600. */
  4601. Vector2.prototype.scaleToRef = function (scale, result) {
  4602. result.x = this.x * scale;
  4603. result.y = this.y * scale;
  4604. return this;
  4605. };
  4606. /**
  4607. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4608. * @param scale defines the scale factor
  4609. * @param result defines the Vector2 object where to store the result
  4610. * @returns the unmodified current Vector2
  4611. */
  4612. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4613. result.x += this.x * scale;
  4614. result.y += this.y * scale;
  4615. return this;
  4616. };
  4617. /**
  4618. * Gets a boolean if two vectors are equals
  4619. * @param otherVector defines the other vector
  4620. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4621. */
  4622. Vector2.prototype.equals = function (otherVector) {
  4623. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4624. };
  4625. /**
  4626. * Gets a boolean if two vectors are equals (using an epsilon value)
  4627. * @param otherVector defines the other vector
  4628. * @param epsilon defines the minimal distance to consider equality
  4629. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4630. */
  4631. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4632. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4633. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4634. };
  4635. /**
  4636. * Gets a new Vector2 from current Vector2 floored values
  4637. * @returns a new Vector2
  4638. */
  4639. Vector2.prototype.floor = function () {
  4640. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4641. };
  4642. /**
  4643. * Gets a new Vector2 from current Vector2 floored values
  4644. * @returns a new Vector2
  4645. */
  4646. Vector2.prototype.fract = function () {
  4647. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4648. };
  4649. // Properties
  4650. /**
  4651. * Gets the length of the vector
  4652. * @returns the vector length (float)
  4653. */
  4654. Vector2.prototype.length = function () {
  4655. return Math.sqrt(this.x * this.x + this.y * this.y);
  4656. };
  4657. /**
  4658. * Gets the vector squared length
  4659. * @returns the vector squared length (float)
  4660. */
  4661. Vector2.prototype.lengthSquared = function () {
  4662. return (this.x * this.x + this.y * this.y);
  4663. };
  4664. // Methods
  4665. /**
  4666. * Normalize the vector
  4667. * @returns the current updated Vector2
  4668. */
  4669. Vector2.prototype.normalize = function () {
  4670. var len = this.length();
  4671. if (len === 0) {
  4672. return this;
  4673. }
  4674. var num = 1.0 / len;
  4675. this.x *= num;
  4676. this.y *= num;
  4677. return this;
  4678. };
  4679. /**
  4680. * Gets a new Vector2 copied from the Vector2
  4681. * @returns a new Vector2
  4682. */
  4683. Vector2.prototype.clone = function () {
  4684. return new Vector2(this.x, this.y);
  4685. };
  4686. // Statics
  4687. /**
  4688. * Gets a new Vector2(0, 0)
  4689. * @returns a new Vector2
  4690. */
  4691. Vector2.Zero = function () {
  4692. return new Vector2(0, 0);
  4693. };
  4694. /**
  4695. * Gets a new Vector2(1, 1)
  4696. * @returns a new Vector2
  4697. */
  4698. Vector2.One = function () {
  4699. return new Vector2(1, 1);
  4700. };
  4701. /**
  4702. * Gets a new Vector2 set from the given index element of the given array
  4703. * @param array defines the data source
  4704. * @param offset defines the offset in the data source
  4705. * @returns a new Vector2
  4706. */
  4707. Vector2.FromArray = function (array, offset) {
  4708. if (offset === void 0) { offset = 0; }
  4709. return new Vector2(array[offset], array[offset + 1]);
  4710. };
  4711. /**
  4712. * Sets "result" from the given index element of the given array
  4713. * @param array defines the data source
  4714. * @param offset defines the offset in the data source
  4715. * @param result defines the target vector
  4716. */
  4717. Vector2.FromArrayToRef = function (array, offset, result) {
  4718. result.x = array[offset];
  4719. result.y = array[offset + 1];
  4720. };
  4721. /**
  4722. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4723. * @param value1 defines 1st point of control
  4724. * @param value2 defines 2nd point of control
  4725. * @param value3 defines 3rd point of control
  4726. * @param value4 defines 4th point of control
  4727. * @param amount defines the interpolation factor
  4728. * @returns a new Vector2
  4729. */
  4730. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4731. var squared = amount * amount;
  4732. var cubed = amount * squared;
  4733. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4734. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4735. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4736. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4737. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4738. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4739. return new Vector2(x, y);
  4740. };
  4741. /**
  4742. * 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".
  4743. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4744. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4745. * @param value defines the value to clamp
  4746. * @param min defines the lower limit
  4747. * @param max defines the upper limit
  4748. * @returns a new Vector2
  4749. */
  4750. Vector2.Clamp = function (value, min, max) {
  4751. var x = value.x;
  4752. x = (x > max.x) ? max.x : x;
  4753. x = (x < min.x) ? min.x : x;
  4754. var y = value.y;
  4755. y = (y > max.y) ? max.y : y;
  4756. y = (y < min.y) ? min.y : y;
  4757. return new Vector2(x, y);
  4758. };
  4759. /**
  4760. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4761. * @param value1 defines the 1st control point
  4762. * @param tangent1 defines the outgoing tangent
  4763. * @param value2 defines the 2nd control point
  4764. * @param tangent2 defines the incoming tangent
  4765. * @param amount defines the interpolation factor
  4766. * @returns a new Vector2
  4767. */
  4768. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4769. var squared = amount * amount;
  4770. var cubed = amount * squared;
  4771. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4772. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4773. var part3 = (cubed - (2.0 * squared)) + amount;
  4774. var part4 = cubed - squared;
  4775. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4776. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4777. return new Vector2(x, y);
  4778. };
  4779. /**
  4780. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4781. * @param start defines the start vector
  4782. * @param end defines the end vector
  4783. * @param amount defines the interpolation factor
  4784. * @returns a new Vector2
  4785. */
  4786. Vector2.Lerp = function (start, end, amount) {
  4787. var x = start.x + ((end.x - start.x) * amount);
  4788. var y = start.y + ((end.y - start.y) * amount);
  4789. return new Vector2(x, y);
  4790. };
  4791. /**
  4792. * Gets the dot product of the vector "left" and the vector "right"
  4793. * @param left defines first vector
  4794. * @param right defines second vector
  4795. * @returns the dot product (float)
  4796. */
  4797. Vector2.Dot = function (left, right) {
  4798. return left.x * right.x + left.y * right.y;
  4799. };
  4800. /**
  4801. * Returns a new Vector2 equal to the normalized given vector
  4802. * @param vector defines the vector to normalize
  4803. * @returns a new Vector2
  4804. */
  4805. Vector2.Normalize = function (vector) {
  4806. var newVector = vector.clone();
  4807. newVector.normalize();
  4808. return newVector;
  4809. };
  4810. /**
  4811. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4812. * @param left defines 1st vector
  4813. * @param right defines 2nd vector
  4814. * @returns a new Vector2
  4815. */
  4816. Vector2.Minimize = function (left, right) {
  4817. var x = (left.x < right.x) ? left.x : right.x;
  4818. var y = (left.y < right.y) ? left.y : right.y;
  4819. return new Vector2(x, y);
  4820. };
  4821. /**
  4822. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4823. * @param left defines 1st vector
  4824. * @param right defines 2nd vector
  4825. * @returns a new Vector2
  4826. */
  4827. Vector2.Maximize = function (left, right) {
  4828. var x = (left.x > right.x) ? left.x : right.x;
  4829. var y = (left.y > right.y) ? left.y : right.y;
  4830. return new Vector2(x, y);
  4831. };
  4832. /**
  4833. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4834. * @param vector defines the vector to transform
  4835. * @param transformation defines the matrix to apply
  4836. * @returns a new Vector2
  4837. */
  4838. Vector2.Transform = function (vector, transformation) {
  4839. var r = Vector2.Zero();
  4840. Vector2.TransformToRef(vector, transformation, r);
  4841. return r;
  4842. };
  4843. /**
  4844. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4845. * @param vector defines the vector to transform
  4846. * @param transformation defines the matrix to apply
  4847. * @param result defines the target vector
  4848. */
  4849. Vector2.TransformToRef = function (vector, transformation, result) {
  4850. var m = transformation.m;
  4851. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4852. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4853. result.x = x;
  4854. result.y = y;
  4855. };
  4856. /**
  4857. * Determines if a given vector is included in a triangle
  4858. * @param p defines the vector to test
  4859. * @param p0 defines 1st triangle point
  4860. * @param p1 defines 2nd triangle point
  4861. * @param p2 defines 3rd triangle point
  4862. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4863. */
  4864. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4865. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4866. var sign = a < 0 ? -1 : 1;
  4867. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4868. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4869. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4870. };
  4871. /**
  4872. * Gets the distance between the vectors "value1" and "value2"
  4873. * @param value1 defines first vector
  4874. * @param value2 defines second vector
  4875. * @returns the distance between vectors
  4876. */
  4877. Vector2.Distance = function (value1, value2) {
  4878. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4879. };
  4880. /**
  4881. * Returns the squared distance between the vectors "value1" and "value2"
  4882. * @param value1 defines first vector
  4883. * @param value2 defines second vector
  4884. * @returns the squared distance between vectors
  4885. */
  4886. Vector2.DistanceSquared = function (value1, value2) {
  4887. var x = value1.x - value2.x;
  4888. var y = value1.y - value2.y;
  4889. return (x * x) + (y * y);
  4890. };
  4891. /**
  4892. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4893. * @param value1 defines first vector
  4894. * @param value2 defines second vector
  4895. * @returns a new Vector2
  4896. */
  4897. Vector2.Center = function (value1, value2) {
  4898. var center = value1.add(value2);
  4899. center.scaleInPlace(0.5);
  4900. return center;
  4901. };
  4902. /**
  4903. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4904. * @param p defines the middle point
  4905. * @param segA defines one point of the segment
  4906. * @param segB defines the other point of the segment
  4907. * @returns the shortest distance
  4908. */
  4909. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4910. var l2 = Vector2.DistanceSquared(segA, segB);
  4911. if (l2 === 0.0) {
  4912. return Vector2.Distance(p, segA);
  4913. }
  4914. var v = segB.subtract(segA);
  4915. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4916. var proj = segA.add(v.multiplyByFloats(t, t));
  4917. return Vector2.Distance(p, proj);
  4918. };
  4919. return Vector2;
  4920. }());
  4921. BABYLON.Vector2 = Vector2;
  4922. /**
  4923. * Classed used to store (x,y,z) vector representation
  4924. * A Vector3 is the main object used in 3D geometry
  4925. * It can represent etiher the coordinates of a point the space, either a direction
  4926. * Reminder: Babylon.js uses a left handed forward facing system
  4927. */
  4928. var Vector3 = /** @class */ (function () {
  4929. /**
  4930. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4931. * @param x defines the first coordinates (on X axis)
  4932. * @param y defines the second coordinates (on Y axis)
  4933. * @param z defines the third coordinates (on Z axis)
  4934. */
  4935. function Vector3(
  4936. /**
  4937. * Defines the first coordinates (on X axis)
  4938. */
  4939. x,
  4940. /**
  4941. * Defines the second coordinates (on Y axis)
  4942. */
  4943. y,
  4944. /**
  4945. * Defines the third coordinates (on Z axis)
  4946. */
  4947. z) {
  4948. if (x === void 0) { x = 0; }
  4949. if (y === void 0) { y = 0; }
  4950. if (z === void 0) { z = 0; }
  4951. this.x = x;
  4952. this.y = y;
  4953. this.z = z;
  4954. }
  4955. /**
  4956. * Creates a string representation of the Vector3
  4957. * @returns a string with the Vector3 coordinates.
  4958. */
  4959. Vector3.prototype.toString = function () {
  4960. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4961. };
  4962. /**
  4963. * Gets the class name
  4964. * @returns the string "Vector3"
  4965. */
  4966. Vector3.prototype.getClassName = function () {
  4967. return "Vector3";
  4968. };
  4969. /**
  4970. * Creates the Vector3 hash code
  4971. * @returns a number which tends to be unique between Vector3 instances
  4972. */
  4973. Vector3.prototype.getHashCode = function () {
  4974. var hash = this.x || 0;
  4975. hash = (hash * 397) ^ (this.y || 0);
  4976. hash = (hash * 397) ^ (this.z || 0);
  4977. return hash;
  4978. };
  4979. // Operators
  4980. /**
  4981. * Creates an array containing three elements : the coordinates of the Vector3
  4982. * @returns a new array of numbers
  4983. */
  4984. Vector3.prototype.asArray = function () {
  4985. var result = [];
  4986. this.toArray(result, 0);
  4987. return result;
  4988. };
  4989. /**
  4990. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4991. * @param array defines the destination array
  4992. * @param index defines the offset in the destination array
  4993. * @returns the current Vector3
  4994. */
  4995. Vector3.prototype.toArray = function (array, index) {
  4996. if (index === void 0) { index = 0; }
  4997. array[index] = this.x;
  4998. array[index + 1] = this.y;
  4999. array[index + 2] = this.z;
  5000. return this;
  5001. };
  5002. /**
  5003. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5004. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5005. */
  5006. Vector3.prototype.toQuaternion = function () {
  5007. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5008. };
  5009. /**
  5010. * Adds the given vector to the current Vector3
  5011. * @param otherVector defines the second operand
  5012. * @returns the current updated Vector3
  5013. */
  5014. Vector3.prototype.addInPlace = function (otherVector) {
  5015. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5016. };
  5017. /**
  5018. * Adds the given coordinates to the current Vector3
  5019. * @param x defines the x coordinate of the operand
  5020. * @param y defines the y coordinate of the operand
  5021. * @param z defines the z coordinate of the operand
  5022. * @returns the current updated Vector3
  5023. */
  5024. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5025. this.x += x;
  5026. this.y += y;
  5027. this.z += z;
  5028. return this;
  5029. };
  5030. /**
  5031. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5032. * @param otherVector defines the second operand
  5033. * @returns the resulting Vector3
  5034. */
  5035. Vector3.prototype.add = function (otherVector) {
  5036. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5037. };
  5038. /**
  5039. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5040. * @param otherVector defines the second operand
  5041. * @param result defines the Vector3 object where to store the result
  5042. * @returns the current Vector3
  5043. */
  5044. Vector3.prototype.addToRef = function (otherVector, result) {
  5045. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5046. };
  5047. /**
  5048. * Subtract the given vector from the current Vector3
  5049. * @param otherVector defines the second operand
  5050. * @returns the current updated Vector3
  5051. */
  5052. Vector3.prototype.subtractInPlace = function (otherVector) {
  5053. this.x -= otherVector.x;
  5054. this.y -= otherVector.y;
  5055. this.z -= otherVector.z;
  5056. return this;
  5057. };
  5058. /**
  5059. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5060. * @param otherVector defines the second operand
  5061. * @returns the resulting Vector3
  5062. */
  5063. Vector3.prototype.subtract = function (otherVector) {
  5064. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5065. };
  5066. /**
  5067. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5068. * @param otherVector defines the second operand
  5069. * @param result defines the Vector3 object where to store the result
  5070. * @returns the current Vector3
  5071. */
  5072. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5073. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5074. };
  5075. /**
  5076. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5077. * @param x defines the x coordinate of the operand
  5078. * @param y defines the y coordinate of the operand
  5079. * @param z defines the z coordinate of the operand
  5080. * @returns the resulting Vector3
  5081. */
  5082. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5083. return new Vector3(this.x - x, this.y - y, this.z - z);
  5084. };
  5085. /**
  5086. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5087. * @param x defines the x coordinate of the operand
  5088. * @param y defines the y coordinate of the operand
  5089. * @param z defines the z coordinate of the operand
  5090. * @param result defines the Vector3 object where to store the result
  5091. * @returns the current Vector3
  5092. */
  5093. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5094. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5095. };
  5096. /**
  5097. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5098. * @returns a new Vector3
  5099. */
  5100. Vector3.prototype.negate = function () {
  5101. return new Vector3(-this.x, -this.y, -this.z);
  5102. };
  5103. /**
  5104. * Multiplies the Vector3 coordinates by the float "scale"
  5105. * @param scale defines the multiplier factor
  5106. * @returns the current updated Vector3
  5107. */
  5108. Vector3.prototype.scaleInPlace = function (scale) {
  5109. this.x *= scale;
  5110. this.y *= scale;
  5111. this.z *= scale;
  5112. return this;
  5113. };
  5114. /**
  5115. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5116. * @param scale defines the multiplier factor
  5117. * @returns a new Vector3
  5118. */
  5119. Vector3.prototype.scale = function (scale) {
  5120. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5121. };
  5122. /**
  5123. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5124. * @param scale defines the multiplier factor
  5125. * @param result defines the Vector3 object where to store the result
  5126. * @returns the current Vector3
  5127. */
  5128. Vector3.prototype.scaleToRef = function (scale, result) {
  5129. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5130. };
  5131. /**
  5132. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5133. * @param scale defines the scale factor
  5134. * @param result defines the Vector3 object where to store the result
  5135. * @returns the unmodified current Vector3
  5136. */
  5137. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5138. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5139. };
  5140. /**
  5141. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5142. * @param otherVector defines the second operand
  5143. * @returns true if both vectors are equals
  5144. */
  5145. Vector3.prototype.equals = function (otherVector) {
  5146. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5147. };
  5148. /**
  5149. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5150. * @param otherVector defines the second operand
  5151. * @param epsilon defines the minimal distance to define values as equals
  5152. * @returns true if both vectors are distant less than epsilon
  5153. */
  5154. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5155. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5156. 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);
  5157. };
  5158. /**
  5159. * Returns true if the current Vector3 coordinates equals the given floats
  5160. * @param x defines the x coordinate of the operand
  5161. * @param y defines the y coordinate of the operand
  5162. * @param z defines the z coordinate of the operand
  5163. * @returns true if both vectors are equals
  5164. */
  5165. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5166. return this.x === x && this.y === y && this.z === z;
  5167. };
  5168. /**
  5169. * Multiplies the current Vector3 coordinates by the given ones
  5170. * @param otherVector defines the second operand
  5171. * @returns the current updated Vector3
  5172. */
  5173. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5174. this.x *= otherVector.x;
  5175. this.y *= otherVector.y;
  5176. this.z *= otherVector.z;
  5177. return this;
  5178. };
  5179. /**
  5180. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5181. * @param otherVector defines the second operand
  5182. * @returns the new Vector3
  5183. */
  5184. Vector3.prototype.multiply = function (otherVector) {
  5185. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5186. };
  5187. /**
  5188. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5189. * @param otherVector defines the second operand
  5190. * @param result defines the Vector3 object where to store the result
  5191. * @returns the current Vector3
  5192. */
  5193. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5194. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5195. };
  5196. /**
  5197. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5198. * @param x defines the x coordinate of the operand
  5199. * @param y defines the y coordinate of the operand
  5200. * @param z defines the z coordinate of the operand
  5201. * @returns the new Vector3
  5202. */
  5203. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5204. return new Vector3(this.x * x, this.y * y, this.z * z);
  5205. };
  5206. /**
  5207. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5208. * @param otherVector defines the second operand
  5209. * @returns the new Vector3
  5210. */
  5211. Vector3.prototype.divide = function (otherVector) {
  5212. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5213. };
  5214. /**
  5215. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5216. * @param otherVector defines the second operand
  5217. * @param result defines the Vector3 object where to store the result
  5218. * @returns the current Vector3
  5219. */
  5220. Vector3.prototype.divideToRef = function (otherVector, result) {
  5221. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5222. };
  5223. /**
  5224. * Divides the current Vector3 coordinates by the given ones.
  5225. * @param otherVector defines the second operand
  5226. * @returns the current updated Vector3
  5227. */
  5228. Vector3.prototype.divideInPlace = function (otherVector) {
  5229. return this.divideToRef(otherVector, this);
  5230. };
  5231. /**
  5232. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5233. * @param other defines the second operand
  5234. * @returns the current updated Vector3
  5235. */
  5236. Vector3.prototype.minimizeInPlace = function (other) {
  5237. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5238. };
  5239. /**
  5240. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5241. * @param other defines the second operand
  5242. * @returns the current updated Vector3
  5243. */
  5244. Vector3.prototype.maximizeInPlace = function (other) {
  5245. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5246. };
  5247. /**
  5248. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5249. * @param x defines the x coordinate of the operand
  5250. * @param y defines the y coordinate of the operand
  5251. * @param z defines the z coordinate of the operand
  5252. * @returns the current updated Vector3
  5253. */
  5254. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5255. if (x < this.x) {
  5256. this.x = x;
  5257. }
  5258. if (y < this.y) {
  5259. this.y = y;
  5260. }
  5261. if (z < this.z) {
  5262. this.z = z;
  5263. }
  5264. return this;
  5265. };
  5266. /**
  5267. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5268. * @param x defines the x coordinate of the operand
  5269. * @param y defines the y coordinate of the operand
  5270. * @param z defines the z coordinate of the operand
  5271. * @returns the current updated Vector3
  5272. */
  5273. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5274. if (x > this.x) {
  5275. this.x = x;
  5276. }
  5277. if (y > this.y) {
  5278. this.y = y;
  5279. }
  5280. if (z > this.z) {
  5281. this.z = z;
  5282. }
  5283. return this;
  5284. };
  5285. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5286. /**
  5287. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5288. */
  5289. get: function () {
  5290. var absX = Math.abs(this.x);
  5291. var absY = Math.abs(this.y);
  5292. if (absX !== absY) {
  5293. return true;
  5294. }
  5295. var absZ = Math.abs(this.z);
  5296. if (absX !== absZ) {
  5297. return true;
  5298. }
  5299. if (absY !== absZ) {
  5300. return true;
  5301. }
  5302. return false;
  5303. },
  5304. enumerable: true,
  5305. configurable: true
  5306. });
  5307. /**
  5308. * Gets a new Vector3 from current Vector3 floored values
  5309. * @returns a new Vector3
  5310. */
  5311. Vector3.prototype.floor = function () {
  5312. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5313. };
  5314. /**
  5315. * Gets a new Vector3 from current Vector3 floored values
  5316. * @returns a new Vector3
  5317. */
  5318. Vector3.prototype.fract = function () {
  5319. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5320. };
  5321. // Properties
  5322. /**
  5323. * Gets the length of the Vector3
  5324. * @returns the length of the Vecto3
  5325. */
  5326. Vector3.prototype.length = function () {
  5327. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5328. };
  5329. /**
  5330. * Gets the squared length of the Vector3
  5331. * @returns squared length of the Vector3
  5332. */
  5333. Vector3.prototype.lengthSquared = function () {
  5334. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5335. };
  5336. /**
  5337. * Normalize the current Vector3.
  5338. * Please note that this is an in place operation.
  5339. * @returns the current updated Vector3
  5340. */
  5341. Vector3.prototype.normalize = function () {
  5342. return this.normalizeFromLength(this.length());
  5343. };
  5344. /**
  5345. * Reorders the x y z properties of the vector in place
  5346. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5347. * @returns the current updated vector
  5348. */
  5349. Vector3.prototype.reorderInPlace = function (order) {
  5350. var _this = this;
  5351. order = order.toLowerCase();
  5352. if (order === "xyz") {
  5353. return this;
  5354. }
  5355. MathTmp.Vector3[0].copyFrom(this);
  5356. ["x", "y", "z"].forEach(function (val, i) {
  5357. _this[val] = MathTmp.Vector3[0][order[i]];
  5358. });
  5359. return this;
  5360. };
  5361. /**
  5362. * Rotates the vector around 0,0,0 by a quaternion
  5363. * @param quaternion the rotation quaternion
  5364. * @param result vector to store the result
  5365. * @returns the resulting vector
  5366. */
  5367. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5368. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5369. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5370. return result;
  5371. };
  5372. /**
  5373. * Rotates a vector around a given point
  5374. * @param quaternion the rotation quaternion
  5375. * @param point the point to rotate around
  5376. * @param result vector to store the result
  5377. * @returns the resulting vector
  5378. */
  5379. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5380. this.subtractToRef(point, MathTmp.Vector3[0]);
  5381. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5382. point.addToRef(MathTmp.Vector3[0], result);
  5383. return result;
  5384. };
  5385. /**
  5386. * Normalize the current Vector3 with the given input length.
  5387. * Please note that this is an in place operation.
  5388. * @param len the length of the vector
  5389. * @returns the current updated Vector3
  5390. */
  5391. Vector3.prototype.normalizeFromLength = function (len) {
  5392. if (len === 0 || len === 1.0) {
  5393. return this;
  5394. }
  5395. return this.scaleInPlace(1.0 / len);
  5396. };
  5397. /**
  5398. * Normalize the current Vector3 to a new vector
  5399. * @returns the new Vector3
  5400. */
  5401. Vector3.prototype.normalizeToNew = function () {
  5402. var normalized = new Vector3(0, 0, 0);
  5403. this.normalizeToRef(normalized);
  5404. return normalized;
  5405. };
  5406. /**
  5407. * Normalize the current Vector3 to the reference
  5408. * @param reference define the Vector3 to update
  5409. * @returns the updated Vector3
  5410. */
  5411. Vector3.prototype.normalizeToRef = function (reference) {
  5412. var len = this.length();
  5413. if (len === 0 || len === 1.0) {
  5414. return reference.copyFromFloats(this.x, this.y, this.z);
  5415. }
  5416. return this.scaleToRef(1.0 / len, reference);
  5417. };
  5418. /**
  5419. * Creates a new Vector3 copied from the current Vector3
  5420. * @returns the new Vector3
  5421. */
  5422. Vector3.prototype.clone = function () {
  5423. return new Vector3(this.x, this.y, this.z);
  5424. };
  5425. /**
  5426. * Copies the given vector coordinates to the current Vector3 ones
  5427. * @param source defines the source Vector3
  5428. * @returns the current updated Vector3
  5429. */
  5430. Vector3.prototype.copyFrom = function (source) {
  5431. return this.copyFromFloats(source.x, source.y, source.z);
  5432. };
  5433. /**
  5434. * Copies the given floats to the current Vector3 coordinates
  5435. * @param x defines the x coordinate of the operand
  5436. * @param y defines the y coordinate of the operand
  5437. * @param z defines the z coordinate of the operand
  5438. * @returns the current updated Vector3
  5439. */
  5440. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5441. this.x = x;
  5442. this.y = y;
  5443. this.z = z;
  5444. return this;
  5445. };
  5446. /**
  5447. * Copies the given floats to the current Vector3 coordinates
  5448. * @param x defines the x coordinate of the operand
  5449. * @param y defines the y coordinate of the operand
  5450. * @param z defines the z coordinate of the operand
  5451. * @returns the current updated Vector3
  5452. */
  5453. Vector3.prototype.set = function (x, y, z) {
  5454. return this.copyFromFloats(x, y, z);
  5455. };
  5456. /**
  5457. * Copies the given float to the current Vector3 coordinates
  5458. * @param v defines the x, y and z coordinates of the operand
  5459. * @returns the current updated Vector3
  5460. */
  5461. Vector3.prototype.setAll = function (v) {
  5462. this.x = this.y = this.z = v;
  5463. return this;
  5464. };
  5465. // Statics
  5466. /**
  5467. * Get the clip factor between two vectors
  5468. * @param vector0 defines the first operand
  5469. * @param vector1 defines the second operand
  5470. * @param axis defines the axis to use
  5471. * @param size defines the size along the axis
  5472. * @returns the clip factor
  5473. */
  5474. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5475. var d0 = Vector3.Dot(vector0, axis) - size;
  5476. var d1 = Vector3.Dot(vector1, axis) - size;
  5477. var s = d0 / (d0 - d1);
  5478. return s;
  5479. };
  5480. /**
  5481. * Get angle between two vectors
  5482. * @param vector0 angle between vector0 and vector1
  5483. * @param vector1 angle between vector0 and vector1
  5484. * @param normal direction of the normal
  5485. * @return the angle between vector0 and vector1
  5486. */
  5487. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5488. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5489. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5490. var dot = Vector3.Dot(v0, v1);
  5491. var n = MathTmp.Vector3[3];
  5492. Vector3.CrossToRef(v0, v1, n);
  5493. if (Vector3.Dot(n, normal) > 0) {
  5494. return Math.acos(dot);
  5495. }
  5496. return -Math.acos(dot);
  5497. };
  5498. /**
  5499. * Returns a new Vector3 set from the index "offset" of the given array
  5500. * @param array defines the source array
  5501. * @param offset defines the offset in the source array
  5502. * @returns the new Vector3
  5503. */
  5504. Vector3.FromArray = function (array, offset) {
  5505. if (offset === void 0) { offset = 0; }
  5506. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5507. };
  5508. /**
  5509. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5510. * This function is deprecated. Use FromArray instead
  5511. * @param array defines the source array
  5512. * @param offset defines the offset in the source array
  5513. * @returns the new Vector3
  5514. */
  5515. Vector3.FromFloatArray = function (array, offset) {
  5516. return Vector3.FromArray(array, offset);
  5517. };
  5518. /**
  5519. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5520. * @param array defines the source array
  5521. * @param offset defines the offset in the source array
  5522. * @param result defines the Vector3 where to store the result
  5523. */
  5524. Vector3.FromArrayToRef = function (array, offset, result) {
  5525. result.x = array[offset];
  5526. result.y = array[offset + 1];
  5527. result.z = array[offset + 2];
  5528. };
  5529. /**
  5530. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5531. * This function is deprecated. Use FromArrayToRef instead.
  5532. * @param array defines the source array
  5533. * @param offset defines the offset in the source array
  5534. * @param result defines the Vector3 where to store the result
  5535. */
  5536. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5537. return Vector3.FromArrayToRef(array, offset, result);
  5538. };
  5539. /**
  5540. * Sets the given vector "result" with the given floats.
  5541. * @param x defines the x coordinate of the source
  5542. * @param y defines the y coordinate of the source
  5543. * @param z defines the z coordinate of the source
  5544. * @param result defines the Vector3 where to store the result
  5545. */
  5546. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5547. result.copyFromFloats(x, y, z);
  5548. };
  5549. /**
  5550. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5551. * @returns a new empty Vector3
  5552. */
  5553. Vector3.Zero = function () {
  5554. return new Vector3(0.0, 0.0, 0.0);
  5555. };
  5556. /**
  5557. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5558. * @returns a new unit Vector3
  5559. */
  5560. Vector3.One = function () {
  5561. return new Vector3(1.0, 1.0, 1.0);
  5562. };
  5563. /**
  5564. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5565. * @returns a new up Vector3
  5566. */
  5567. Vector3.Up = function () {
  5568. return new Vector3(0.0, 1.0, 0.0);
  5569. };
  5570. /**
  5571. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5572. * @returns a new down Vector3
  5573. */
  5574. Vector3.Down = function () {
  5575. return new Vector3(0.0, -1.0, 0.0);
  5576. };
  5577. /**
  5578. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5579. * @returns a new forward Vector3
  5580. */
  5581. Vector3.Forward = function () {
  5582. return new Vector3(0.0, 0.0, 1.0);
  5583. };
  5584. /**
  5585. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5586. * @returns a new forward Vector3
  5587. */
  5588. Vector3.Backward = function () {
  5589. return new Vector3(0.0, 0.0, -1.0);
  5590. };
  5591. /**
  5592. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5593. * @returns a new right Vector3
  5594. */
  5595. Vector3.Right = function () {
  5596. return new Vector3(1.0, 0.0, 0.0);
  5597. };
  5598. /**
  5599. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5600. * @returns a new left Vector3
  5601. */
  5602. Vector3.Left = function () {
  5603. return new Vector3(-1.0, 0.0, 0.0);
  5604. };
  5605. /**
  5606. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5607. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5608. * @param vector defines the Vector3 to transform
  5609. * @param transformation defines the transformation matrix
  5610. * @returns the transformed Vector3
  5611. */
  5612. Vector3.TransformCoordinates = function (vector, transformation) {
  5613. var result = Vector3.Zero();
  5614. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5615. return result;
  5616. };
  5617. /**
  5618. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5619. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5620. * @param vector defines the Vector3 to transform
  5621. * @param transformation defines the transformation matrix
  5622. * @param result defines the Vector3 where to store the result
  5623. */
  5624. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5625. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5626. };
  5627. /**
  5628. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5629. * This method computes tranformed coordinates only, not transformed direction vectors
  5630. * @param x define the x coordinate of the source vector
  5631. * @param y define the y coordinate of the source vector
  5632. * @param z define the z coordinate of the source vector
  5633. * @param transformation defines the transformation matrix
  5634. * @param result defines the Vector3 where to store the result
  5635. */
  5636. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5637. var m = transformation.m;
  5638. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5639. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5640. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5641. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5642. result.x = rx * rw;
  5643. result.y = ry * rw;
  5644. result.z = rz * rw;
  5645. };
  5646. /**
  5647. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5648. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5649. * @param vector defines the Vector3 to transform
  5650. * @param transformation defines the transformation matrix
  5651. * @returns the new Vector3
  5652. */
  5653. Vector3.TransformNormal = function (vector, transformation) {
  5654. var result = Vector3.Zero();
  5655. Vector3.TransformNormalToRef(vector, transformation, result);
  5656. return result;
  5657. };
  5658. /**
  5659. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5660. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5661. * @param vector defines the Vector3 to transform
  5662. * @param transformation defines the transformation matrix
  5663. * @param result defines the Vector3 where to store the result
  5664. */
  5665. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5666. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5667. };
  5668. /**
  5669. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5670. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5671. * @param x define the x coordinate of the source vector
  5672. * @param y define the y coordinate of the source vector
  5673. * @param z define the z coordinate of the source vector
  5674. * @param transformation defines the transformation matrix
  5675. * @param result defines the Vector3 where to store the result
  5676. */
  5677. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5678. var m = transformation.m;
  5679. result.x = x * m[0] + y * m[4] + z * m[8];
  5680. result.y = x * m[1] + y * m[5] + z * m[9];
  5681. result.z = x * m[2] + y * m[6] + z * m[10];
  5682. };
  5683. /**
  5684. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5685. * @param value1 defines the first control point
  5686. * @param value2 defines the second control point
  5687. * @param value3 defines the third control point
  5688. * @param value4 defines the fourth control point
  5689. * @param amount defines the amount on the spline to use
  5690. * @returns the new Vector3
  5691. */
  5692. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5693. var squared = amount * amount;
  5694. var cubed = amount * squared;
  5695. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5696. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5697. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5698. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5699. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5700. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5701. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5702. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5703. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5704. return new Vector3(x, y, z);
  5705. };
  5706. /**
  5707. * 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"
  5708. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5709. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5710. * @param value defines the current value
  5711. * @param min defines the lower range value
  5712. * @param max defines the upper range value
  5713. * @returns the new Vector3
  5714. */
  5715. Vector3.Clamp = function (value, min, max) {
  5716. var v = new Vector3();
  5717. Vector3.ClampToRef(value, min, max, v);
  5718. return v;
  5719. };
  5720. /**
  5721. * 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"
  5722. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5723. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5724. * @param value defines the current value
  5725. * @param min defines the lower range value
  5726. * @param max defines the upper range value
  5727. * @param result defines the Vector3 where to store the result
  5728. */
  5729. Vector3.ClampToRef = function (value, min, max, result) {
  5730. var x = value.x;
  5731. x = (x > max.x) ? max.x : x;
  5732. x = (x < min.x) ? min.x : x;
  5733. var y = value.y;
  5734. y = (y > max.y) ? max.y : y;
  5735. y = (y < min.y) ? min.y : y;
  5736. var z = value.z;
  5737. z = (z > max.z) ? max.z : z;
  5738. z = (z < min.z) ? min.z : z;
  5739. result.copyFromFloats(x, y, z);
  5740. };
  5741. /**
  5742. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5743. * @param value1 defines the first control point
  5744. * @param tangent1 defines the first tangent vector
  5745. * @param value2 defines the second control point
  5746. * @param tangent2 defines the second tangent vector
  5747. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5748. * @returns the new Vector3
  5749. */
  5750. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5751. var squared = amount * amount;
  5752. var cubed = amount * squared;
  5753. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5754. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5755. var part3 = (cubed - (2.0 * squared)) + amount;
  5756. var part4 = cubed - squared;
  5757. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5758. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5759. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5760. return new Vector3(x, y, z);
  5761. };
  5762. /**
  5763. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5764. * @param start defines the start value
  5765. * @param end defines the end value
  5766. * @param amount max defines amount between both (between 0 and 1)
  5767. * @returns the new Vector3
  5768. */
  5769. Vector3.Lerp = function (start, end, amount) {
  5770. var result = new Vector3(0, 0, 0);
  5771. Vector3.LerpToRef(start, end, amount, result);
  5772. return result;
  5773. };
  5774. /**
  5775. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5776. * @param start defines the start value
  5777. * @param end defines the end value
  5778. * @param amount max defines amount between both (between 0 and 1)
  5779. * @param result defines the Vector3 where to store the result
  5780. */
  5781. Vector3.LerpToRef = function (start, end, amount, result) {
  5782. result.x = start.x + ((end.x - start.x) * amount);
  5783. result.y = start.y + ((end.y - start.y) * amount);
  5784. result.z = start.z + ((end.z - start.z) * amount);
  5785. };
  5786. /**
  5787. * Returns the dot product (float) between the vectors "left" and "right"
  5788. * @param left defines the left operand
  5789. * @param right defines the right operand
  5790. * @returns the dot product
  5791. */
  5792. Vector3.Dot = function (left, right) {
  5793. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5794. };
  5795. /**
  5796. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5797. * The cross product is then orthogonal to both "left" and "right"
  5798. * @param left defines the left operand
  5799. * @param right defines the right operand
  5800. * @returns the cross product
  5801. */
  5802. Vector3.Cross = function (left, right) {
  5803. var result = Vector3.Zero();
  5804. Vector3.CrossToRef(left, right, result);
  5805. return result;
  5806. };
  5807. /**
  5808. * Sets the given vector "result" with the cross product of "left" and "right"
  5809. * The cross product is then orthogonal to both "left" and "right"
  5810. * @param left defines the left operand
  5811. * @param right defines the right operand
  5812. * @param result defines the Vector3 where to store the result
  5813. */
  5814. Vector3.CrossToRef = function (left, right, result) {
  5815. var x = left.y * right.z - left.z * right.y;
  5816. var y = left.z * right.x - left.x * right.z;
  5817. var z = left.x * right.y - left.y * right.x;
  5818. result.copyFromFloats(x, y, z);
  5819. };
  5820. /**
  5821. * Returns a new Vector3 as the normalization of the given vector
  5822. * @param vector defines the Vector3 to normalize
  5823. * @returns the new Vector3
  5824. */
  5825. Vector3.Normalize = function (vector) {
  5826. var result = Vector3.Zero();
  5827. Vector3.NormalizeToRef(vector, result);
  5828. return result;
  5829. };
  5830. /**
  5831. * Sets the given vector "result" with the normalization of the given first vector
  5832. * @param vector defines the Vector3 to normalize
  5833. * @param result defines the Vector3 where to store the result
  5834. */
  5835. Vector3.NormalizeToRef = function (vector, result) {
  5836. vector.normalizeToRef(result);
  5837. };
  5838. /**
  5839. * Project a Vector3 onto screen space
  5840. * @param vector defines the Vector3 to project
  5841. * @param world defines the world matrix to use
  5842. * @param transform defines the transform (view x projection) matrix to use
  5843. * @param viewport defines the screen viewport to use
  5844. * @returns the new Vector3
  5845. */
  5846. Vector3.Project = function (vector, world, transform, viewport) {
  5847. var cw = viewport.width;
  5848. var ch = viewport.height;
  5849. var cx = viewport.x;
  5850. var cy = viewport.y;
  5851. var viewportMatrix = MathTmp.Matrix[1];
  5852. 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);
  5853. var matrix = MathTmp.Matrix[0];
  5854. world.multiplyToRef(transform, matrix);
  5855. matrix.multiplyToRef(viewportMatrix, matrix);
  5856. return Vector3.TransformCoordinates(vector, matrix);
  5857. };
  5858. /** @hidden */
  5859. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5860. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5861. var m = matrix.m;
  5862. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5863. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5864. result.scaleInPlace(1.0 / num);
  5865. }
  5866. };
  5867. /**
  5868. * Unproject from screen space to object space
  5869. * @param source defines the screen space Vector3 to use
  5870. * @param viewportWidth defines the current width of the viewport
  5871. * @param viewportHeight defines the current height of the viewport
  5872. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5873. * @param transform defines the transform (view x projection) matrix to use
  5874. * @returns the new Vector3
  5875. */
  5876. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5877. var matrix = MathTmp.Matrix[0];
  5878. world.multiplyToRef(transform, matrix);
  5879. matrix.invert();
  5880. source.x = source.x / viewportWidth * 2 - 1;
  5881. source.y = -(source.y / viewportHeight * 2 - 1);
  5882. var vector = new Vector3();
  5883. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5884. return vector;
  5885. };
  5886. /**
  5887. * Unproject from screen space to object space
  5888. * @param source defines the screen space Vector3 to use
  5889. * @param viewportWidth defines the current width of the viewport
  5890. * @param viewportHeight defines the current height of the viewport
  5891. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5892. * @param view defines the view matrix to use
  5893. * @param projection defines the projection matrix to use
  5894. * @returns the new Vector3
  5895. */
  5896. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5897. var result = Vector3.Zero();
  5898. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5899. return result;
  5900. };
  5901. /**
  5902. * Unproject from screen space to object space
  5903. * @param source defines the screen space Vector3 to use
  5904. * @param viewportWidth defines the current width of the viewport
  5905. * @param viewportHeight defines the current height of the viewport
  5906. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5907. * @param view defines the view matrix to use
  5908. * @param projection defines the projection matrix to use
  5909. * @param result defines the Vector3 where to store the result
  5910. */
  5911. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5912. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5913. };
  5914. /**
  5915. * Unproject from screen space to object space
  5916. * @param sourceX defines the screen space x coordinate to use
  5917. * @param sourceY defines the screen space y coordinate to use
  5918. * @param sourceZ defines the screen space z coordinate to use
  5919. * @param viewportWidth defines the current width of the viewport
  5920. * @param viewportHeight defines the current height of the viewport
  5921. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5922. * @param view defines the view matrix to use
  5923. * @param projection defines the projection matrix to use
  5924. * @param result defines the Vector3 where to store the result
  5925. */
  5926. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5927. var matrix = MathTmp.Matrix[0];
  5928. world.multiplyToRef(view, matrix);
  5929. matrix.multiplyToRef(projection, matrix);
  5930. matrix.invert();
  5931. var screenSource = MathTmp.Vector3[0];
  5932. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5933. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5934. screenSource.z = 2 * sourceZ - 1.0;
  5935. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  5936. };
  5937. /**
  5938. * Unproject a ray from screen space to object space
  5939. * @param sourceX defines the screen space x coordinate to use
  5940. * @param sourceY defines the screen space y coordinate to use
  5941. * @param viewportWidth defines the current width of the viewport
  5942. * @param viewportHeight defines the current height of the viewport
  5943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5944. * @param view defines the view matrix to use
  5945. * @param projection defines the projection matrix to use
  5946. * @param ray defines the Ray where to store the result
  5947. */
  5948. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  5949. var matrix = MathTmp.Matrix[0];
  5950. world.multiplyToRef(view, matrix);
  5951. matrix.multiplyToRef(projection, matrix);
  5952. matrix.invert();
  5953. var nearScreenSource = MathTmp.Vector3[0];
  5954. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  5955. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5956. nearScreenSource.z = -1.0;
  5957. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  5958. var nearVec3 = MathTmp.Vector3[2];
  5959. var farVec3 = MathTmp.Vector3[3];
  5960. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  5961. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  5962. ray.origin.copyFrom(nearVec3);
  5963. farVec3.subtractToRef(nearVec3, ray.direction);
  5964. ray.direction.normalize();
  5965. };
  5966. /**
  5967. * Gets the minimal coordinate values between two Vector3
  5968. * @param left defines the first operand
  5969. * @param right defines the second operand
  5970. * @returns the new Vector3
  5971. */
  5972. Vector3.Minimize = function (left, right) {
  5973. var min = left.clone();
  5974. min.minimizeInPlace(right);
  5975. return min;
  5976. };
  5977. /**
  5978. * Gets the maximal coordinate values between two Vector3
  5979. * @param left defines the first operand
  5980. * @param right defines the second operand
  5981. * @returns the new Vector3
  5982. */
  5983. Vector3.Maximize = function (left, right) {
  5984. var max = left.clone();
  5985. max.maximizeInPlace(right);
  5986. return max;
  5987. };
  5988. /**
  5989. * Returns the distance between the vectors "value1" and "value2"
  5990. * @param value1 defines the first operand
  5991. * @param value2 defines the second operand
  5992. * @returns the distance
  5993. */
  5994. Vector3.Distance = function (value1, value2) {
  5995. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5996. };
  5997. /**
  5998. * Returns the squared distance between the vectors "value1" and "value2"
  5999. * @param value1 defines the first operand
  6000. * @param value2 defines the second operand
  6001. * @returns the squared distance
  6002. */
  6003. Vector3.DistanceSquared = function (value1, value2) {
  6004. var x = value1.x - value2.x;
  6005. var y = value1.y - value2.y;
  6006. var z = value1.z - value2.z;
  6007. return (x * x) + (y * y) + (z * z);
  6008. };
  6009. /**
  6010. * Returns a new Vector3 located at the center between "value1" and "value2"
  6011. * @param value1 defines the first operand
  6012. * @param value2 defines the second operand
  6013. * @returns the new Vector3
  6014. */
  6015. Vector3.Center = function (value1, value2) {
  6016. var center = value1.add(value2);
  6017. center.scaleInPlace(0.5);
  6018. return center;
  6019. };
  6020. /**
  6021. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6022. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6023. * to something in order to rotate it from its local system to the given target system
  6024. * Note: axis1, axis2 and axis3 are normalized during this operation
  6025. * @param axis1 defines the first axis
  6026. * @param axis2 defines the second axis
  6027. * @param axis3 defines the third axis
  6028. * @returns a new Vector3
  6029. */
  6030. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6031. var rotation = Vector3.Zero();
  6032. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6033. return rotation;
  6034. };
  6035. /**
  6036. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6037. * @param axis1 defines the first axis
  6038. * @param axis2 defines the second axis
  6039. * @param axis3 defines the third axis
  6040. * @param ref defines the Vector3 where to store the result
  6041. */
  6042. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6043. var quat = MathTmp.Quaternion[0];
  6044. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6045. quat.toEulerAnglesToRef(ref);
  6046. };
  6047. return Vector3;
  6048. }());
  6049. BABYLON.Vector3 = Vector3;
  6050. /**
  6051. * Vector4 class created for EulerAngle class conversion to Quaternion
  6052. */
  6053. var Vector4 = /** @class */ (function () {
  6054. /**
  6055. * Creates a Vector4 object from the given floats.
  6056. * @param x x value of the vector
  6057. * @param y y value of the vector
  6058. * @param z z value of the vector
  6059. * @param w w value of the vector
  6060. */
  6061. function Vector4(
  6062. /** x value of the vector */
  6063. x,
  6064. /** y value of the vector */
  6065. y,
  6066. /** z value of the vector */
  6067. z,
  6068. /** w value of the vector */
  6069. w) {
  6070. this.x = x;
  6071. this.y = y;
  6072. this.z = z;
  6073. this.w = w;
  6074. }
  6075. /**
  6076. * Returns the string with the Vector4 coordinates.
  6077. * @returns a string containing all the vector values
  6078. */
  6079. Vector4.prototype.toString = function () {
  6080. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6081. };
  6082. /**
  6083. * Returns the string "Vector4".
  6084. * @returns "Vector4"
  6085. */
  6086. Vector4.prototype.getClassName = function () {
  6087. return "Vector4";
  6088. };
  6089. /**
  6090. * Returns the Vector4 hash code.
  6091. * @returns a unique hash code
  6092. */
  6093. Vector4.prototype.getHashCode = function () {
  6094. var hash = this.x || 0;
  6095. hash = (hash * 397) ^ (this.y || 0);
  6096. hash = (hash * 397) ^ (this.z || 0);
  6097. hash = (hash * 397) ^ (this.w || 0);
  6098. return hash;
  6099. };
  6100. // Operators
  6101. /**
  6102. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6103. * @returns the resulting array
  6104. */
  6105. Vector4.prototype.asArray = function () {
  6106. var result = new Array();
  6107. this.toArray(result, 0);
  6108. return result;
  6109. };
  6110. /**
  6111. * Populates the given array from the given index with the Vector4 coordinates.
  6112. * @param array array to populate
  6113. * @param index index of the array to start at (default: 0)
  6114. * @returns the Vector4.
  6115. */
  6116. Vector4.prototype.toArray = function (array, index) {
  6117. if (index === undefined) {
  6118. index = 0;
  6119. }
  6120. array[index] = this.x;
  6121. array[index + 1] = this.y;
  6122. array[index + 2] = this.z;
  6123. array[index + 3] = this.w;
  6124. return this;
  6125. };
  6126. /**
  6127. * Adds the given vector to the current Vector4.
  6128. * @param otherVector the vector to add
  6129. * @returns the updated Vector4.
  6130. */
  6131. Vector4.prototype.addInPlace = function (otherVector) {
  6132. this.x += otherVector.x;
  6133. this.y += otherVector.y;
  6134. this.z += otherVector.z;
  6135. this.w += otherVector.w;
  6136. return this;
  6137. };
  6138. /**
  6139. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6140. * @param otherVector the vector to add
  6141. * @returns the resulting vector
  6142. */
  6143. Vector4.prototype.add = function (otherVector) {
  6144. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6145. };
  6146. /**
  6147. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6148. * @param otherVector the vector to add
  6149. * @param result the vector to store the result
  6150. * @returns the current Vector4.
  6151. */
  6152. Vector4.prototype.addToRef = function (otherVector, result) {
  6153. result.x = this.x + otherVector.x;
  6154. result.y = this.y + otherVector.y;
  6155. result.z = this.z + otherVector.z;
  6156. result.w = this.w + otherVector.w;
  6157. return this;
  6158. };
  6159. /**
  6160. * Subtract in place the given vector from the current Vector4.
  6161. * @param otherVector the vector to subtract
  6162. * @returns the updated Vector4.
  6163. */
  6164. Vector4.prototype.subtractInPlace = function (otherVector) {
  6165. this.x -= otherVector.x;
  6166. this.y -= otherVector.y;
  6167. this.z -= otherVector.z;
  6168. this.w -= otherVector.w;
  6169. return this;
  6170. };
  6171. /**
  6172. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6173. * @param otherVector the vector to add
  6174. * @returns the new vector with the result
  6175. */
  6176. Vector4.prototype.subtract = function (otherVector) {
  6177. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6178. };
  6179. /**
  6180. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6181. * @param otherVector the vector to subtract
  6182. * @param result the vector to store the result
  6183. * @returns the current Vector4.
  6184. */
  6185. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6186. result.x = this.x - otherVector.x;
  6187. result.y = this.y - otherVector.y;
  6188. result.z = this.z - otherVector.z;
  6189. result.w = this.w - otherVector.w;
  6190. return this;
  6191. };
  6192. /**
  6193. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6194. */
  6195. /**
  6196. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6197. * @param x value to subtract
  6198. * @param y value to subtract
  6199. * @param z value to subtract
  6200. * @param w value to subtract
  6201. * @returns new vector containing the result
  6202. */
  6203. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6204. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6205. };
  6206. /**
  6207. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6208. * @param x value to subtract
  6209. * @param y value to subtract
  6210. * @param z value to subtract
  6211. * @param w value to subtract
  6212. * @param result the vector to store the result in
  6213. * @returns the current Vector4.
  6214. */
  6215. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6216. result.x = this.x - x;
  6217. result.y = this.y - y;
  6218. result.z = this.z - z;
  6219. result.w = this.w - w;
  6220. return this;
  6221. };
  6222. /**
  6223. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6224. * @returns a new vector with the negated values
  6225. */
  6226. Vector4.prototype.negate = function () {
  6227. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6228. };
  6229. /**
  6230. * Multiplies the current Vector4 coordinates by scale (float).
  6231. * @param scale the number to scale with
  6232. * @returns the updated Vector4.
  6233. */
  6234. Vector4.prototype.scaleInPlace = function (scale) {
  6235. this.x *= scale;
  6236. this.y *= scale;
  6237. this.z *= scale;
  6238. this.w *= scale;
  6239. return this;
  6240. };
  6241. /**
  6242. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6243. * @param scale the number to scale with
  6244. * @returns a new vector with the result
  6245. */
  6246. Vector4.prototype.scale = function (scale) {
  6247. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6248. };
  6249. /**
  6250. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6251. * @param scale the number to scale with
  6252. * @param result a vector to store the result in
  6253. * @returns the current Vector4.
  6254. */
  6255. Vector4.prototype.scaleToRef = function (scale, result) {
  6256. result.x = this.x * scale;
  6257. result.y = this.y * scale;
  6258. result.z = this.z * scale;
  6259. result.w = this.w * scale;
  6260. return this;
  6261. };
  6262. /**
  6263. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6264. * @param scale defines the scale factor
  6265. * @param result defines the Vector4 object where to store the result
  6266. * @returns the unmodified current Vector4
  6267. */
  6268. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6269. result.x += this.x * scale;
  6270. result.y += this.y * scale;
  6271. result.z += this.z * scale;
  6272. result.w += this.w * scale;
  6273. return this;
  6274. };
  6275. /**
  6276. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6277. * @param otherVector the vector to compare against
  6278. * @returns true if they are equal
  6279. */
  6280. Vector4.prototype.equals = function (otherVector) {
  6281. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6282. };
  6283. /**
  6284. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6285. * @param otherVector vector to compare against
  6286. * @param epsilon (Default: very small number)
  6287. * @returns true if they are equal
  6288. */
  6289. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6290. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6291. return otherVector
  6292. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6293. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6294. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6295. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6296. };
  6297. /**
  6298. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6299. * @param x x value to compare against
  6300. * @param y y value to compare against
  6301. * @param z z value to compare against
  6302. * @param w w value to compare against
  6303. * @returns true if equal
  6304. */
  6305. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6306. return this.x === x && this.y === y && this.z === z && this.w === w;
  6307. };
  6308. /**
  6309. * Multiplies in place the current Vector4 by the given one.
  6310. * @param otherVector vector to multiple with
  6311. * @returns the updated Vector4.
  6312. */
  6313. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6314. this.x *= otherVector.x;
  6315. this.y *= otherVector.y;
  6316. this.z *= otherVector.z;
  6317. this.w *= otherVector.w;
  6318. return this;
  6319. };
  6320. /**
  6321. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6322. * @param otherVector vector to multiple with
  6323. * @returns resulting new vector
  6324. */
  6325. Vector4.prototype.multiply = function (otherVector) {
  6326. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6327. };
  6328. /**
  6329. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6330. * @param otherVector vector to multiple with
  6331. * @param result vector to store the result
  6332. * @returns the current Vector4.
  6333. */
  6334. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6335. result.x = this.x * otherVector.x;
  6336. result.y = this.y * otherVector.y;
  6337. result.z = this.z * otherVector.z;
  6338. result.w = this.w * otherVector.w;
  6339. return this;
  6340. };
  6341. /**
  6342. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6343. * @param x x value multiply with
  6344. * @param y y value multiply with
  6345. * @param z z value multiply with
  6346. * @param w w value multiply with
  6347. * @returns resulting new vector
  6348. */
  6349. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6350. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6351. };
  6352. /**
  6353. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6354. * @param otherVector vector to devide with
  6355. * @returns resulting new vector
  6356. */
  6357. Vector4.prototype.divide = function (otherVector) {
  6358. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6359. };
  6360. /**
  6361. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6362. * @param otherVector vector to devide with
  6363. * @param result vector to store the result
  6364. * @returns the current Vector4.
  6365. */
  6366. Vector4.prototype.divideToRef = function (otherVector, result) {
  6367. result.x = this.x / otherVector.x;
  6368. result.y = this.y / otherVector.y;
  6369. result.z = this.z / otherVector.z;
  6370. result.w = this.w / otherVector.w;
  6371. return this;
  6372. };
  6373. /**
  6374. * Divides the current Vector3 coordinates by the given ones.
  6375. * @param otherVector vector to devide with
  6376. * @returns the updated Vector3.
  6377. */
  6378. Vector4.prototype.divideInPlace = function (otherVector) {
  6379. return this.divideToRef(otherVector, this);
  6380. };
  6381. /**
  6382. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6383. * @param other defines the second operand
  6384. * @returns the current updated Vector4
  6385. */
  6386. Vector4.prototype.minimizeInPlace = function (other) {
  6387. if (other.x < this.x) {
  6388. this.x = other.x;
  6389. }
  6390. if (other.y < this.y) {
  6391. this.y = other.y;
  6392. }
  6393. if (other.z < this.z) {
  6394. this.z = other.z;
  6395. }
  6396. if (other.w < this.w) {
  6397. this.w = other.w;
  6398. }
  6399. return this;
  6400. };
  6401. /**
  6402. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6403. * @param other defines the second operand
  6404. * @returns the current updated Vector4
  6405. */
  6406. Vector4.prototype.maximizeInPlace = function (other) {
  6407. if (other.x > this.x) {
  6408. this.x = other.x;
  6409. }
  6410. if (other.y > this.y) {
  6411. this.y = other.y;
  6412. }
  6413. if (other.z > this.z) {
  6414. this.z = other.z;
  6415. }
  6416. if (other.w > this.w) {
  6417. this.w = other.w;
  6418. }
  6419. return this;
  6420. };
  6421. /**
  6422. * Gets a new Vector4 from current Vector4 floored values
  6423. * @returns a new Vector4
  6424. */
  6425. Vector4.prototype.floor = function () {
  6426. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6427. };
  6428. /**
  6429. * Gets a new Vector4 from current Vector3 floored values
  6430. * @returns a new Vector4
  6431. */
  6432. Vector4.prototype.fract = function () {
  6433. 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));
  6434. };
  6435. // Properties
  6436. /**
  6437. * Returns the Vector4 length (float).
  6438. * @returns the length
  6439. */
  6440. Vector4.prototype.length = function () {
  6441. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6442. };
  6443. /**
  6444. * Returns the Vector4 squared length (float).
  6445. * @returns the length squared
  6446. */
  6447. Vector4.prototype.lengthSquared = function () {
  6448. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6449. };
  6450. // Methods
  6451. /**
  6452. * Normalizes in place the Vector4.
  6453. * @returns the updated Vector4.
  6454. */
  6455. Vector4.prototype.normalize = function () {
  6456. var len = this.length();
  6457. if (len === 0) {
  6458. return this;
  6459. }
  6460. return this.scaleInPlace(1.0 / len);
  6461. };
  6462. /**
  6463. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6464. * @returns this converted to a new vector3
  6465. */
  6466. Vector4.prototype.toVector3 = function () {
  6467. return new Vector3(this.x, this.y, this.z);
  6468. };
  6469. /**
  6470. * Returns a new Vector4 copied from the current one.
  6471. * @returns the new cloned vector
  6472. */
  6473. Vector4.prototype.clone = function () {
  6474. return new Vector4(this.x, this.y, this.z, this.w);
  6475. };
  6476. /**
  6477. * Updates the current Vector4 with the given one coordinates.
  6478. * @param source the source vector to copy from
  6479. * @returns the updated Vector4.
  6480. */
  6481. Vector4.prototype.copyFrom = function (source) {
  6482. this.x = source.x;
  6483. this.y = source.y;
  6484. this.z = source.z;
  6485. this.w = source.w;
  6486. return this;
  6487. };
  6488. /**
  6489. * Updates the current Vector4 coordinates with the given floats.
  6490. * @param x float to copy from
  6491. * @param y float to copy from
  6492. * @param z float to copy from
  6493. * @param w float to copy from
  6494. * @returns the updated Vector4.
  6495. */
  6496. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6497. this.x = x;
  6498. this.y = y;
  6499. this.z = z;
  6500. this.w = w;
  6501. return this;
  6502. };
  6503. /**
  6504. * Updates the current Vector4 coordinates with the given floats.
  6505. * @param x float to set from
  6506. * @param y float to set from
  6507. * @param z float to set from
  6508. * @param w float to set from
  6509. * @returns the updated Vector4.
  6510. */
  6511. Vector4.prototype.set = function (x, y, z, w) {
  6512. return this.copyFromFloats(x, y, z, w);
  6513. };
  6514. /**
  6515. * Copies the given float to the current Vector3 coordinates
  6516. * @param v defines the x, y, z and w coordinates of the operand
  6517. * @returns the current updated Vector3
  6518. */
  6519. Vector4.prototype.setAll = function (v) {
  6520. this.x = this.y = this.z = this.w = v;
  6521. return this;
  6522. };
  6523. // Statics
  6524. /**
  6525. * Returns a new Vector4 set from the starting index of the given array.
  6526. * @param array the array to pull values from
  6527. * @param offset the offset into the array to start at
  6528. * @returns the new vector
  6529. */
  6530. Vector4.FromArray = function (array, offset) {
  6531. if (!offset) {
  6532. offset = 0;
  6533. }
  6534. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6535. };
  6536. /**
  6537. * Updates the given vector "result" from the starting index of the given array.
  6538. * @param array the array to pull values from
  6539. * @param offset the offset into the array to start at
  6540. * @param result the vector to store the result in
  6541. */
  6542. Vector4.FromArrayToRef = function (array, offset, result) {
  6543. result.x = array[offset];
  6544. result.y = array[offset + 1];
  6545. result.z = array[offset + 2];
  6546. result.w = array[offset + 3];
  6547. };
  6548. /**
  6549. * Updates the given vector "result" from the starting index of the given Float32Array.
  6550. * @param array the array to pull values from
  6551. * @param offset the offset into the array to start at
  6552. * @param result the vector to store the result in
  6553. */
  6554. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6555. Vector4.FromArrayToRef(array, offset, result);
  6556. };
  6557. /**
  6558. * Updates the given vector "result" coordinates from the given floats.
  6559. * @param x float to set from
  6560. * @param y float to set from
  6561. * @param z float to set from
  6562. * @param w float to set from
  6563. * @param result the vector to the floats in
  6564. */
  6565. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6566. result.x = x;
  6567. result.y = y;
  6568. result.z = z;
  6569. result.w = w;
  6570. };
  6571. /**
  6572. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6573. * @returns the new vector
  6574. */
  6575. Vector4.Zero = function () {
  6576. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6577. };
  6578. /**
  6579. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6580. * @returns the new vector
  6581. */
  6582. Vector4.One = function () {
  6583. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6584. };
  6585. /**
  6586. * Returns a new normalized Vector4 from the given one.
  6587. * @param vector the vector to normalize
  6588. * @returns the vector
  6589. */
  6590. Vector4.Normalize = function (vector) {
  6591. var result = Vector4.Zero();
  6592. Vector4.NormalizeToRef(vector, result);
  6593. return result;
  6594. };
  6595. /**
  6596. * Updates the given vector "result" from the normalization of the given one.
  6597. * @param vector the vector to normalize
  6598. * @param result the vector to store the result in
  6599. */
  6600. Vector4.NormalizeToRef = function (vector, result) {
  6601. result.copyFrom(vector);
  6602. result.normalize();
  6603. };
  6604. /**
  6605. * Returns a vector with the minimum values from the left and right vectors
  6606. * @param left left vector to minimize
  6607. * @param right right vector to minimize
  6608. * @returns a new vector with the minimum of the left and right vector values
  6609. */
  6610. Vector4.Minimize = function (left, right) {
  6611. var min = left.clone();
  6612. min.minimizeInPlace(right);
  6613. return min;
  6614. };
  6615. /**
  6616. * Returns a vector with the maximum values from the left and right vectors
  6617. * @param left left vector to maximize
  6618. * @param right right vector to maximize
  6619. * @returns a new vector with the maximum of the left and right vector values
  6620. */
  6621. Vector4.Maximize = function (left, right) {
  6622. var max = left.clone();
  6623. max.maximizeInPlace(right);
  6624. return max;
  6625. };
  6626. /**
  6627. * Returns the distance (float) between the vectors "value1" and "value2".
  6628. * @param value1 value to calulate the distance between
  6629. * @param value2 value to calulate the distance between
  6630. * @return the distance between the two vectors
  6631. */
  6632. Vector4.Distance = function (value1, value2) {
  6633. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6634. };
  6635. /**
  6636. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6637. * @param value1 value to calulate the distance between
  6638. * @param value2 value to calulate the distance between
  6639. * @return the distance between the two vectors squared
  6640. */
  6641. Vector4.DistanceSquared = function (value1, value2) {
  6642. var x = value1.x - value2.x;
  6643. var y = value1.y - value2.y;
  6644. var z = value1.z - value2.z;
  6645. var w = value1.w - value2.w;
  6646. return (x * x) + (y * y) + (z * z) + (w * w);
  6647. };
  6648. /**
  6649. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6650. * @param value1 value to calulate the center between
  6651. * @param value2 value to calulate the center between
  6652. * @return the center between the two vectors
  6653. */
  6654. Vector4.Center = function (value1, value2) {
  6655. var center = value1.add(value2);
  6656. center.scaleInPlace(0.5);
  6657. return center;
  6658. };
  6659. /**
  6660. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6661. * This methods computes transformed normalized direction vectors only.
  6662. * @param vector the vector to transform
  6663. * @param transformation the transformation matrix to apply
  6664. * @returns the new vector
  6665. */
  6666. Vector4.TransformNormal = function (vector, transformation) {
  6667. var result = Vector4.Zero();
  6668. Vector4.TransformNormalToRef(vector, transformation, result);
  6669. return result;
  6670. };
  6671. /**
  6672. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6673. * This methods computes transformed normalized direction vectors only.
  6674. * @param vector the vector to transform
  6675. * @param transformation the transformation matrix to apply
  6676. * @param result the vector to store the result in
  6677. */
  6678. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6679. var m = transformation.m;
  6680. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6681. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6682. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6683. result.x = x;
  6684. result.y = y;
  6685. result.z = z;
  6686. result.w = vector.w;
  6687. };
  6688. /**
  6689. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6690. * This methods computes transformed normalized direction vectors only.
  6691. * @param x value to transform
  6692. * @param y value to transform
  6693. * @param z value to transform
  6694. * @param w value to transform
  6695. * @param transformation the transformation matrix to apply
  6696. * @param result the vector to store the results in
  6697. */
  6698. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6699. var m = transformation.m;
  6700. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6701. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6702. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6703. result.w = w;
  6704. };
  6705. return Vector4;
  6706. }());
  6707. BABYLON.Vector4 = Vector4;
  6708. /**
  6709. * Size containing widht and height
  6710. */
  6711. var Size = /** @class */ (function () {
  6712. /**
  6713. * Creates a Size object from the given width and height (floats).
  6714. * @param width width of the new size
  6715. * @param height height of the new size
  6716. */
  6717. function Size(width, height) {
  6718. this.width = width;
  6719. this.height = height;
  6720. }
  6721. /**
  6722. * Returns a string with the Size width and height
  6723. * @returns a string with the Size width and height
  6724. */
  6725. Size.prototype.toString = function () {
  6726. return "{W: " + this.width + ", H: " + this.height + "}";
  6727. };
  6728. /**
  6729. * "Size"
  6730. * @returns the string "Size"
  6731. */
  6732. Size.prototype.getClassName = function () {
  6733. return "Size";
  6734. };
  6735. /**
  6736. * Returns the Size hash code.
  6737. * @returns a hash code for a unique width and height
  6738. */
  6739. Size.prototype.getHashCode = function () {
  6740. var hash = this.width || 0;
  6741. hash = (hash * 397) ^ (this.height || 0);
  6742. return hash;
  6743. };
  6744. /**
  6745. * Updates the current size from the given one.
  6746. * @param src the given size
  6747. */
  6748. Size.prototype.copyFrom = function (src) {
  6749. this.width = src.width;
  6750. this.height = src.height;
  6751. };
  6752. /**
  6753. * Updates in place the current Size from the given floats.
  6754. * @param width width of the new size
  6755. * @param height height of the new size
  6756. * @returns the updated Size.
  6757. */
  6758. Size.prototype.copyFromFloats = function (width, height) {
  6759. this.width = width;
  6760. this.height = height;
  6761. return this;
  6762. };
  6763. /**
  6764. * Updates in place the current Size from the given floats.
  6765. * @param width width to set
  6766. * @param height height to set
  6767. * @returns the updated Size.
  6768. */
  6769. Size.prototype.set = function (width, height) {
  6770. return this.copyFromFloats(width, height);
  6771. };
  6772. /**
  6773. * Multiplies the width and height by numbers
  6774. * @param w factor to multiple the width by
  6775. * @param h factor to multiple the height by
  6776. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6777. */
  6778. Size.prototype.multiplyByFloats = function (w, h) {
  6779. return new Size(this.width * w, this.height * h);
  6780. };
  6781. /**
  6782. * Clones the size
  6783. * @returns a new Size copied from the given one.
  6784. */
  6785. Size.prototype.clone = function () {
  6786. return new Size(this.width, this.height);
  6787. };
  6788. /**
  6789. * True if the current Size and the given one width and height are strictly equal.
  6790. * @param other the other size to compare against
  6791. * @returns True if the current Size and the given one width and height are strictly equal.
  6792. */
  6793. Size.prototype.equals = function (other) {
  6794. if (!other) {
  6795. return false;
  6796. }
  6797. return (this.width === other.width) && (this.height === other.height);
  6798. };
  6799. Object.defineProperty(Size.prototype, "surface", {
  6800. /**
  6801. * The surface of the Size : width * height (float).
  6802. */
  6803. get: function () {
  6804. return this.width * this.height;
  6805. },
  6806. enumerable: true,
  6807. configurable: true
  6808. });
  6809. /**
  6810. * Create a new size of zero
  6811. * @returns a new Size set to (0.0, 0.0)
  6812. */
  6813. Size.Zero = function () {
  6814. return new Size(0.0, 0.0);
  6815. };
  6816. /**
  6817. * Sums the width and height of two sizes
  6818. * @param otherSize size to add to this size
  6819. * @returns a new Size set as the addition result of the current Size and the given one.
  6820. */
  6821. Size.prototype.add = function (otherSize) {
  6822. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6823. return r;
  6824. };
  6825. /**
  6826. * Subtracts the width and height of two
  6827. * @param otherSize size to subtract to this size
  6828. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6829. */
  6830. Size.prototype.subtract = function (otherSize) {
  6831. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6832. return r;
  6833. };
  6834. /**
  6835. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6836. * @param start starting size to lerp between
  6837. * @param end end size to lerp between
  6838. * @param amount amount to lerp between the start and end values
  6839. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6840. */
  6841. Size.Lerp = function (start, end, amount) {
  6842. var w = start.width + ((end.width - start.width) * amount);
  6843. var h = start.height + ((end.height - start.height) * amount);
  6844. return new Size(w, h);
  6845. };
  6846. return Size;
  6847. }());
  6848. BABYLON.Size = Size;
  6849. /**
  6850. * Class used to store quaternion data
  6851. * @see https://en.wikipedia.org/wiki/Quaternion
  6852. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6853. */
  6854. var Quaternion = /** @class */ (function () {
  6855. /**
  6856. * Creates a new Quaternion from the given floats
  6857. * @param x defines the first component (0 by default)
  6858. * @param y defines the second component (0 by default)
  6859. * @param z defines the third component (0 by default)
  6860. * @param w defines the fourth component (1.0 by default)
  6861. */
  6862. function Quaternion(
  6863. /** defines the first component (0 by default) */
  6864. x,
  6865. /** defines the second component (0 by default) */
  6866. y,
  6867. /** defines the third component (0 by default) */
  6868. z,
  6869. /** defines the fourth component (1.0 by default) */
  6870. w) {
  6871. if (x === void 0) { x = 0.0; }
  6872. if (y === void 0) { y = 0.0; }
  6873. if (z === void 0) { z = 0.0; }
  6874. if (w === void 0) { w = 1.0; }
  6875. this.x = x;
  6876. this.y = y;
  6877. this.z = z;
  6878. this.w = w;
  6879. }
  6880. /**
  6881. * Gets a string representation for the current quaternion
  6882. * @returns a string with the Quaternion coordinates
  6883. */
  6884. Quaternion.prototype.toString = function () {
  6885. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6886. };
  6887. /**
  6888. * Gets the class name of the quaternion
  6889. * @returns the string "Quaternion"
  6890. */
  6891. Quaternion.prototype.getClassName = function () {
  6892. return "Quaternion";
  6893. };
  6894. /**
  6895. * Gets a hash code for this quaternion
  6896. * @returns the quaternion hash code
  6897. */
  6898. Quaternion.prototype.getHashCode = function () {
  6899. var hash = this.x || 0;
  6900. hash = (hash * 397) ^ (this.y || 0);
  6901. hash = (hash * 397) ^ (this.z || 0);
  6902. hash = (hash * 397) ^ (this.w || 0);
  6903. return hash;
  6904. };
  6905. /**
  6906. * Copy the quaternion to an array
  6907. * @returns a new array populated with 4 elements from the quaternion coordinates
  6908. */
  6909. Quaternion.prototype.asArray = function () {
  6910. return [this.x, this.y, this.z, this.w];
  6911. };
  6912. /**
  6913. * Check if two quaternions are equals
  6914. * @param otherQuaternion defines the second operand
  6915. * @return true if the current quaternion and the given one coordinates are strictly equals
  6916. */
  6917. Quaternion.prototype.equals = function (otherQuaternion) {
  6918. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6919. };
  6920. /**
  6921. * Clone the current quaternion
  6922. * @returns a new quaternion copied from the current one
  6923. */
  6924. Quaternion.prototype.clone = function () {
  6925. return new Quaternion(this.x, this.y, this.z, this.w);
  6926. };
  6927. /**
  6928. * Copy a quaternion to the current one
  6929. * @param other defines the other quaternion
  6930. * @returns the updated current quaternion
  6931. */
  6932. Quaternion.prototype.copyFrom = function (other) {
  6933. this.x = other.x;
  6934. this.y = other.y;
  6935. this.z = other.z;
  6936. this.w = other.w;
  6937. return this;
  6938. };
  6939. /**
  6940. * Updates the current quaternion with the given float coordinates
  6941. * @param x defines the x coordinate
  6942. * @param y defines the y coordinate
  6943. * @param z defines the z coordinate
  6944. * @param w defines the w coordinate
  6945. * @returns the updated current quaternion
  6946. */
  6947. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6948. this.x = x;
  6949. this.y = y;
  6950. this.z = z;
  6951. this.w = w;
  6952. return this;
  6953. };
  6954. /**
  6955. * Updates the current quaternion from the given float coordinates
  6956. * @param x defines the x coordinate
  6957. * @param y defines the y coordinate
  6958. * @param z defines the z coordinate
  6959. * @param w defines the w coordinate
  6960. * @returns the updated current quaternion
  6961. */
  6962. Quaternion.prototype.set = function (x, y, z, w) {
  6963. return this.copyFromFloats(x, y, z, w);
  6964. };
  6965. /**
  6966. * Adds two quaternions
  6967. * @param other defines the second operand
  6968. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6969. */
  6970. Quaternion.prototype.add = function (other) {
  6971. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6972. };
  6973. /**
  6974. * Add a quaternion to the current one
  6975. * @param other defines the quaternion to add
  6976. * @returns the current quaternion
  6977. */
  6978. Quaternion.prototype.addInPlace = function (other) {
  6979. this.x += other.x;
  6980. this.y += other.y;
  6981. this.z += other.z;
  6982. this.w += other.w;
  6983. return this;
  6984. };
  6985. /**
  6986. * Subtract two quaternions
  6987. * @param other defines the second operand
  6988. * @returns a new quaternion as the subtraction result of the given one from the current one
  6989. */
  6990. Quaternion.prototype.subtract = function (other) {
  6991. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6992. };
  6993. /**
  6994. * Multiplies the current quaternion by a scale factor
  6995. * @param value defines the scale factor
  6996. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6997. */
  6998. Quaternion.prototype.scale = function (value) {
  6999. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7000. };
  7001. /**
  7002. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7003. * @param scale defines the scale factor
  7004. * @param result defines the Quaternion object where to store the result
  7005. * @returns the unmodified current quaternion
  7006. */
  7007. Quaternion.prototype.scaleToRef = function (scale, result) {
  7008. result.x = this.x * scale;
  7009. result.y = this.y * scale;
  7010. result.z = this.z * scale;
  7011. result.w = this.w * scale;
  7012. return this;
  7013. };
  7014. /**
  7015. * Multiplies in place the current quaternion by a scale factor
  7016. * @param value defines the scale factor
  7017. * @returns the current modified quaternion
  7018. */
  7019. Quaternion.prototype.scaleInPlace = function (value) {
  7020. this.x *= value;
  7021. this.y *= value;
  7022. this.z *= value;
  7023. this.w *= value;
  7024. return this;
  7025. };
  7026. /**
  7027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7028. * @param scale defines the scale factor
  7029. * @param result defines the Quaternion object where to store the result
  7030. * @returns the unmodified current quaternion
  7031. */
  7032. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7033. result.x += this.x * scale;
  7034. result.y += this.y * scale;
  7035. result.z += this.z * scale;
  7036. result.w += this.w * scale;
  7037. return this;
  7038. };
  7039. /**
  7040. * Multiplies two quaternions
  7041. * @param q1 defines the second operand
  7042. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7043. */
  7044. Quaternion.prototype.multiply = function (q1) {
  7045. var result = new Quaternion(0, 0, 0, 1.0);
  7046. this.multiplyToRef(q1, result);
  7047. return result;
  7048. };
  7049. /**
  7050. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7051. * @param q1 defines the second operand
  7052. * @param result defines the target quaternion
  7053. * @returns the current quaternion
  7054. */
  7055. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7056. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7057. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7058. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7059. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7060. result.copyFromFloats(x, y, z, w);
  7061. return this;
  7062. };
  7063. /**
  7064. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7065. * @param q1 defines the second operand
  7066. * @returns the currentupdated quaternion
  7067. */
  7068. Quaternion.prototype.multiplyInPlace = function (q1) {
  7069. this.multiplyToRef(q1, this);
  7070. return this;
  7071. };
  7072. /**
  7073. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7074. * @param ref defines the target quaternion
  7075. * @returns the current quaternion
  7076. */
  7077. Quaternion.prototype.conjugateToRef = function (ref) {
  7078. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7079. return this;
  7080. };
  7081. /**
  7082. * Conjugates in place (1-q) the current quaternion
  7083. * @returns the current updated quaternion
  7084. */
  7085. Quaternion.prototype.conjugateInPlace = function () {
  7086. this.x *= -1;
  7087. this.y *= -1;
  7088. this.z *= -1;
  7089. return this;
  7090. };
  7091. /**
  7092. * Conjugates in place (1-q) the current quaternion
  7093. * @returns a new quaternion
  7094. */
  7095. Quaternion.prototype.conjugate = function () {
  7096. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7097. return result;
  7098. };
  7099. /**
  7100. * Gets length of current quaternion
  7101. * @returns the quaternion length (float)
  7102. */
  7103. Quaternion.prototype.length = function () {
  7104. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7105. };
  7106. /**
  7107. * Normalize in place the current quaternion
  7108. * @returns the current updated quaternion
  7109. */
  7110. Quaternion.prototype.normalize = function () {
  7111. var length = 1.0 / this.length();
  7112. this.x *= length;
  7113. this.y *= length;
  7114. this.z *= length;
  7115. this.w *= length;
  7116. return this;
  7117. };
  7118. /**
  7119. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7120. * @param order is a reserved parameter and is ignore for now
  7121. * @returns a new Vector3 containing the Euler angles
  7122. */
  7123. Quaternion.prototype.toEulerAngles = function (order) {
  7124. if (order === void 0) { order = "YZX"; }
  7125. var result = Vector3.Zero();
  7126. this.toEulerAnglesToRef(result, order);
  7127. return result;
  7128. };
  7129. /**
  7130. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7131. * @param result defines the vector which will be filled with the Euler angles
  7132. * @param order is a reserved parameter and is ignore for now
  7133. * @returns the current unchanged quaternion
  7134. */
  7135. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7136. if (order === void 0) { order = "YZX"; }
  7137. var qz = this.z;
  7138. var qx = this.x;
  7139. var qy = this.y;
  7140. var qw = this.w;
  7141. var sqw = qw * qw;
  7142. var sqz = qz * qz;
  7143. var sqx = qx * qx;
  7144. var sqy = qy * qy;
  7145. var zAxisY = qy * qz - qx * qw;
  7146. var limit = .4999999;
  7147. if (zAxisY < -limit) {
  7148. result.y = 2 * Math.atan2(qy, qw);
  7149. result.x = Math.PI / 2;
  7150. result.z = 0;
  7151. }
  7152. else if (zAxisY > limit) {
  7153. result.y = 2 * Math.atan2(qy, qw);
  7154. result.x = -Math.PI / 2;
  7155. result.z = 0;
  7156. }
  7157. else {
  7158. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7159. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7160. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7161. }
  7162. return this;
  7163. };
  7164. /**
  7165. * Updates the given rotation matrix with the current quaternion values
  7166. * @param result defines the target matrix
  7167. * @returns the current unchanged quaternion
  7168. */
  7169. Quaternion.prototype.toRotationMatrix = function (result) {
  7170. Matrix.FromQuaternionToRef(this, result);
  7171. return this;
  7172. };
  7173. /**
  7174. * Updates the current quaternion from the given rotation matrix values
  7175. * @param matrix defines the source matrix
  7176. * @returns the current updated quaternion
  7177. */
  7178. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7179. Quaternion.FromRotationMatrixToRef(matrix, this);
  7180. return this;
  7181. };
  7182. // Statics
  7183. /**
  7184. * Creates a new quaternion from a rotation matrix
  7185. * @param matrix defines the source matrix
  7186. * @returns a new quaternion created from the given rotation matrix values
  7187. */
  7188. Quaternion.FromRotationMatrix = function (matrix) {
  7189. var result = new Quaternion();
  7190. Quaternion.FromRotationMatrixToRef(matrix, result);
  7191. return result;
  7192. };
  7193. /**
  7194. * Updates the given quaternion with the given rotation matrix values
  7195. * @param matrix defines the source matrix
  7196. * @param result defines the target quaternion
  7197. */
  7198. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7199. var data = matrix.m;
  7200. var m11 = data[0], m12 = data[4], m13 = data[8];
  7201. var m21 = data[1], m22 = data[5], m23 = data[9];
  7202. var m31 = data[2], m32 = data[6], m33 = data[10];
  7203. var trace = m11 + m22 + m33;
  7204. var s;
  7205. if (trace > 0) {
  7206. s = 0.5 / Math.sqrt(trace + 1.0);
  7207. result.w = 0.25 / s;
  7208. result.x = (m32 - m23) * s;
  7209. result.y = (m13 - m31) * s;
  7210. result.z = (m21 - m12) * s;
  7211. }
  7212. else if (m11 > m22 && m11 > m33) {
  7213. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7214. result.w = (m32 - m23) / s;
  7215. result.x = 0.25 * s;
  7216. result.y = (m12 + m21) / s;
  7217. result.z = (m13 + m31) / s;
  7218. }
  7219. else if (m22 > m33) {
  7220. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7221. result.w = (m13 - m31) / s;
  7222. result.x = (m12 + m21) / s;
  7223. result.y = 0.25 * s;
  7224. result.z = (m23 + m32) / s;
  7225. }
  7226. else {
  7227. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7228. result.w = (m21 - m12) / s;
  7229. result.x = (m13 + m31) / s;
  7230. result.y = (m23 + m32) / s;
  7231. result.z = 0.25 * s;
  7232. }
  7233. };
  7234. /**
  7235. * Returns the dot product (float) between the quaternions "left" and "right"
  7236. * @param left defines the left operand
  7237. * @param right defines the right operand
  7238. * @returns the dot product
  7239. */
  7240. Quaternion.Dot = function (left, right) {
  7241. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7242. };
  7243. /**
  7244. * Checks if the two quaternions are close to each other
  7245. * @param quat0 defines the first quaternion to check
  7246. * @param quat1 defines the second quaternion to check
  7247. * @returns true if the two quaternions are close to each other
  7248. */
  7249. Quaternion.AreClose = function (quat0, quat1) {
  7250. var dot = Quaternion.Dot(quat0, quat1);
  7251. return dot >= 0;
  7252. };
  7253. /**
  7254. * Creates an empty quaternion
  7255. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7256. */
  7257. Quaternion.Zero = function () {
  7258. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7259. };
  7260. /**
  7261. * Inverse a given quaternion
  7262. * @param q defines the source quaternion
  7263. * @returns a new quaternion as the inverted current quaternion
  7264. */
  7265. Quaternion.Inverse = function (q) {
  7266. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7267. };
  7268. /**
  7269. * Inverse a given quaternion
  7270. * @param q defines the source quaternion
  7271. * @param result the quaternion the result will be stored in
  7272. * @returns the result quaternion
  7273. */
  7274. Quaternion.InverseToRef = function (q, result) {
  7275. result.set(-q.x, -q.y, -q.z, q.w);
  7276. return result;
  7277. };
  7278. /**
  7279. * Creates an identity quaternion
  7280. * @returns the identity quaternion
  7281. */
  7282. Quaternion.Identity = function () {
  7283. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7284. };
  7285. /**
  7286. * Gets a boolean indicating if the given quaternion is identity
  7287. * @param quaternion defines the quaternion to check
  7288. * @returns true if the quaternion is identity
  7289. */
  7290. Quaternion.IsIdentity = function (quaternion) {
  7291. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7292. };
  7293. /**
  7294. * Creates a quaternion from a rotation around an axis
  7295. * @param axis defines the axis to use
  7296. * @param angle defines the angle to use
  7297. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7298. */
  7299. Quaternion.RotationAxis = function (axis, angle) {
  7300. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7301. };
  7302. /**
  7303. * Creates a rotation around an axis and stores it into the given quaternion
  7304. * @param axis defines the axis to use
  7305. * @param angle defines the angle to use
  7306. * @param result defines the target quaternion
  7307. * @returns the target quaternion
  7308. */
  7309. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7310. var sin = Math.sin(angle / 2);
  7311. axis.normalize();
  7312. result.w = Math.cos(angle / 2);
  7313. result.x = axis.x * sin;
  7314. result.y = axis.y * sin;
  7315. result.z = axis.z * sin;
  7316. return result;
  7317. };
  7318. /**
  7319. * Creates a new quaternion from data stored into an array
  7320. * @param array defines the data source
  7321. * @param offset defines the offset in the source array where the data starts
  7322. * @returns a new quaternion
  7323. */
  7324. Quaternion.FromArray = function (array, offset) {
  7325. if (!offset) {
  7326. offset = 0;
  7327. }
  7328. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7329. };
  7330. /**
  7331. * Create a quaternion from Euler rotation angles
  7332. * @param x Pitch
  7333. * @param y Yaw
  7334. * @param z Roll
  7335. * @returns the new Quaternion
  7336. */
  7337. Quaternion.FromEulerAngles = function (x, y, z) {
  7338. var q = new Quaternion();
  7339. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7340. return q;
  7341. };
  7342. /**
  7343. * Updates a quaternion from Euler rotation angles
  7344. * @param x Pitch
  7345. * @param y Yaw
  7346. * @param z Roll
  7347. * @param result the quaternion to store the result
  7348. * @returns the updated quaternion
  7349. */
  7350. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7351. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7352. return result;
  7353. };
  7354. /**
  7355. * Create a quaternion from Euler rotation vector
  7356. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7357. * @returns the new Quaternion
  7358. */
  7359. Quaternion.FromEulerVector = function (vec) {
  7360. var q = new Quaternion();
  7361. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7362. return q;
  7363. };
  7364. /**
  7365. * Updates a quaternion from Euler rotation vector
  7366. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7367. * @param result the quaternion to store the result
  7368. * @returns the updated quaternion
  7369. */
  7370. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7371. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7372. return result;
  7373. };
  7374. /**
  7375. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7376. * @param yaw defines the rotation around Y axis
  7377. * @param pitch defines the rotation around X axis
  7378. * @param roll defines the rotation around Z axis
  7379. * @returns the new quaternion
  7380. */
  7381. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7382. var q = new Quaternion();
  7383. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7384. return q;
  7385. };
  7386. /**
  7387. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7388. * @param yaw defines the rotation around Y axis
  7389. * @param pitch defines the rotation around X axis
  7390. * @param roll defines the rotation around Z axis
  7391. * @param result defines the target quaternion
  7392. */
  7393. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7394. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7395. var halfRoll = roll * 0.5;
  7396. var halfPitch = pitch * 0.5;
  7397. var halfYaw = yaw * 0.5;
  7398. var sinRoll = Math.sin(halfRoll);
  7399. var cosRoll = Math.cos(halfRoll);
  7400. var sinPitch = Math.sin(halfPitch);
  7401. var cosPitch = Math.cos(halfPitch);
  7402. var sinYaw = Math.sin(halfYaw);
  7403. var cosYaw = Math.cos(halfYaw);
  7404. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7405. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7406. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7407. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7408. };
  7409. /**
  7410. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7411. * @param alpha defines the rotation around first axis
  7412. * @param beta defines the rotation around second axis
  7413. * @param gamma defines the rotation around third axis
  7414. * @returns the new quaternion
  7415. */
  7416. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7417. var result = new Quaternion();
  7418. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7419. return result;
  7420. };
  7421. /**
  7422. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7423. * @param alpha defines the rotation around first axis
  7424. * @param beta defines the rotation around second axis
  7425. * @param gamma defines the rotation around third axis
  7426. * @param result defines the target quaternion
  7427. */
  7428. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7429. // Produces a quaternion from Euler angles in the z-x-z orientation
  7430. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7431. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7432. var halfBeta = beta * 0.5;
  7433. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7434. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7435. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7436. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7437. };
  7438. /**
  7439. * 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)
  7440. * @param axis1 defines the first axis
  7441. * @param axis2 defines the second axis
  7442. * @param axis3 defines the third axis
  7443. * @returns the new quaternion
  7444. */
  7445. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7446. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7447. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7448. return quat;
  7449. };
  7450. /**
  7451. * 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
  7452. * @param axis1 defines the first axis
  7453. * @param axis2 defines the second axis
  7454. * @param axis3 defines the third axis
  7455. * @param ref defines the target quaternion
  7456. */
  7457. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7458. var rotMat = MathTmp.Matrix[0];
  7459. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7460. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7461. };
  7462. /**
  7463. * Interpolates between two quaternions
  7464. * @param left defines first quaternion
  7465. * @param right defines second quaternion
  7466. * @param amount defines the gradient to use
  7467. * @returns the new interpolated quaternion
  7468. */
  7469. Quaternion.Slerp = function (left, right, amount) {
  7470. var result = Quaternion.Identity();
  7471. Quaternion.SlerpToRef(left, right, amount, result);
  7472. return result;
  7473. };
  7474. /**
  7475. * Interpolates between two quaternions and stores it into a target quaternion
  7476. * @param left defines first quaternion
  7477. * @param right defines second quaternion
  7478. * @param amount defines the gradient to use
  7479. * @param result defines the target quaternion
  7480. */
  7481. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7482. var num2;
  7483. var num3;
  7484. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7485. var flag = false;
  7486. if (num4 < 0) {
  7487. flag = true;
  7488. num4 = -num4;
  7489. }
  7490. if (num4 > 0.999999) {
  7491. num3 = 1 - amount;
  7492. num2 = flag ? -amount : amount;
  7493. }
  7494. else {
  7495. var num5 = Math.acos(num4);
  7496. var num6 = (1.0 / Math.sin(num5));
  7497. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7498. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7499. }
  7500. result.x = (num3 * left.x) + (num2 * right.x);
  7501. result.y = (num3 * left.y) + (num2 * right.y);
  7502. result.z = (num3 * left.z) + (num2 * right.z);
  7503. result.w = (num3 * left.w) + (num2 * right.w);
  7504. };
  7505. /**
  7506. * Interpolate between two quaternions using Hermite interpolation
  7507. * @param value1 defines first quaternion
  7508. * @param tangent1 defines the incoming tangent
  7509. * @param value2 defines second quaternion
  7510. * @param tangent2 defines the outgoing tangent
  7511. * @param amount defines the target quaternion
  7512. * @returns the new interpolated quaternion
  7513. */
  7514. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7515. var squared = amount * amount;
  7516. var cubed = amount * squared;
  7517. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7518. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7519. var part3 = (cubed - (2.0 * squared)) + amount;
  7520. var part4 = cubed - squared;
  7521. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7522. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7523. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7524. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7525. return new Quaternion(x, y, z, w);
  7526. };
  7527. return Quaternion;
  7528. }());
  7529. BABYLON.Quaternion = Quaternion;
  7530. /**
  7531. * Class used to store matrix data (4x4)
  7532. */
  7533. var Matrix = /** @class */ (function () {
  7534. /**
  7535. * Creates an empty matrix (filled with zeros)
  7536. */
  7537. function Matrix() {
  7538. this._isIdentity = false;
  7539. this._isIdentityDirty = true;
  7540. this._isIdentity3x2 = true;
  7541. this._isIdentity3x2Dirty = true;
  7542. this._m = new Float32Array(16);
  7543. this._updateIdentityStatus(false);
  7544. }
  7545. Object.defineProperty(Matrix.prototype, "m", {
  7546. /**
  7547. * Gets the internal data of the matrix
  7548. */
  7549. get: function () { return this._m; },
  7550. enumerable: true,
  7551. configurable: true
  7552. });
  7553. /** @hidden */
  7554. Matrix.prototype._markAsUpdated = function () {
  7555. this.updateFlag = Matrix._updateFlagSeed++;
  7556. this._isIdentity = false;
  7557. this._isIdentity3x2 = false;
  7558. this._isIdentityDirty = true;
  7559. this._isIdentity3x2Dirty = true;
  7560. };
  7561. /** @hidden */
  7562. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7563. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7564. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7565. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7566. this.updateFlag = Matrix._updateFlagSeed++;
  7567. this._isIdentity = isIdentity;
  7568. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7569. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7570. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7571. };
  7572. // Properties
  7573. /**
  7574. * Check if the current matrix is identity
  7575. * @returns true is the matrix is the identity matrix
  7576. */
  7577. Matrix.prototype.isIdentity = function () {
  7578. if (this._isIdentityDirty) {
  7579. this._isIdentityDirty = false;
  7580. var m = this._m;
  7581. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7582. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7583. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7584. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7585. }
  7586. return this._isIdentity;
  7587. };
  7588. /**
  7589. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7590. * @returns true is the matrix is the identity matrix
  7591. */
  7592. Matrix.prototype.isIdentityAs3x2 = function () {
  7593. if (this._isIdentity3x2Dirty) {
  7594. this._isIdentity3x2Dirty = false;
  7595. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7596. this._isIdentity3x2 = false;
  7597. }
  7598. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7599. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7600. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7601. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7602. this._isIdentity3x2 = false;
  7603. }
  7604. else {
  7605. this._isIdentity3x2 = true;
  7606. }
  7607. }
  7608. return this._isIdentity3x2;
  7609. };
  7610. /**
  7611. * Gets the determinant of the matrix
  7612. * @returns the matrix determinant
  7613. */
  7614. Matrix.prototype.determinant = function () {
  7615. if (this._isIdentity === true) {
  7616. return 1;
  7617. }
  7618. var m = this._m;
  7619. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7620. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7621. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7622. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7623. // https://en.wikipedia.org/wiki/Laplace_expansion
  7624. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7625. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7626. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7627. // where
  7628. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7629. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7630. //
  7631. // Here we do that for the 1st row.
  7632. var det_22_33 = m22 * m33 - m32 * m23;
  7633. var det_21_33 = m21 * m33 - m31 * m23;
  7634. var det_21_32 = m21 * m32 - m31 * m22;
  7635. var det_20_33 = m20 * m33 - m30 * m23;
  7636. var det_20_32 = m20 * m32 - m22 * m30;
  7637. var det_20_31 = m20 * m31 - m30 * m21;
  7638. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7639. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7640. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7641. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7642. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7643. };
  7644. // Methods
  7645. /**
  7646. * Returns the matrix as a Float32Array
  7647. * @returns the matrix underlying array
  7648. */
  7649. Matrix.prototype.toArray = function () {
  7650. return this._m;
  7651. };
  7652. /**
  7653. * Returns the matrix as a Float32Array
  7654. * @returns the matrix underlying array.
  7655. */
  7656. Matrix.prototype.asArray = function () {
  7657. return this._m;
  7658. };
  7659. /**
  7660. * Inverts the current matrix in place
  7661. * @returns the current inverted matrix
  7662. */
  7663. Matrix.prototype.invert = function () {
  7664. this.invertToRef(this);
  7665. return this;
  7666. };
  7667. /**
  7668. * Sets all the matrix elements to zero
  7669. * @returns the current matrix
  7670. */
  7671. Matrix.prototype.reset = function () {
  7672. 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);
  7673. this._updateIdentityStatus(false);
  7674. return this;
  7675. };
  7676. /**
  7677. * Adds the current matrix with a second one
  7678. * @param other defines the matrix to add
  7679. * @returns a new matrix as the addition of the current matrix and the given one
  7680. */
  7681. Matrix.prototype.add = function (other) {
  7682. var result = new Matrix();
  7683. this.addToRef(other, result);
  7684. return result;
  7685. };
  7686. /**
  7687. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7688. * @param other defines the matrix to add
  7689. * @param result defines the target matrix
  7690. * @returns the current matrix
  7691. */
  7692. Matrix.prototype.addToRef = function (other, result) {
  7693. var m = this._m;
  7694. var resultM = result._m;
  7695. var otherM = other.m;
  7696. for (var index = 0; index < 16; index++) {
  7697. resultM[index] = m[index] + otherM[index];
  7698. }
  7699. result._markAsUpdated();
  7700. return this;
  7701. };
  7702. /**
  7703. * Adds in place the given matrix to the current matrix
  7704. * @param other defines the second operand
  7705. * @returns the current updated matrix
  7706. */
  7707. Matrix.prototype.addToSelf = function (other) {
  7708. var m = this._m;
  7709. var otherM = other.m;
  7710. for (var index = 0; index < 16; index++) {
  7711. m[index] += otherM[index];
  7712. }
  7713. this._markAsUpdated();
  7714. return this;
  7715. };
  7716. /**
  7717. * Sets the given matrix to the current inverted Matrix
  7718. * @param other defines the target matrix
  7719. * @returns the unmodified current matrix
  7720. */
  7721. Matrix.prototype.invertToRef = function (other) {
  7722. if (this._isIdentity === true) {
  7723. Matrix.IdentityToRef(other);
  7724. return this;
  7725. }
  7726. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7727. var m = this._m;
  7728. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7729. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7730. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7731. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7732. var det_22_33 = m22 * m33 - m32 * m23;
  7733. var det_21_33 = m21 * m33 - m31 * m23;
  7734. var det_21_32 = m21 * m32 - m31 * m22;
  7735. var det_20_33 = m20 * m33 - m30 * m23;
  7736. var det_20_32 = m20 * m32 - m22 * m30;
  7737. var det_20_31 = m20 * m31 - m30 * m21;
  7738. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7739. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7740. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7741. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7742. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7743. if (det === 0) {
  7744. // not invertible
  7745. other.copyFrom(this);
  7746. return this;
  7747. }
  7748. var detInv = 1 / det;
  7749. var det_12_33 = m12 * m33 - m32 * m13;
  7750. var det_11_33 = m11 * m33 - m31 * m13;
  7751. var det_11_32 = m11 * m32 - m31 * m12;
  7752. var det_10_33 = m10 * m33 - m30 * m13;
  7753. var det_10_32 = m10 * m32 - m30 * m12;
  7754. var det_10_31 = m10 * m31 - m30 * m11;
  7755. var det_12_23 = m12 * m23 - m22 * m13;
  7756. var det_11_23 = m11 * m23 - m21 * m13;
  7757. var det_11_22 = m11 * m22 - m21 * m12;
  7758. var det_10_23 = m10 * m23 - m20 * m13;
  7759. var det_10_22 = m10 * m22 - m20 * m12;
  7760. var det_10_21 = m10 * m21 - m20 * m11;
  7761. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7762. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7763. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7764. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7765. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7766. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7767. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7768. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7769. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7770. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7771. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7772. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7773. 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);
  7774. return this;
  7775. };
  7776. /**
  7777. * add a value at the specified position in the current Matrix
  7778. * @param index the index of the value within the matrix. between 0 and 15.
  7779. * @param value the value to be added
  7780. * @returns the current updated matrix
  7781. */
  7782. Matrix.prototype.addAtIndex = function (index, value) {
  7783. this._m[index] += value;
  7784. this._markAsUpdated();
  7785. return this;
  7786. };
  7787. /**
  7788. * mutiply the specified position in the current Matrix by a value
  7789. * @param index the index of the value within the matrix. between 0 and 15.
  7790. * @param value the value to be added
  7791. * @returns the current updated matrix
  7792. */
  7793. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7794. this._m[index] *= value;
  7795. this._markAsUpdated();
  7796. return this;
  7797. };
  7798. /**
  7799. * Inserts the translation vector (using 3 floats) in the current matrix
  7800. * @param x defines the 1st component of the translation
  7801. * @param y defines the 2nd component of the translation
  7802. * @param z defines the 3rd component of the translation
  7803. * @returns the current updated matrix
  7804. */
  7805. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7806. this._m[12] = x;
  7807. this._m[13] = y;
  7808. this._m[14] = z;
  7809. this._markAsUpdated();
  7810. return this;
  7811. };
  7812. /**
  7813. * Inserts the translation vector in the current matrix
  7814. * @param vector3 defines the translation to insert
  7815. * @returns the current updated matrix
  7816. */
  7817. Matrix.prototype.setTranslation = function (vector3) {
  7818. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7819. };
  7820. /**
  7821. * Gets the translation value of the current matrix
  7822. * @returns a new Vector3 as the extracted translation from the matrix
  7823. */
  7824. Matrix.prototype.getTranslation = function () {
  7825. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7826. };
  7827. /**
  7828. * Fill a Vector3 with the extracted translation from the matrix
  7829. * @param result defines the Vector3 where to store the translation
  7830. * @returns the current matrix
  7831. */
  7832. Matrix.prototype.getTranslationToRef = function (result) {
  7833. result.x = this._m[12];
  7834. result.y = this._m[13];
  7835. result.z = this._m[14];
  7836. return this;
  7837. };
  7838. /**
  7839. * Remove rotation and scaling part from the matrix
  7840. * @returns the updated matrix
  7841. */
  7842. Matrix.prototype.removeRotationAndScaling = function () {
  7843. var m = this.m;
  7844. 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);
  7845. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7846. return this;
  7847. };
  7848. /**
  7849. * Multiply two matrices
  7850. * @param other defines the second operand
  7851. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7852. */
  7853. Matrix.prototype.multiply = function (other) {
  7854. var result = new Matrix();
  7855. this.multiplyToRef(other, result);
  7856. return result;
  7857. };
  7858. /**
  7859. * Copy the current matrix from the given one
  7860. * @param other defines the source matrix
  7861. * @returns the current updated matrix
  7862. */
  7863. Matrix.prototype.copyFrom = function (other) {
  7864. other.copyToArray(this._m);
  7865. var o = other;
  7866. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7867. return this;
  7868. };
  7869. /**
  7870. * Populates the given array from the starting index with the current matrix values
  7871. * @param array defines the target array
  7872. * @param offset defines the offset in the target array where to start storing values
  7873. * @returns the current matrix
  7874. */
  7875. Matrix.prototype.copyToArray = function (array, offset) {
  7876. if (offset === void 0) { offset = 0; }
  7877. for (var index = 0; index < 16; index++) {
  7878. array[offset + index] = this._m[index];
  7879. }
  7880. return this;
  7881. };
  7882. /**
  7883. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7884. * @param other defines the second operand
  7885. * @param result defines the matrix where to store the multiplication
  7886. * @returns the current matrix
  7887. */
  7888. Matrix.prototype.multiplyToRef = function (other, result) {
  7889. if (this._isIdentity) {
  7890. result.copyFrom(other);
  7891. return this;
  7892. }
  7893. if (other._isIdentity) {
  7894. result.copyFrom(this);
  7895. return this;
  7896. }
  7897. this.multiplyToArray(other, result._m, 0);
  7898. result._markAsUpdated();
  7899. return this;
  7900. };
  7901. /**
  7902. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7903. * @param other defines the second operand
  7904. * @param result defines the array where to store the multiplication
  7905. * @param offset defines the offset in the target array where to start storing values
  7906. * @returns the current matrix
  7907. */
  7908. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7909. var m = this._m;
  7910. var otherM = other.m;
  7911. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7912. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7913. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7914. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7915. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7916. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7917. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7918. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7919. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7920. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7921. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7922. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7923. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7924. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7925. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7926. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7927. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7928. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7929. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7930. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7931. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7932. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7933. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7934. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7935. return this;
  7936. };
  7937. /**
  7938. * Check equality between this matrix and a second one
  7939. * @param value defines the second matrix to compare
  7940. * @returns true is the current matrix and the given one values are strictly equal
  7941. */
  7942. Matrix.prototype.equals = function (value) {
  7943. var other = value;
  7944. if (!other) {
  7945. return false;
  7946. }
  7947. if (this._isIdentity || other._isIdentity) {
  7948. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  7949. return this._isIdentity && other._isIdentity;
  7950. }
  7951. }
  7952. var m = this.m;
  7953. var om = other.m;
  7954. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  7955. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  7956. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  7957. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  7958. };
  7959. /**
  7960. * Clone the current matrix
  7961. * @returns a new matrix from the current matrix
  7962. */
  7963. Matrix.prototype.clone = function () {
  7964. var matrix = new Matrix();
  7965. matrix.copyFrom(this);
  7966. return matrix;
  7967. };
  7968. /**
  7969. * Returns the name of the current matrix class
  7970. * @returns the string "Matrix"
  7971. */
  7972. Matrix.prototype.getClassName = function () {
  7973. return "Matrix";
  7974. };
  7975. /**
  7976. * Gets the hash code of the current matrix
  7977. * @returns the hash code
  7978. */
  7979. Matrix.prototype.getHashCode = function () {
  7980. var hash = this._m[0] || 0;
  7981. for (var i = 1; i < 16; i++) {
  7982. hash = (hash * 397) ^ (this._m[i] || 0);
  7983. }
  7984. return hash;
  7985. };
  7986. /**
  7987. * Decomposes the current Matrix into a translation, rotation and scaling components
  7988. * @param scale defines the scale vector3 given as a reference to update
  7989. * @param rotation defines the rotation quaternion given as a reference to update
  7990. * @param translation defines the translation vector3 given as a reference to update
  7991. * @returns true if operation was successful
  7992. */
  7993. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7994. if (this._isIdentity) {
  7995. if (translation) {
  7996. translation.setAll(0);
  7997. }
  7998. if (scale) {
  7999. scale.setAll(1);
  8000. }
  8001. if (rotation) {
  8002. rotation.copyFromFloats(0, 0, 0, 1);
  8003. }
  8004. return true;
  8005. }
  8006. var m = this._m;
  8007. if (translation) {
  8008. translation.copyFromFloats(m[12], m[13], m[14]);
  8009. }
  8010. scale = scale || MathTmp.Vector3[0];
  8011. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8012. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8013. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8014. if (this.determinant() <= 0) {
  8015. scale.y *= -1;
  8016. }
  8017. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8018. if (rotation) {
  8019. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8020. }
  8021. return false;
  8022. }
  8023. if (rotation) {
  8024. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8025. 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]);
  8026. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8027. }
  8028. return true;
  8029. };
  8030. /**
  8031. * Gets specific row of the matrix
  8032. * @param index defines the number of the row to get
  8033. * @returns the index-th row of the current matrix as a new Vector4
  8034. */
  8035. Matrix.prototype.getRow = function (index) {
  8036. if (index < 0 || index > 3) {
  8037. return null;
  8038. }
  8039. var i = index * 4;
  8040. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8041. };
  8042. /**
  8043. * Sets the index-th row of the current matrix to the vector4 values
  8044. * @param index defines the number of the row to set
  8045. * @param row defines the target vector4
  8046. * @returns the updated current matrix
  8047. */
  8048. Matrix.prototype.setRow = function (index, row) {
  8049. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8050. };
  8051. /**
  8052. * Compute the transpose of the matrix
  8053. * @returns the new transposed matrix
  8054. */
  8055. Matrix.prototype.transpose = function () {
  8056. return Matrix.Transpose(this);
  8057. };
  8058. /**
  8059. * Compute the transpose of the matrix and store it in a given matrix
  8060. * @param result defines the target matrix
  8061. * @returns the current matrix
  8062. */
  8063. Matrix.prototype.transposeToRef = function (result) {
  8064. Matrix.TransposeToRef(this, result);
  8065. return this;
  8066. };
  8067. /**
  8068. * Sets the index-th row of the current matrix with the given 4 x float values
  8069. * @param index defines the row index
  8070. * @param x defines the x component to set
  8071. * @param y defines the y component to set
  8072. * @param z defines the z component to set
  8073. * @param w defines the w component to set
  8074. * @returns the updated current matrix
  8075. */
  8076. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8077. if (index < 0 || index > 3) {
  8078. return this;
  8079. }
  8080. var i = index * 4;
  8081. this._m[i + 0] = x;
  8082. this._m[i + 1] = y;
  8083. this._m[i + 2] = z;
  8084. this._m[i + 3] = w;
  8085. this._markAsUpdated();
  8086. return this;
  8087. };
  8088. /**
  8089. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8090. * @param scale defines the scale factor
  8091. * @returns a new matrix
  8092. */
  8093. Matrix.prototype.scale = function (scale) {
  8094. var result = new Matrix();
  8095. this.scaleToRef(scale, result);
  8096. return result;
  8097. };
  8098. /**
  8099. * Scale the current matrix values by a factor to a given result matrix
  8100. * @param scale defines the scale factor
  8101. * @param result defines the matrix to store the result
  8102. * @returns the current matrix
  8103. */
  8104. Matrix.prototype.scaleToRef = function (scale, result) {
  8105. for (var index = 0; index < 16; index++) {
  8106. result._m[index] = this._m[index] * scale;
  8107. }
  8108. result._markAsUpdated();
  8109. return this;
  8110. };
  8111. /**
  8112. * Scale the current matrix values by a factor and add the result to a given matrix
  8113. * @param scale defines the scale factor
  8114. * @param result defines the Matrix to store the result
  8115. * @returns the current matrix
  8116. */
  8117. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8118. for (var index = 0; index < 16; index++) {
  8119. result._m[index] += this._m[index] * scale;
  8120. }
  8121. result._markAsUpdated();
  8122. return this;
  8123. };
  8124. /**
  8125. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8126. * @param ref matrix to store the result
  8127. */
  8128. Matrix.prototype.toNormalMatrix = function (ref) {
  8129. var tmp = MathTmp.Matrix[0];
  8130. this.invertToRef(tmp);
  8131. tmp.transposeToRef(ref);
  8132. var m = ref._m;
  8133. 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);
  8134. };
  8135. /**
  8136. * Gets only rotation part of the current matrix
  8137. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8138. */
  8139. Matrix.prototype.getRotationMatrix = function () {
  8140. var result = new Matrix();
  8141. this.getRotationMatrixToRef(result);
  8142. return result;
  8143. };
  8144. /**
  8145. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8146. * @param result defines the target matrix to store data to
  8147. * @returns the current matrix
  8148. */
  8149. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8150. var scale = MathTmp.Vector3[0];
  8151. if (!this.decompose(scale)) {
  8152. Matrix.IdentityToRef(result);
  8153. return this;
  8154. }
  8155. var m = this._m;
  8156. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8157. 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);
  8158. return this;
  8159. };
  8160. /**
  8161. * Toggles model matrix from being right handed to left handed in place and vice versa
  8162. */
  8163. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8164. var m = this._m;
  8165. m[2] *= -1;
  8166. m[6] *= -1;
  8167. m[8] *= -1;
  8168. m[9] *= -1;
  8169. m[14] *= -1;
  8170. this._markAsUpdated();
  8171. };
  8172. /**
  8173. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8174. */
  8175. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8176. var m = this._m;
  8177. m[8] *= -1;
  8178. m[9] *= -1;
  8179. m[10] *= -1;
  8180. m[11] *= -1;
  8181. this._markAsUpdated();
  8182. };
  8183. // Statics
  8184. /**
  8185. * Creates a matrix from an array
  8186. * @param array defines the source array
  8187. * @param offset defines an offset in the source array
  8188. * @returns a new Matrix set from the starting index of the given array
  8189. */
  8190. Matrix.FromArray = function (array, offset) {
  8191. if (offset === void 0) { offset = 0; }
  8192. var result = new Matrix();
  8193. Matrix.FromArrayToRef(array, offset, result);
  8194. return result;
  8195. };
  8196. /**
  8197. * Copy the content of an array into a given matrix
  8198. * @param array defines the source array
  8199. * @param offset defines an offset in the source array
  8200. * @param result defines the target matrix
  8201. */
  8202. Matrix.FromArrayToRef = function (array, offset, result) {
  8203. for (var index = 0; index < 16; index++) {
  8204. result._m[index] = array[index + offset];
  8205. }
  8206. result._markAsUpdated();
  8207. };
  8208. /**
  8209. * Stores an array into a matrix after having multiplied each component by a given factor
  8210. * @param array defines the source array
  8211. * @param offset defines the offset in the source array
  8212. * @param scale defines the scaling factor
  8213. * @param result defines the target matrix
  8214. */
  8215. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8216. for (var index = 0; index < 16; index++) {
  8217. result._m[index] = array[index + offset] * scale;
  8218. }
  8219. result._markAsUpdated();
  8220. };
  8221. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8222. /**
  8223. * Gets an identity matrix that must not be updated
  8224. */
  8225. get: function () {
  8226. return Matrix._identityReadOnly;
  8227. },
  8228. enumerable: true,
  8229. configurable: true
  8230. });
  8231. /**
  8232. * Stores a list of values (16) inside a given matrix
  8233. * @param initialM11 defines 1st value of 1st row
  8234. * @param initialM12 defines 2nd value of 1st row
  8235. * @param initialM13 defines 3rd value of 1st row
  8236. * @param initialM14 defines 4th value of 1st row
  8237. * @param initialM21 defines 1st value of 2nd row
  8238. * @param initialM22 defines 2nd value of 2nd row
  8239. * @param initialM23 defines 3rd value of 2nd row
  8240. * @param initialM24 defines 4th value of 2nd row
  8241. * @param initialM31 defines 1st value of 3rd row
  8242. * @param initialM32 defines 2nd value of 3rd row
  8243. * @param initialM33 defines 3rd value of 3rd row
  8244. * @param initialM34 defines 4th value of 3rd row
  8245. * @param initialM41 defines 1st value of 4th row
  8246. * @param initialM42 defines 2nd value of 4th row
  8247. * @param initialM43 defines 3rd value of 4th row
  8248. * @param initialM44 defines 4th value of 4th row
  8249. * @param result defines the target matrix
  8250. */
  8251. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8252. var m = result._m;
  8253. m[0] = initialM11;
  8254. m[1] = initialM12;
  8255. m[2] = initialM13;
  8256. m[3] = initialM14;
  8257. m[4] = initialM21;
  8258. m[5] = initialM22;
  8259. m[6] = initialM23;
  8260. m[7] = initialM24;
  8261. m[8] = initialM31;
  8262. m[9] = initialM32;
  8263. m[10] = initialM33;
  8264. m[11] = initialM34;
  8265. m[12] = initialM41;
  8266. m[13] = initialM42;
  8267. m[14] = initialM43;
  8268. m[15] = initialM44;
  8269. result._markAsUpdated();
  8270. };
  8271. /**
  8272. * Creates new matrix from a list of values (16)
  8273. * @param initialM11 defines 1st value of 1st row
  8274. * @param initialM12 defines 2nd value of 1st row
  8275. * @param initialM13 defines 3rd value of 1st row
  8276. * @param initialM14 defines 4th value of 1st row
  8277. * @param initialM21 defines 1st value of 2nd row
  8278. * @param initialM22 defines 2nd value of 2nd row
  8279. * @param initialM23 defines 3rd value of 2nd row
  8280. * @param initialM24 defines 4th value of 2nd row
  8281. * @param initialM31 defines 1st value of 3rd row
  8282. * @param initialM32 defines 2nd value of 3rd row
  8283. * @param initialM33 defines 3rd value of 3rd row
  8284. * @param initialM34 defines 4th value of 3rd row
  8285. * @param initialM41 defines 1st value of 4th row
  8286. * @param initialM42 defines 2nd value of 4th row
  8287. * @param initialM43 defines 3rd value of 4th row
  8288. * @param initialM44 defines 4th value of 4th row
  8289. * @returns the new matrix
  8290. */
  8291. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8292. var result = new Matrix();
  8293. var m = result._m;
  8294. m[0] = initialM11;
  8295. m[1] = initialM12;
  8296. m[2] = initialM13;
  8297. m[3] = initialM14;
  8298. m[4] = initialM21;
  8299. m[5] = initialM22;
  8300. m[6] = initialM23;
  8301. m[7] = initialM24;
  8302. m[8] = initialM31;
  8303. m[9] = initialM32;
  8304. m[10] = initialM33;
  8305. m[11] = initialM34;
  8306. m[12] = initialM41;
  8307. m[13] = initialM42;
  8308. m[14] = initialM43;
  8309. m[15] = initialM44;
  8310. result._markAsUpdated();
  8311. return result;
  8312. };
  8313. /**
  8314. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8315. * @param scale defines the scale vector3
  8316. * @param rotation defines the rotation quaternion
  8317. * @param translation defines the translation vector3
  8318. * @returns a new matrix
  8319. */
  8320. Matrix.Compose = function (scale, rotation, translation) {
  8321. var result = new Matrix();
  8322. Matrix.ComposeToRef(scale, rotation, translation, result);
  8323. return result;
  8324. };
  8325. /**
  8326. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8327. * @param scale defines the scale vector3
  8328. * @param rotation defines the rotation quaternion
  8329. * @param translation defines the translation vector3
  8330. * @param result defines the target matrix
  8331. */
  8332. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8333. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8334. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8335. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8336. result.setTranslation(translation);
  8337. };
  8338. /**
  8339. * Creates a new identity matrix
  8340. * @returns a new identity matrix
  8341. */
  8342. Matrix.Identity = function () {
  8343. 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);
  8344. identity._updateIdentityStatus(true);
  8345. return identity;
  8346. };
  8347. /**
  8348. * Creates a new identity matrix and stores the result in a given matrix
  8349. * @param result defines the target matrix
  8350. */
  8351. Matrix.IdentityToRef = function (result) {
  8352. 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);
  8353. result._updateIdentityStatus(true);
  8354. };
  8355. /**
  8356. * Creates a new zero matrix
  8357. * @returns a new zero matrix
  8358. */
  8359. Matrix.Zero = function () {
  8360. 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);
  8361. zero._updateIdentityStatus(false);
  8362. return zero;
  8363. };
  8364. /**
  8365. * Creates a new rotation matrix for "angle" radians around the X axis
  8366. * @param angle defines the angle (in radians) to use
  8367. * @return the new matrix
  8368. */
  8369. Matrix.RotationX = function (angle) {
  8370. var result = new Matrix();
  8371. Matrix.RotationXToRef(angle, result);
  8372. return result;
  8373. };
  8374. /**
  8375. * Creates a new matrix as the invert of a given matrix
  8376. * @param source defines the source matrix
  8377. * @returns the new matrix
  8378. */
  8379. Matrix.Invert = function (source) {
  8380. var result = new Matrix();
  8381. source.invertToRef(result);
  8382. return result;
  8383. };
  8384. /**
  8385. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8386. * @param angle defines the angle (in radians) to use
  8387. * @param result defines the target matrix
  8388. */
  8389. Matrix.RotationXToRef = function (angle, result) {
  8390. var s = Math.sin(angle);
  8391. var c = Math.cos(angle);
  8392. 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);
  8393. result._updateIdentityStatus(c === 1 && s === 0);
  8394. };
  8395. /**
  8396. * Creates a new rotation matrix for "angle" radians around the Y axis
  8397. * @param angle defines the angle (in radians) to use
  8398. * @return the new matrix
  8399. */
  8400. Matrix.RotationY = function (angle) {
  8401. var result = new Matrix();
  8402. Matrix.RotationYToRef(angle, result);
  8403. return result;
  8404. };
  8405. /**
  8406. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8407. * @param angle defines the angle (in radians) to use
  8408. * @param result defines the target matrix
  8409. */
  8410. Matrix.RotationYToRef = function (angle, result) {
  8411. var s = Math.sin(angle);
  8412. var c = Math.cos(angle);
  8413. 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);
  8414. result._updateIdentityStatus(c === 1 && s === 0);
  8415. };
  8416. /**
  8417. * Creates a new rotation matrix for "angle" radians around the Z axis
  8418. * @param angle defines the angle (in radians) to use
  8419. * @return the new matrix
  8420. */
  8421. Matrix.RotationZ = function (angle) {
  8422. var result = new Matrix();
  8423. Matrix.RotationZToRef(angle, result);
  8424. return result;
  8425. };
  8426. /**
  8427. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8428. * @param angle defines the angle (in radians) to use
  8429. * @param result defines the target matrix
  8430. */
  8431. Matrix.RotationZToRef = function (angle, result) {
  8432. var s = Math.sin(angle);
  8433. var c = Math.cos(angle);
  8434. 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);
  8435. result._updateIdentityStatus(c === 1 && s === 0);
  8436. };
  8437. /**
  8438. * Creates a new rotation matrix for "angle" radians around the given axis
  8439. * @param axis defines the axis to use
  8440. * @param angle defines the angle (in radians) to use
  8441. * @return the new matrix
  8442. */
  8443. Matrix.RotationAxis = function (axis, angle) {
  8444. var result = new Matrix();
  8445. Matrix.RotationAxisToRef(axis, angle, result);
  8446. return result;
  8447. };
  8448. /**
  8449. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8450. * @param axis defines the axis to use
  8451. * @param angle defines the angle (in radians) to use
  8452. * @param result defines the target matrix
  8453. */
  8454. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8455. var s = Math.sin(-angle);
  8456. var c = Math.cos(-angle);
  8457. var c1 = 1 - c;
  8458. axis.normalize();
  8459. var m = result._m;
  8460. m[0] = (axis.x * axis.x) * c1 + c;
  8461. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8462. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8463. m[3] = 0.0;
  8464. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8465. m[5] = (axis.y * axis.y) * c1 + c;
  8466. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8467. m[7] = 0.0;
  8468. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8469. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8470. m[10] = (axis.z * axis.z) * c1 + c;
  8471. m[11] = 0.0;
  8472. m[12] = 0.0;
  8473. m[13] = 0.0;
  8474. m[14] = 0.0;
  8475. m[15] = 1.0;
  8476. result._markAsUpdated();
  8477. };
  8478. /**
  8479. * Creates a rotation matrix
  8480. * @param yaw defines the yaw angle in radians (Y axis)
  8481. * @param pitch defines the pitch angle in radians (X axis)
  8482. * @param roll defines the roll angle in radians (X axis)
  8483. * @returns the new rotation matrix
  8484. */
  8485. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8486. var result = new Matrix();
  8487. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8488. return result;
  8489. };
  8490. /**
  8491. * Creates a rotation matrix and stores it in a given matrix
  8492. * @param yaw defines the yaw angle in radians (Y axis)
  8493. * @param pitch defines the pitch angle in radians (X axis)
  8494. * @param roll defines the roll angle in radians (X axis)
  8495. * @param result defines the target matrix
  8496. */
  8497. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8498. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8499. MathTmp.Quaternion[0].toRotationMatrix(result);
  8500. };
  8501. /**
  8502. * Creates a scaling matrix
  8503. * @param x defines the scale factor on X axis
  8504. * @param y defines the scale factor on Y axis
  8505. * @param z defines the scale factor on Z axis
  8506. * @returns the new matrix
  8507. */
  8508. Matrix.Scaling = function (x, y, z) {
  8509. var result = new Matrix();
  8510. Matrix.ScalingToRef(x, y, z, result);
  8511. return result;
  8512. };
  8513. /**
  8514. * Creates a scaling matrix and stores it in a given matrix
  8515. * @param x defines the scale factor on X axis
  8516. * @param y defines the scale factor on Y axis
  8517. * @param z defines the scale factor on Z axis
  8518. * @param result defines the target matrix
  8519. */
  8520. Matrix.ScalingToRef = function (x, y, z, result) {
  8521. 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);
  8522. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8523. };
  8524. /**
  8525. * Creates a translation matrix
  8526. * @param x defines the translation on X axis
  8527. * @param y defines the translation on Y axis
  8528. * @param z defines the translationon Z axis
  8529. * @returns the new matrix
  8530. */
  8531. Matrix.Translation = function (x, y, z) {
  8532. var result = new Matrix();
  8533. Matrix.TranslationToRef(x, y, z, result);
  8534. return result;
  8535. };
  8536. /**
  8537. * Creates a translation matrix and stores it in a given matrix
  8538. * @param x defines the translation on X axis
  8539. * @param y defines the translation on Y axis
  8540. * @param z defines the translationon Z axis
  8541. * @param result defines the target matrix
  8542. */
  8543. Matrix.TranslationToRef = function (x, y, z, result) {
  8544. 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);
  8545. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8546. };
  8547. /**
  8548. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8549. * @param startValue defines the start value
  8550. * @param endValue defines the end value
  8551. * @param gradient defines the gradient factor
  8552. * @returns the new matrix
  8553. */
  8554. Matrix.Lerp = function (startValue, endValue, gradient) {
  8555. var result = new Matrix();
  8556. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8557. return result;
  8558. };
  8559. /**
  8560. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8561. * @param startValue defines the start value
  8562. * @param endValue defines the end value
  8563. * @param gradient defines the gradient factor
  8564. * @param result defines the Matrix object where to store data
  8565. */
  8566. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8567. var resultM = result._m;
  8568. var startM = startValue.m;
  8569. var endM = endValue.m;
  8570. for (var index = 0; index < 16; index++) {
  8571. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8572. }
  8573. result._markAsUpdated();
  8574. };
  8575. /**
  8576. * Builds a new matrix whose values are computed by:
  8577. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8578. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8579. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8580. * @param startValue defines the first matrix
  8581. * @param endValue defines the second matrix
  8582. * @param gradient defines the gradient between the two matrices
  8583. * @returns the new matrix
  8584. */
  8585. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8586. var result = new Matrix();
  8587. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8588. return result;
  8589. };
  8590. /**
  8591. * Update a matrix to values which are computed by:
  8592. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8593. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8594. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8595. * @param startValue defines the first matrix
  8596. * @param endValue defines the second matrix
  8597. * @param gradient defines the gradient between the two matrices
  8598. * @param result defines the target matrix
  8599. */
  8600. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8601. var startScale = MathTmp.Vector3[0];
  8602. var startRotation = MathTmp.Quaternion[0];
  8603. var startTranslation = MathTmp.Vector3[1];
  8604. startValue.decompose(startScale, startRotation, startTranslation);
  8605. var endScale = MathTmp.Vector3[2];
  8606. var endRotation = MathTmp.Quaternion[1];
  8607. var endTranslation = MathTmp.Vector3[3];
  8608. endValue.decompose(endScale, endRotation, endTranslation);
  8609. var resultScale = MathTmp.Vector3[4];
  8610. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8611. var resultRotation = MathTmp.Quaternion[2];
  8612. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8613. var resultTranslation = MathTmp.Vector3[5];
  8614. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8615. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8616. };
  8617. /**
  8618. * 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"
  8619. * This function works in left handed mode
  8620. * @param eye defines the final position of the entity
  8621. * @param target defines where the entity should look at
  8622. * @param up defines the up vector for the entity
  8623. * @returns the new matrix
  8624. */
  8625. Matrix.LookAtLH = function (eye, target, up) {
  8626. var result = new Matrix();
  8627. Matrix.LookAtLHToRef(eye, target, up, result);
  8628. return result;
  8629. };
  8630. /**
  8631. * 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".
  8632. * This function works in left handed mode
  8633. * @param eye defines the final position of the entity
  8634. * @param target defines where the entity should look at
  8635. * @param up defines the up vector for the entity
  8636. * @param result defines the target matrix
  8637. */
  8638. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8639. var xAxis = MathTmp.Vector3[0];
  8640. var yAxis = MathTmp.Vector3[1];
  8641. var zAxis = MathTmp.Vector3[2];
  8642. // Z axis
  8643. target.subtractToRef(eye, zAxis);
  8644. zAxis.normalize();
  8645. // X axis
  8646. Vector3.CrossToRef(up, zAxis, xAxis);
  8647. var xSquareLength = xAxis.lengthSquared();
  8648. if (xSquareLength === 0) {
  8649. xAxis.x = 1.0;
  8650. }
  8651. else {
  8652. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8653. }
  8654. // Y axis
  8655. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8656. yAxis.normalize();
  8657. // Eye angles
  8658. var ex = -Vector3.Dot(xAxis, eye);
  8659. var ey = -Vector3.Dot(yAxis, eye);
  8660. var ez = -Vector3.Dot(zAxis, eye);
  8661. 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);
  8662. };
  8663. /**
  8664. * 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"
  8665. * This function works in right handed mode
  8666. * @param eye defines the final position of the entity
  8667. * @param target defines where the entity should look at
  8668. * @param up defines the up vector for the entity
  8669. * @returns the new matrix
  8670. */
  8671. Matrix.LookAtRH = function (eye, target, up) {
  8672. var result = new Matrix();
  8673. Matrix.LookAtRHToRef(eye, target, up, result);
  8674. return result;
  8675. };
  8676. /**
  8677. * 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".
  8678. * This function works in right handed mode
  8679. * @param eye defines the final position of the entity
  8680. * @param target defines where the entity should look at
  8681. * @param up defines the up vector for the entity
  8682. * @param result defines the target matrix
  8683. */
  8684. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8685. var xAxis = MathTmp.Vector3[0];
  8686. var yAxis = MathTmp.Vector3[1];
  8687. var zAxis = MathTmp.Vector3[2];
  8688. // Z axis
  8689. eye.subtractToRef(target, zAxis);
  8690. zAxis.normalize();
  8691. // X axis
  8692. Vector3.CrossToRef(up, zAxis, xAxis);
  8693. var xSquareLength = xAxis.lengthSquared();
  8694. if (xSquareLength === 0) {
  8695. xAxis.x = 1.0;
  8696. }
  8697. else {
  8698. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8699. }
  8700. // Y axis
  8701. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8702. yAxis.normalize();
  8703. // Eye angles
  8704. var ex = -Vector3.Dot(xAxis, eye);
  8705. var ey = -Vector3.Dot(yAxis, eye);
  8706. var ez = -Vector3.Dot(zAxis, eye);
  8707. 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);
  8708. };
  8709. /**
  8710. * Create a left-handed orthographic projection matrix
  8711. * @param width defines the viewport width
  8712. * @param height defines the viewport height
  8713. * @param znear defines the near clip plane
  8714. * @param zfar defines the far clip plane
  8715. * @returns a new matrix as a left-handed orthographic projection matrix
  8716. */
  8717. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8718. var matrix = new Matrix();
  8719. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8720. return matrix;
  8721. };
  8722. /**
  8723. * Store a left-handed orthographic projection to a given matrix
  8724. * @param width defines the viewport width
  8725. * @param height defines the viewport height
  8726. * @param znear defines the near clip plane
  8727. * @param zfar defines the far clip plane
  8728. * @param result defines the target matrix
  8729. */
  8730. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8731. var n = znear;
  8732. var f = zfar;
  8733. var a = 2.0 / width;
  8734. var b = 2.0 / height;
  8735. var c = 2.0 / (f - n);
  8736. var d = -(f + n) / (f - n);
  8737. 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);
  8738. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8739. };
  8740. /**
  8741. * Create a left-handed orthographic projection matrix
  8742. * @param left defines the viewport left coordinate
  8743. * @param right defines the viewport right coordinate
  8744. * @param bottom defines the viewport bottom coordinate
  8745. * @param top defines the viewport top coordinate
  8746. * @param znear defines the near clip plane
  8747. * @param zfar defines the far clip plane
  8748. * @returns a new matrix as a left-handed orthographic projection matrix
  8749. */
  8750. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8751. var matrix = new Matrix();
  8752. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8753. return matrix;
  8754. };
  8755. /**
  8756. * Stores a left-handed orthographic projection into a given matrix
  8757. * @param left defines the viewport left coordinate
  8758. * @param right defines the viewport right coordinate
  8759. * @param bottom defines the viewport bottom coordinate
  8760. * @param top defines the viewport top coordinate
  8761. * @param znear defines the near clip plane
  8762. * @param zfar defines the far clip plane
  8763. * @param result defines the target matrix
  8764. */
  8765. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8766. var n = znear;
  8767. var f = zfar;
  8768. var a = 2.0 / (right - left);
  8769. var b = 2.0 / (top - bottom);
  8770. var c = 2.0 / (f - n);
  8771. var d = -(f + n) / (f - n);
  8772. var i0 = (left + right) / (left - right);
  8773. var i1 = (top + bottom) / (bottom - top);
  8774. 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);
  8775. result._markAsUpdated();
  8776. };
  8777. /**
  8778. * Creates a right-handed orthographic projection matrix
  8779. * @param left defines the viewport left coordinate
  8780. * @param right defines the viewport right coordinate
  8781. * @param bottom defines the viewport bottom coordinate
  8782. * @param top defines the viewport top coordinate
  8783. * @param znear defines the near clip plane
  8784. * @param zfar defines the far clip plane
  8785. * @returns a new matrix as a right-handed orthographic projection matrix
  8786. */
  8787. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8788. var matrix = new Matrix();
  8789. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8790. return matrix;
  8791. };
  8792. /**
  8793. * Stores a right-handed orthographic projection into a given matrix
  8794. * @param left defines the viewport left coordinate
  8795. * @param right defines the viewport right coordinate
  8796. * @param bottom defines the viewport bottom coordinate
  8797. * @param top defines the viewport top coordinate
  8798. * @param znear defines the near clip plane
  8799. * @param zfar defines the far clip plane
  8800. * @param result defines the target matrix
  8801. */
  8802. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8803. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8804. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8805. };
  8806. /**
  8807. * Creates a left-handed perspective projection matrix
  8808. * @param width defines the viewport width
  8809. * @param height defines the viewport height
  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 perspective projection matrix
  8813. */
  8814. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8815. var matrix = new Matrix();
  8816. var n = znear;
  8817. var f = zfar;
  8818. var a = 2.0 * n / width;
  8819. var b = 2.0 * n / height;
  8820. var c = (f + n) / (f - n);
  8821. var d = -2.0 * f * n / (f - n);
  8822. 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);
  8823. matrix._updateIdentityStatus(false);
  8824. return matrix;
  8825. };
  8826. /**
  8827. * Creates a left-handed perspective projection matrix
  8828. * @param fov defines the horizontal field of view
  8829. * @param aspect defines the aspect ratio
  8830. * @param znear defines the near clip plane
  8831. * @param zfar defines the far clip plane
  8832. * @returns a new matrix as a left-handed perspective projection matrix
  8833. */
  8834. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8835. var matrix = new Matrix();
  8836. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8837. return matrix;
  8838. };
  8839. /**
  8840. * Stores a left-handed perspective projection into a given matrix
  8841. * @param fov defines the horizontal field of view
  8842. * @param aspect defines the aspect ratio
  8843. * @param znear defines the near clip plane
  8844. * @param zfar defines the far clip plane
  8845. * @param result defines the target matrix
  8846. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8847. */
  8848. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8849. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8850. var n = znear;
  8851. var f = zfar;
  8852. var t = 1.0 / (Math.tan(fov * 0.5));
  8853. var a = isVerticalFovFixed ? (t / aspect) : t;
  8854. var b = isVerticalFovFixed ? t : (t * aspect);
  8855. var c = (f + n) / (f - n);
  8856. var d = -2.0 * f * n / (f - n);
  8857. 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);
  8858. result._updateIdentityStatus(false);
  8859. };
  8860. /**
  8861. * Creates a right-handed perspective projection matrix
  8862. * @param fov defines the horizontal field of view
  8863. * @param aspect defines the aspect ratio
  8864. * @param znear defines the near clip plane
  8865. * @param zfar defines the far clip plane
  8866. * @returns a new matrix as a right-handed perspective projection matrix
  8867. */
  8868. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8869. var matrix = new Matrix();
  8870. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8871. return matrix;
  8872. };
  8873. /**
  8874. * Stores a right-handed perspective projection into a given matrix
  8875. * @param fov defines the horizontal field of view
  8876. * @param aspect defines the aspect ratio
  8877. * @param znear defines the near clip plane
  8878. * @param zfar defines the far clip plane
  8879. * @param result defines the target matrix
  8880. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8881. */
  8882. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8883. //alternatively this could be expressed as:
  8884. // m = PerspectiveFovLHToRef
  8885. // m[10] *= -1.0;
  8886. // m[11] *= -1.0;
  8887. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8888. var n = znear;
  8889. var f = zfar;
  8890. var t = 1.0 / (Math.tan(fov * 0.5));
  8891. var a = isVerticalFovFixed ? (t / aspect) : t;
  8892. var b = isVerticalFovFixed ? t : (t * aspect);
  8893. var c = -(f + n) / (f - n);
  8894. var d = -2 * f * n / (f - n);
  8895. 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);
  8896. result._updateIdentityStatus(false);
  8897. };
  8898. /**
  8899. * Stores a perspective projection for WebVR info a given matrix
  8900. * @param fov defines the field of view
  8901. * @param znear defines the near clip plane
  8902. * @param zfar defines the far clip plane
  8903. * @param result defines the target matrix
  8904. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8905. */
  8906. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8907. if (rightHanded === void 0) { rightHanded = false; }
  8908. var rightHandedFactor = rightHanded ? -1 : 1;
  8909. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8910. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8911. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8912. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8913. var xScale = 2.0 / (leftTan + rightTan);
  8914. var yScale = 2.0 / (upTan + downTan);
  8915. var m = result._m;
  8916. m[0] = xScale;
  8917. m[1] = m[2] = m[3] = m[4] = 0.0;
  8918. m[5] = yScale;
  8919. m[6] = m[7] = 0.0;
  8920. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8921. m[9] = -((upTan - downTan) * yScale * 0.5);
  8922. m[10] = -zfar / (znear - zfar);
  8923. m[11] = 1.0 * rightHandedFactor;
  8924. m[12] = m[13] = m[15] = 0.0;
  8925. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8926. result._markAsUpdated();
  8927. };
  8928. /**
  8929. * Computes a complete transformation matrix
  8930. * @param viewport defines the viewport to use
  8931. * @param world defines the world matrix
  8932. * @param view defines the view matrix
  8933. * @param projection defines the projection matrix
  8934. * @param zmin defines the near clip plane
  8935. * @param zmax defines the far clip plane
  8936. * @returns the transformation matrix
  8937. */
  8938. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8939. var cw = viewport.width;
  8940. var ch = viewport.height;
  8941. var cx = viewport.x;
  8942. var cy = viewport.y;
  8943. 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);
  8944. var matrix = MathTmp.Matrix[0];
  8945. world.multiplyToRef(view, matrix);
  8946. matrix.multiplyToRef(projection, matrix);
  8947. return matrix.multiply(viewportMatrix);
  8948. };
  8949. /**
  8950. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8951. * @param matrix defines the matrix to use
  8952. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8953. */
  8954. Matrix.GetAsMatrix2x2 = function (matrix) {
  8955. var m = matrix.m;
  8956. return new Float32Array([m[0], m[1], m[4], m[5]]);
  8957. };
  8958. /**
  8959. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8960. * @param matrix defines the matrix to use
  8961. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8962. */
  8963. Matrix.GetAsMatrix3x3 = function (matrix) {
  8964. var m = matrix.m;
  8965. return new Float32Array([
  8966. m[0], m[1], m[2],
  8967. m[4], m[5], m[6],
  8968. m[8], m[9], m[10]
  8969. ]);
  8970. };
  8971. /**
  8972. * Compute the transpose of a given matrix
  8973. * @param matrix defines the matrix to transpose
  8974. * @returns the new matrix
  8975. */
  8976. Matrix.Transpose = function (matrix) {
  8977. var result = new Matrix();
  8978. Matrix.TransposeToRef(matrix, result);
  8979. return result;
  8980. };
  8981. /**
  8982. * Compute the transpose of a matrix and store it in a target matrix
  8983. * @param matrix defines the matrix to transpose
  8984. * @param result defines the target matrix
  8985. */
  8986. Matrix.TransposeToRef = function (matrix, result) {
  8987. var rm = result._m;
  8988. var mm = matrix.m;
  8989. rm[0] = mm[0];
  8990. rm[1] = mm[4];
  8991. rm[2] = mm[8];
  8992. rm[3] = mm[12];
  8993. rm[4] = mm[1];
  8994. rm[5] = mm[5];
  8995. rm[6] = mm[9];
  8996. rm[7] = mm[13];
  8997. rm[8] = mm[2];
  8998. rm[9] = mm[6];
  8999. rm[10] = mm[10];
  9000. rm[11] = mm[14];
  9001. rm[12] = mm[3];
  9002. rm[13] = mm[7];
  9003. rm[14] = mm[11];
  9004. rm[15] = mm[15];
  9005. // identity-ness does not change when transposing
  9006. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9007. };
  9008. /**
  9009. * Computes a reflection matrix from a plane
  9010. * @param plane defines the reflection plane
  9011. * @returns a new matrix
  9012. */
  9013. Matrix.Reflection = function (plane) {
  9014. var matrix = new Matrix();
  9015. Matrix.ReflectionToRef(plane, matrix);
  9016. return matrix;
  9017. };
  9018. /**
  9019. * Computes a reflection matrix from a plane
  9020. * @param plane defines the reflection plane
  9021. * @param result defines the target matrix
  9022. */
  9023. Matrix.ReflectionToRef = function (plane, result) {
  9024. plane.normalize();
  9025. var x = plane.normal.x;
  9026. var y = plane.normal.y;
  9027. var z = plane.normal.z;
  9028. var temp = -2 * x;
  9029. var temp2 = -2 * y;
  9030. var temp3 = -2 * z;
  9031. 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);
  9032. };
  9033. /**
  9034. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9035. * @param xaxis defines the value of the 1st axis
  9036. * @param yaxis defines the value of the 2nd axis
  9037. * @param zaxis defines the value of the 3rd axis
  9038. * @param result defines the target matrix
  9039. */
  9040. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9041. 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);
  9042. };
  9043. /**
  9044. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9045. * @param quat defines the quaternion to use
  9046. * @param result defines the target matrix
  9047. */
  9048. Matrix.FromQuaternionToRef = function (quat, result) {
  9049. var xx = quat.x * quat.x;
  9050. var yy = quat.y * quat.y;
  9051. var zz = quat.z * quat.z;
  9052. var xy = quat.x * quat.y;
  9053. var zw = quat.z * quat.w;
  9054. var zx = quat.z * quat.x;
  9055. var yw = quat.y * quat.w;
  9056. var yz = quat.y * quat.z;
  9057. var xw = quat.x * quat.w;
  9058. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9059. result._m[1] = 2.0 * (xy + zw);
  9060. result._m[2] = 2.0 * (zx - yw);
  9061. result._m[3] = 0.0;
  9062. result._m[4] = 2.0 * (xy - zw);
  9063. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9064. result._m[6] = 2.0 * (yz + xw);
  9065. result._m[7] = 0.0;
  9066. result._m[8] = 2.0 * (zx + yw);
  9067. result._m[9] = 2.0 * (yz - xw);
  9068. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9069. result._m[11] = 0.0;
  9070. result._m[12] = 0.0;
  9071. result._m[13] = 0.0;
  9072. result._m[14] = 0.0;
  9073. result._m[15] = 1.0;
  9074. result._markAsUpdated();
  9075. };
  9076. Matrix._updateFlagSeed = 0;
  9077. Matrix._identityReadOnly = Matrix.Identity();
  9078. return Matrix;
  9079. }());
  9080. BABYLON.Matrix = Matrix;
  9081. /**
  9082. * Represens a plane by the equation ax + by + cz + d = 0
  9083. */
  9084. var Plane = /** @class */ (function () {
  9085. /**
  9086. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9087. * @param a a component of the plane
  9088. * @param b b component of the plane
  9089. * @param c c component of the plane
  9090. * @param d d component of the plane
  9091. */
  9092. function Plane(a, b, c, d) {
  9093. this.normal = new Vector3(a, b, c);
  9094. this.d = d;
  9095. }
  9096. /**
  9097. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9098. */
  9099. Plane.prototype.asArray = function () {
  9100. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9101. };
  9102. // Methods
  9103. /**
  9104. * @returns a new plane copied from the current Plane.
  9105. */
  9106. Plane.prototype.clone = function () {
  9107. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9108. };
  9109. /**
  9110. * @returns the string "Plane".
  9111. */
  9112. Plane.prototype.getClassName = function () {
  9113. return "Plane";
  9114. };
  9115. /**
  9116. * @returns the Plane hash code.
  9117. */
  9118. Plane.prototype.getHashCode = function () {
  9119. var hash = this.normal.getHashCode();
  9120. hash = (hash * 397) ^ (this.d || 0);
  9121. return hash;
  9122. };
  9123. /**
  9124. * Normalize the current Plane in place.
  9125. * @returns the updated Plane.
  9126. */
  9127. Plane.prototype.normalize = function () {
  9128. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9129. var magnitude = 0.0;
  9130. if (norm !== 0) {
  9131. magnitude = 1.0 / norm;
  9132. }
  9133. this.normal.x *= magnitude;
  9134. this.normal.y *= magnitude;
  9135. this.normal.z *= magnitude;
  9136. this.d *= magnitude;
  9137. return this;
  9138. };
  9139. /**
  9140. * Applies a transformation the plane and returns the result
  9141. * @param transformation the transformation matrix to be applied to the plane
  9142. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9143. */
  9144. Plane.prototype.transform = function (transformation) {
  9145. var transposedMatrix = MathTmp.Matrix[0];
  9146. Matrix.TransposeToRef(transformation, transposedMatrix);
  9147. var m = transposedMatrix.m;
  9148. var x = this.normal.x;
  9149. var y = this.normal.y;
  9150. var z = this.normal.z;
  9151. var d = this.d;
  9152. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9153. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9154. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9155. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9156. return new Plane(normalX, normalY, normalZ, finalD);
  9157. };
  9158. /**
  9159. * Calcualtte the dot product between the point and the plane normal
  9160. * @param point point to calculate the dot product with
  9161. * @returns the dot product (float) of the point coordinates and the plane normal.
  9162. */
  9163. Plane.prototype.dotCoordinate = function (point) {
  9164. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9165. };
  9166. /**
  9167. * Updates the current Plane from the plane defined by the three given points.
  9168. * @param point1 one of the points used to contruct the plane
  9169. * @param point2 one of the points used to contruct the plane
  9170. * @param point3 one of the points used to contruct the plane
  9171. * @returns the updated Plane.
  9172. */
  9173. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9174. var x1 = point2.x - point1.x;
  9175. var y1 = point2.y - point1.y;
  9176. var z1 = point2.z - point1.z;
  9177. var x2 = point3.x - point1.x;
  9178. var y2 = point3.y - point1.y;
  9179. var z2 = point3.z - point1.z;
  9180. var yz = (y1 * z2) - (z1 * y2);
  9181. var xz = (z1 * x2) - (x1 * z2);
  9182. var xy = (x1 * y2) - (y1 * x2);
  9183. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9184. var invPyth;
  9185. if (pyth !== 0) {
  9186. invPyth = 1.0 / pyth;
  9187. }
  9188. else {
  9189. invPyth = 0.0;
  9190. }
  9191. this.normal.x = yz * invPyth;
  9192. this.normal.y = xz * invPyth;
  9193. this.normal.z = xy * invPyth;
  9194. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9195. return this;
  9196. };
  9197. /**
  9198. * Checks if the plane is facing a given direction
  9199. * @param direction the direction to check if the plane is facing
  9200. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9201. * @returns True is the vector "direction" is the same side than the plane normal.
  9202. */
  9203. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9204. var dot = Vector3.Dot(this.normal, direction);
  9205. return (dot <= epsilon);
  9206. };
  9207. /**
  9208. * Calculates the distance to a point
  9209. * @param point point to calculate distance to
  9210. * @returns the signed distance (float) from the given point to the Plane.
  9211. */
  9212. Plane.prototype.signedDistanceTo = function (point) {
  9213. return Vector3.Dot(point, this.normal) + this.d;
  9214. };
  9215. // Statics
  9216. /**
  9217. * Creates a plane from an array
  9218. * @param array the array to create a plane from
  9219. * @returns a new Plane from the given array.
  9220. */
  9221. Plane.FromArray = function (array) {
  9222. return new Plane(array[0], array[1], array[2], array[3]);
  9223. };
  9224. /**
  9225. * Creates a plane from three points
  9226. * @param point1 point used to create the plane
  9227. * @param point2 point used to create the plane
  9228. * @param point3 point used to create the plane
  9229. * @returns a new Plane defined by the three given points.
  9230. */
  9231. Plane.FromPoints = function (point1, point2, point3) {
  9232. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9233. result.copyFromPoints(point1, point2, point3);
  9234. return result;
  9235. };
  9236. /**
  9237. * Creates a plane from an origin point and a normal
  9238. * @param origin origin of the plane to be constructed
  9239. * @param normal normal of the plane to be constructed
  9240. * @returns a new Plane the normal vector to this plane at the given origin point.
  9241. * Note : the vector "normal" is updated because normalized.
  9242. */
  9243. Plane.FromPositionAndNormal = function (origin, normal) {
  9244. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9245. normal.normalize();
  9246. result.normal = normal;
  9247. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9248. return result;
  9249. };
  9250. /**
  9251. * Calculates the distance from a plane and a point
  9252. * @param origin origin of the plane to be constructed
  9253. * @param normal normal of the plane to be constructed
  9254. * @param point point to calculate distance to
  9255. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9256. */
  9257. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9258. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9259. return Vector3.Dot(point, normal) + d;
  9260. };
  9261. return Plane;
  9262. }());
  9263. BABYLON.Plane = Plane;
  9264. /**
  9265. * Class used to represent a viewport on screen
  9266. */
  9267. var Viewport = /** @class */ (function () {
  9268. /**
  9269. * Creates a Viewport object located at (x, y) and sized (width, height)
  9270. * @param x defines viewport left coordinate
  9271. * @param y defines viewport top coordinate
  9272. * @param width defines the viewport width
  9273. * @param height defines the viewport height
  9274. */
  9275. function Viewport(
  9276. /** viewport left coordinate */
  9277. x,
  9278. /** viewport top coordinate */
  9279. y,
  9280. /**viewport width */
  9281. width,
  9282. /** viewport height */
  9283. height) {
  9284. this.x = x;
  9285. this.y = y;
  9286. this.width = width;
  9287. this.height = height;
  9288. }
  9289. /**
  9290. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9291. * @param renderWidthOrEngine defines either an engine or the rendering width
  9292. * @param renderHeight defines the rendering height
  9293. * @returns a new Viewport
  9294. */
  9295. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9296. if (renderWidthOrEngine.getRenderWidth) {
  9297. var engine = renderWidthOrEngine;
  9298. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9299. }
  9300. var renderWidth = renderWidthOrEngine;
  9301. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9302. };
  9303. /**
  9304. * Returns a new Viewport copied from the current one
  9305. * @returns a new Viewport
  9306. */
  9307. Viewport.prototype.clone = function () {
  9308. return new Viewport(this.x, this.y, this.width, this.height);
  9309. };
  9310. return Viewport;
  9311. }());
  9312. BABYLON.Viewport = Viewport;
  9313. /**
  9314. * Reprasents a camera frustum
  9315. */
  9316. var Frustum = /** @class */ (function () {
  9317. function Frustum() {
  9318. }
  9319. /**
  9320. * Gets the planes representing the frustum
  9321. * @param transform matrix to be applied to the returned planes
  9322. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9323. */
  9324. Frustum.GetPlanes = function (transform) {
  9325. var frustumPlanes = [];
  9326. for (var index = 0; index < 6; index++) {
  9327. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9328. }
  9329. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9330. return frustumPlanes;
  9331. };
  9332. /**
  9333. * Gets the near frustum plane transformed by the transform matrix
  9334. * @param transform transformation matrix to be applied to the resulting frustum plane
  9335. * @param frustumPlane the resuling frustum plane
  9336. */
  9337. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9338. var m = transform.m;
  9339. frustumPlane.normal.x = m[3] + m[2];
  9340. frustumPlane.normal.y = m[7] + m[6];
  9341. frustumPlane.normal.z = m[11] + m[10];
  9342. frustumPlane.d = m[15] + m[14];
  9343. frustumPlane.normalize();
  9344. };
  9345. /**
  9346. * Gets the far frustum plane transformed by the transform matrix
  9347. * @param transform transformation matrix to be applied to the resulting frustum plane
  9348. * @param frustumPlane the resuling frustum plane
  9349. */
  9350. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9351. var m = transform.m;
  9352. frustumPlane.normal.x = m[3] - m[2];
  9353. frustumPlane.normal.y = m[7] - m[6];
  9354. frustumPlane.normal.z = m[11] - m[10];
  9355. frustumPlane.d = m[15] - m[14];
  9356. frustumPlane.normalize();
  9357. };
  9358. /**
  9359. * Gets the left frustum plane transformed by the transform matrix
  9360. * @param transform transformation matrix to be applied to the resulting frustum plane
  9361. * @param frustumPlane the resuling frustum plane
  9362. */
  9363. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9364. var m = transform.m;
  9365. frustumPlane.normal.x = m[3] + m[0];
  9366. frustumPlane.normal.y = m[7] + m[4];
  9367. frustumPlane.normal.z = m[11] + m[8];
  9368. frustumPlane.d = m[15] + m[12];
  9369. frustumPlane.normalize();
  9370. };
  9371. /**
  9372. * Gets the right frustum plane transformed by the transform matrix
  9373. * @param transform transformation matrix to be applied to the resulting frustum plane
  9374. * @param frustumPlane the resuling frustum plane
  9375. */
  9376. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9377. var m = transform.m;
  9378. frustumPlane.normal.x = m[3] - m[0];
  9379. frustumPlane.normal.y = m[7] - m[4];
  9380. frustumPlane.normal.z = m[11] - m[8];
  9381. frustumPlane.d = m[15] - m[12];
  9382. frustumPlane.normalize();
  9383. };
  9384. /**
  9385. * Gets the top frustum plane transformed by the transform matrix
  9386. * @param transform transformation matrix to be applied to the resulting frustum plane
  9387. * @param frustumPlane the resuling frustum plane
  9388. */
  9389. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9390. var m = transform.m;
  9391. frustumPlane.normal.x = m[3] - m[1];
  9392. frustumPlane.normal.y = m[7] - m[5];
  9393. frustumPlane.normal.z = m[11] - m[9];
  9394. frustumPlane.d = m[15] - m[13];
  9395. frustumPlane.normalize();
  9396. };
  9397. /**
  9398. * Gets the bottom frustum plane transformed by the transform matrix
  9399. * @param transform transformation matrix to be applied to the resulting frustum plane
  9400. * @param frustumPlane the resuling frustum plane
  9401. */
  9402. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9403. var m = transform.m;
  9404. frustumPlane.normal.x = m[3] + m[1];
  9405. frustumPlane.normal.y = m[7] + m[5];
  9406. frustumPlane.normal.z = m[11] + m[9];
  9407. frustumPlane.d = m[15] + m[13];
  9408. frustumPlane.normalize();
  9409. };
  9410. /**
  9411. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9412. * @param transform transformation matrix to be applied to the resulting frustum planes
  9413. * @param frustumPlanes the resuling frustum planes
  9414. */
  9415. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9416. // Near
  9417. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9418. // Far
  9419. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9420. // Left
  9421. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9422. // Right
  9423. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9424. // Top
  9425. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9426. // Bottom
  9427. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9428. };
  9429. return Frustum;
  9430. }());
  9431. BABYLON.Frustum = Frustum;
  9432. /** Defines supported spaces */
  9433. var Space;
  9434. (function (Space) {
  9435. /** Local (object) space */
  9436. Space[Space["LOCAL"] = 0] = "LOCAL";
  9437. /** World space */
  9438. Space[Space["WORLD"] = 1] = "WORLD";
  9439. /** Bone space */
  9440. Space[Space["BONE"] = 2] = "BONE";
  9441. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9442. /** Defines the 3 main axes */
  9443. var Axis = /** @class */ (function () {
  9444. function Axis() {
  9445. }
  9446. /** X axis */
  9447. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9448. /** Y axis */
  9449. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9450. /** Z axis */
  9451. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9452. return Axis;
  9453. }());
  9454. BABYLON.Axis = Axis;
  9455. /** Class used to represent a Bezier curve */
  9456. var BezierCurve = /** @class */ (function () {
  9457. function BezierCurve() {
  9458. }
  9459. /**
  9460. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9461. * @param t defines the time
  9462. * @param x1 defines the left coordinate on X axis
  9463. * @param y1 defines the left coordinate on Y axis
  9464. * @param x2 defines the right coordinate on X axis
  9465. * @param y2 defines the right coordinate on Y axis
  9466. * @returns the interpolated value
  9467. */
  9468. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9469. // Extract X (which is equal to time here)
  9470. var f0 = 1 - 3 * x2 + 3 * x1;
  9471. var f1 = 3 * x2 - 6 * x1;
  9472. var f2 = 3 * x1;
  9473. var refinedT = t;
  9474. for (var i = 0; i < 5; i++) {
  9475. var refinedT2 = refinedT * refinedT;
  9476. var refinedT3 = refinedT2 * refinedT;
  9477. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9478. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9479. refinedT -= (x - t) * slope;
  9480. refinedT = Math.min(1, Math.max(0, refinedT));
  9481. }
  9482. // Resolve cubic bezier for the given x
  9483. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9484. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9485. Math.pow(refinedT, 3);
  9486. };
  9487. return BezierCurve;
  9488. }());
  9489. BABYLON.BezierCurve = BezierCurve;
  9490. /**
  9491. * Defines potential orientation for back face culling
  9492. */
  9493. var Orientation;
  9494. (function (Orientation) {
  9495. /**
  9496. * Clockwise
  9497. */
  9498. Orientation[Orientation["CW"] = 0] = "CW";
  9499. /** Counter clockwise */
  9500. Orientation[Orientation["CCW"] = 1] = "CCW";
  9501. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9502. /**
  9503. * Defines angle representation
  9504. */
  9505. var Angle = /** @class */ (function () {
  9506. /**
  9507. * Creates an Angle object of "radians" radians (float).
  9508. */
  9509. function Angle(radians) {
  9510. this._radians = radians;
  9511. if (this._radians < 0.0) {
  9512. this._radians += (2.0 * Math.PI);
  9513. }
  9514. }
  9515. /**
  9516. * Get value in degrees
  9517. * @returns the Angle value in degrees (float)
  9518. */
  9519. Angle.prototype.degrees = function () {
  9520. return this._radians * 180.0 / Math.PI;
  9521. };
  9522. /**
  9523. * Get value in radians
  9524. * @returns the Angle value in radians (float)
  9525. */
  9526. Angle.prototype.radians = function () {
  9527. return this._radians;
  9528. };
  9529. /**
  9530. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9531. * @param a defines first vector
  9532. * @param b defines second vector
  9533. * @returns a new Angle
  9534. */
  9535. Angle.BetweenTwoPoints = function (a, b) {
  9536. var delta = b.subtract(a);
  9537. var theta = Math.atan2(delta.y, delta.x);
  9538. return new Angle(theta);
  9539. };
  9540. /**
  9541. * Gets a new Angle object from the given float in radians
  9542. * @param radians defines the angle value in radians
  9543. * @returns a new Angle
  9544. */
  9545. Angle.FromRadians = function (radians) {
  9546. return new Angle(radians);
  9547. };
  9548. /**
  9549. * Gets a new Angle object from the given float in degrees
  9550. * @param degrees defines the angle value in degrees
  9551. * @returns a new Angle
  9552. */
  9553. Angle.FromDegrees = function (degrees) {
  9554. return new Angle(degrees * Math.PI / 180.0);
  9555. };
  9556. return Angle;
  9557. }());
  9558. BABYLON.Angle = Angle;
  9559. /**
  9560. * This represents an arc in a 2d space.
  9561. */
  9562. var Arc2 = /** @class */ (function () {
  9563. /**
  9564. * Creates an Arc object from the three given points : start, middle and end.
  9565. * @param startPoint Defines the start point of the arc
  9566. * @param midPoint Defines the midlle point of the arc
  9567. * @param endPoint Defines the end point of the arc
  9568. */
  9569. function Arc2(
  9570. /** Defines the start point of the arc */
  9571. startPoint,
  9572. /** Defines the mid point of the arc */
  9573. midPoint,
  9574. /** Defines the end point of the arc */
  9575. endPoint) {
  9576. this.startPoint = startPoint;
  9577. this.midPoint = midPoint;
  9578. this.endPoint = endPoint;
  9579. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9580. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9581. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9582. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9583. 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);
  9584. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9585. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9586. var a1 = this.startAngle.degrees();
  9587. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9588. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9589. // angles correction
  9590. if (a2 - a1 > +180.0) {
  9591. a2 -= 360.0;
  9592. }
  9593. if (a2 - a1 < -180.0) {
  9594. a2 += 360.0;
  9595. }
  9596. if (a3 - a2 > +180.0) {
  9597. a3 -= 360.0;
  9598. }
  9599. if (a3 - a2 < -180.0) {
  9600. a3 += 360.0;
  9601. }
  9602. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9603. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9604. }
  9605. return Arc2;
  9606. }());
  9607. BABYLON.Arc2 = Arc2;
  9608. /**
  9609. * Represents a 2D path made up of multiple 2D points
  9610. */
  9611. var Path2 = /** @class */ (function () {
  9612. /**
  9613. * Creates a Path2 object from the starting 2D coordinates x and y.
  9614. * @param x the starting points x value
  9615. * @param y the starting points y value
  9616. */
  9617. function Path2(x, y) {
  9618. this._points = new Array();
  9619. this._length = 0.0;
  9620. /**
  9621. * If the path start and end point are the same
  9622. */
  9623. this.closed = false;
  9624. this._points.push(new Vector2(x, y));
  9625. }
  9626. /**
  9627. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9628. * @param x the added points x value
  9629. * @param y the added points y value
  9630. * @returns the updated Path2.
  9631. */
  9632. Path2.prototype.addLineTo = function (x, y) {
  9633. if (this.closed) {
  9634. return this;
  9635. }
  9636. var newPoint = new Vector2(x, y);
  9637. var previousPoint = this._points[this._points.length - 1];
  9638. this._points.push(newPoint);
  9639. this._length += newPoint.subtract(previousPoint).length();
  9640. return this;
  9641. };
  9642. /**
  9643. * 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.
  9644. * @param midX middle point x value
  9645. * @param midY middle point y value
  9646. * @param endX end point x value
  9647. * @param endY end point y value
  9648. * @param numberOfSegments (default: 36)
  9649. * @returns the updated Path2.
  9650. */
  9651. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9652. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9653. if (this.closed) {
  9654. return this;
  9655. }
  9656. var startPoint = this._points[this._points.length - 1];
  9657. var midPoint = new Vector2(midX, midY);
  9658. var endPoint = new Vector2(endX, endY);
  9659. var arc = new Arc2(startPoint, midPoint, endPoint);
  9660. var increment = arc.angle.radians() / numberOfSegments;
  9661. if (arc.orientation === Orientation.CW) {
  9662. increment *= -1;
  9663. }
  9664. var currentAngle = arc.startAngle.radians() + increment;
  9665. for (var i = 0; i < numberOfSegments; i++) {
  9666. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9667. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9668. this.addLineTo(x, y);
  9669. currentAngle += increment;
  9670. }
  9671. return this;
  9672. };
  9673. /**
  9674. * Closes the Path2.
  9675. * @returns the Path2.
  9676. */
  9677. Path2.prototype.close = function () {
  9678. this.closed = true;
  9679. return this;
  9680. };
  9681. /**
  9682. * Gets the sum of the distance between each sequential point in the path
  9683. * @returns the Path2 total length (float).
  9684. */
  9685. Path2.prototype.length = function () {
  9686. var result = this._length;
  9687. if (!this.closed) {
  9688. var lastPoint = this._points[this._points.length - 1];
  9689. var firstPoint = this._points[0];
  9690. result += (firstPoint.subtract(lastPoint).length());
  9691. }
  9692. return result;
  9693. };
  9694. /**
  9695. * Gets the points which construct the path
  9696. * @returns the Path2 internal array of points.
  9697. */
  9698. Path2.prototype.getPoints = function () {
  9699. return this._points;
  9700. };
  9701. /**
  9702. * Retreives the point at the distance aways from the starting point
  9703. * @param normalizedLengthPosition the length along the path to retreive the point from
  9704. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9705. */
  9706. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9707. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9708. return Vector2.Zero();
  9709. }
  9710. var lengthPosition = normalizedLengthPosition * this.length();
  9711. var previousOffset = 0;
  9712. for (var i = 0; i < this._points.length; i++) {
  9713. var j = (i + 1) % this._points.length;
  9714. var a = this._points[i];
  9715. var b = this._points[j];
  9716. var bToA = b.subtract(a);
  9717. var nextOffset = (bToA.length() + previousOffset);
  9718. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9719. var dir = bToA.normalize();
  9720. var localOffset = lengthPosition - previousOffset;
  9721. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9722. }
  9723. previousOffset = nextOffset;
  9724. }
  9725. return Vector2.Zero();
  9726. };
  9727. /**
  9728. * Creates a new path starting from an x and y position
  9729. * @param x starting x value
  9730. * @param y starting y value
  9731. * @returns a new Path2 starting at the coordinates (x, y).
  9732. */
  9733. Path2.StartingAt = function (x, y) {
  9734. return new Path2(x, y);
  9735. };
  9736. return Path2;
  9737. }());
  9738. BABYLON.Path2 = Path2;
  9739. /**
  9740. * Represents a 3D path made up of multiple 3D points
  9741. */
  9742. var Path3D = /** @class */ (function () {
  9743. /**
  9744. * new Path3D(path, normal, raw)
  9745. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9746. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9747. * @param path an array of Vector3, the curve axis of the Path3D
  9748. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9749. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9750. */
  9751. function Path3D(
  9752. /**
  9753. * an array of Vector3, the curve axis of the Path3D
  9754. */
  9755. path, firstNormal, raw) {
  9756. if (firstNormal === void 0) { firstNormal = null; }
  9757. this.path = path;
  9758. this._curve = new Array();
  9759. this._distances = new Array();
  9760. this._tangents = new Array();
  9761. this._normals = new Array();
  9762. this._binormals = new Array();
  9763. for (var p = 0; p < path.length; p++) {
  9764. this._curve[p] = path[p].clone(); // hard copy
  9765. }
  9766. this._raw = raw || false;
  9767. this._compute(firstNormal);
  9768. }
  9769. /**
  9770. * Returns the Path3D array of successive Vector3 designing its curve.
  9771. * @returns the Path3D array of successive Vector3 designing its curve.
  9772. */
  9773. Path3D.prototype.getCurve = function () {
  9774. return this._curve;
  9775. };
  9776. /**
  9777. * Returns an array populated with tangent vectors on each Path3D curve point.
  9778. * @returns an array populated with tangent vectors on each Path3D curve point.
  9779. */
  9780. Path3D.prototype.getTangents = function () {
  9781. return this._tangents;
  9782. };
  9783. /**
  9784. * Returns an array populated with normal vectors on each Path3D curve point.
  9785. * @returns an array populated with normal vectors on each Path3D curve point.
  9786. */
  9787. Path3D.prototype.getNormals = function () {
  9788. return this._normals;
  9789. };
  9790. /**
  9791. * Returns an array populated with binormal vectors on each Path3D curve point.
  9792. * @returns an array populated with binormal vectors on each Path3D curve point.
  9793. */
  9794. Path3D.prototype.getBinormals = function () {
  9795. return this._binormals;
  9796. };
  9797. /**
  9798. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9799. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9800. */
  9801. Path3D.prototype.getDistances = function () {
  9802. return this._distances;
  9803. };
  9804. /**
  9805. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9806. * @param path path which all values are copied into the curves points
  9807. * @param firstNormal which should be projected onto the curve
  9808. * @returns the same object updated.
  9809. */
  9810. Path3D.prototype.update = function (path, firstNormal) {
  9811. if (firstNormal === void 0) { firstNormal = null; }
  9812. for (var p = 0; p < path.length; p++) {
  9813. this._curve[p].x = path[p].x;
  9814. this._curve[p].y = path[p].y;
  9815. this._curve[p].z = path[p].z;
  9816. }
  9817. this._compute(firstNormal);
  9818. return this;
  9819. };
  9820. // private function compute() : computes tangents, normals and binormals
  9821. Path3D.prototype._compute = function (firstNormal) {
  9822. var l = this._curve.length;
  9823. // first and last tangents
  9824. this._tangents[0] = this._getFirstNonNullVector(0);
  9825. if (!this._raw) {
  9826. this._tangents[0].normalize();
  9827. }
  9828. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9829. if (!this._raw) {
  9830. this._tangents[l - 1].normalize();
  9831. }
  9832. // normals and binormals at first point : arbitrary vector with _normalVector()
  9833. var tg0 = this._tangents[0];
  9834. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9835. this._normals[0] = pp0;
  9836. if (!this._raw) {
  9837. this._normals[0].normalize();
  9838. }
  9839. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9840. if (!this._raw) {
  9841. this._binormals[0].normalize();
  9842. }
  9843. this._distances[0] = 0.0;
  9844. // normals and binormals : next points
  9845. var prev; // previous vector (segment)
  9846. var cur; // current vector (segment)
  9847. var curTang; // current tangent
  9848. // previous normal
  9849. var prevBinor; // previous binormal
  9850. for (var i = 1; i < l; i++) {
  9851. // tangents
  9852. prev = this._getLastNonNullVector(i);
  9853. if (i < l - 1) {
  9854. cur = this._getFirstNonNullVector(i);
  9855. this._tangents[i] = prev.add(cur);
  9856. this._tangents[i].normalize();
  9857. }
  9858. this._distances[i] = this._distances[i - 1] + prev.length();
  9859. // normals and binormals
  9860. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9861. curTang = this._tangents[i];
  9862. prevBinor = this._binormals[i - 1];
  9863. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9864. if (!this._raw) {
  9865. this._normals[i].normalize();
  9866. }
  9867. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9868. if (!this._raw) {
  9869. this._binormals[i].normalize();
  9870. }
  9871. }
  9872. };
  9873. // private function getFirstNonNullVector(index)
  9874. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9875. Path3D.prototype._getFirstNonNullVector = function (index) {
  9876. var i = 1;
  9877. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9878. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9879. i++;
  9880. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9881. }
  9882. return nNVector;
  9883. };
  9884. // private function getLastNonNullVector(index)
  9885. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9886. Path3D.prototype._getLastNonNullVector = function (index) {
  9887. var i = 1;
  9888. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9889. while (nLVector.length() === 0 && index > i + 1) {
  9890. i++;
  9891. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9892. }
  9893. return nLVector;
  9894. };
  9895. // private function normalVector(v0, vt, va) :
  9896. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9897. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9898. Path3D.prototype._normalVector = function (v0, vt, va) {
  9899. var normal0;
  9900. var tgl = vt.length();
  9901. if (tgl === 0.0) {
  9902. tgl = 1.0;
  9903. }
  9904. if (va === undefined || va === null) {
  9905. var point;
  9906. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9907. point = new Vector3(0.0, -1.0, 0.0);
  9908. }
  9909. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9910. point = new Vector3(1.0, 0.0, 0.0);
  9911. }
  9912. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9913. point = new Vector3(0.0, 0.0, 1.0);
  9914. }
  9915. else {
  9916. point = Vector3.Zero();
  9917. }
  9918. normal0 = Vector3.Cross(vt, point);
  9919. }
  9920. else {
  9921. normal0 = Vector3.Cross(vt, va);
  9922. Vector3.CrossToRef(normal0, vt, normal0);
  9923. }
  9924. normal0.normalize();
  9925. return normal0;
  9926. };
  9927. return Path3D;
  9928. }());
  9929. BABYLON.Path3D = Path3D;
  9930. /**
  9931. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9932. * A Curve3 is designed from a series of successive Vector3.
  9933. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9934. */
  9935. var Curve3 = /** @class */ (function () {
  9936. /**
  9937. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9938. * A Curve3 is designed from a series of successive Vector3.
  9939. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9940. * @param points points which make up the curve
  9941. */
  9942. function Curve3(points) {
  9943. this._length = 0.0;
  9944. this._points = points;
  9945. this._length = this._computeLength(points);
  9946. }
  9947. /**
  9948. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9949. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9950. * @param v1 (Vector3) the control point
  9951. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9952. * @param nbPoints (integer) the wanted number of points in the curve
  9953. * @returns the created Curve3
  9954. */
  9955. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9956. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9957. var bez = new Array();
  9958. var equation = function (t, val0, val1, val2) {
  9959. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9960. return res;
  9961. };
  9962. for (var i = 0; i <= nbPoints; i++) {
  9963. 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)));
  9964. }
  9965. return new Curve3(bez);
  9966. };
  9967. /**
  9968. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9969. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9970. * @param v1 (Vector3) the first control point
  9971. * @param v2 (Vector3) the second control point
  9972. * @param v3 (Vector3) the end point of the Cubic Bezier
  9973. * @param nbPoints (integer) the wanted number of points in the curve
  9974. * @returns the created Curve3
  9975. */
  9976. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9977. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9978. var bez = new Array();
  9979. var equation = function (t, val0, val1, val2, val3) {
  9980. 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;
  9981. return res;
  9982. };
  9983. for (var i = 0; i <= nbPoints; i++) {
  9984. 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)));
  9985. }
  9986. return new Curve3(bez);
  9987. };
  9988. /**
  9989. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9990. * @param p1 (Vector3) the origin point of the Hermite Spline
  9991. * @param t1 (Vector3) the tangent vector at the origin point
  9992. * @param p2 (Vector3) the end point of the Hermite Spline
  9993. * @param t2 (Vector3) the tangent vector at the end point
  9994. * @param nbPoints (integer) the wanted number of points in the curve
  9995. * @returns the created Curve3
  9996. */
  9997. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9998. var hermite = new Array();
  9999. var step = 1.0 / nbPoints;
  10000. for (var i = 0; i <= nbPoints; i++) {
  10001. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10002. }
  10003. return new Curve3(hermite);
  10004. };
  10005. /**
  10006. * Returns a Curve3 object along a CatmullRom Spline curve :
  10007. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10008. * @param nbPoints (integer) the wanted number of points between each curve control points
  10009. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10010. * @returns the created Curve3
  10011. */
  10012. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10013. var catmullRom = new Array();
  10014. var step = 1.0 / nbPoints;
  10015. var amount = 0.0;
  10016. if (closed) {
  10017. var pointsCount = points.length;
  10018. for (var i = 0; i < pointsCount; i++) {
  10019. amount = 0;
  10020. for (var c = 0; c < nbPoints; c++) {
  10021. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10022. amount += step;
  10023. }
  10024. }
  10025. catmullRom.push(catmullRom[0]);
  10026. }
  10027. else {
  10028. var totalPoints = new Array();
  10029. totalPoints.push(points[0].clone());
  10030. Array.prototype.push.apply(totalPoints, points);
  10031. totalPoints.push(points[points.length - 1].clone());
  10032. for (var i = 0; i < totalPoints.length - 3; i++) {
  10033. amount = 0;
  10034. for (var c = 0; c < nbPoints; c++) {
  10035. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10036. amount += step;
  10037. }
  10038. }
  10039. i--;
  10040. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10041. }
  10042. return new Curve3(catmullRom);
  10043. };
  10044. /**
  10045. * @returns the Curve3 stored array of successive Vector3
  10046. */
  10047. Curve3.prototype.getPoints = function () {
  10048. return this._points;
  10049. };
  10050. /**
  10051. * @returns the computed length (float) of the curve.
  10052. */
  10053. Curve3.prototype.length = function () {
  10054. return this._length;
  10055. };
  10056. /**
  10057. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10058. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10059. * curveA and curveB keep unchanged.
  10060. * @param curve the curve to continue from this curve
  10061. * @returns the newly constructed curve
  10062. */
  10063. Curve3.prototype.continue = function (curve) {
  10064. var lastPoint = this._points[this._points.length - 1];
  10065. var continuedPoints = this._points.slice();
  10066. var curvePoints = curve.getPoints();
  10067. for (var i = 1; i < curvePoints.length; i++) {
  10068. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10069. }
  10070. var continuedCurve = new Curve3(continuedPoints);
  10071. return continuedCurve;
  10072. };
  10073. Curve3.prototype._computeLength = function (path) {
  10074. var l = 0;
  10075. for (var i = 1; i < path.length; i++) {
  10076. l += (path[i].subtract(path[i - 1])).length();
  10077. }
  10078. return l;
  10079. };
  10080. return Curve3;
  10081. }());
  10082. BABYLON.Curve3 = Curve3;
  10083. // Vertex formats
  10084. /**
  10085. * Contains position and normal vectors for a vertex
  10086. */
  10087. var PositionNormalVertex = /** @class */ (function () {
  10088. /**
  10089. * Creates a PositionNormalVertex
  10090. * @param position the position of the vertex (defaut: 0,0,0)
  10091. * @param normal the normal of the vertex (defaut: 0,1,0)
  10092. */
  10093. function PositionNormalVertex(
  10094. /** the position of the vertex (defaut: 0,0,0) */
  10095. position,
  10096. /** the normal of the vertex (defaut: 0,1,0) */
  10097. normal) {
  10098. if (position === void 0) { position = Vector3.Zero(); }
  10099. if (normal === void 0) { normal = Vector3.Up(); }
  10100. this.position = position;
  10101. this.normal = normal;
  10102. }
  10103. /**
  10104. * Clones the PositionNormalVertex
  10105. * @returns the cloned PositionNormalVertex
  10106. */
  10107. PositionNormalVertex.prototype.clone = function () {
  10108. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10109. };
  10110. return PositionNormalVertex;
  10111. }());
  10112. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10113. /**
  10114. * Contains position, normal and uv vectors for a vertex
  10115. */
  10116. var PositionNormalTextureVertex = /** @class */ (function () {
  10117. /**
  10118. * Creates a PositionNormalTextureVertex
  10119. * @param position the position of the vertex (defaut: 0,0,0)
  10120. * @param normal the normal of the vertex (defaut: 0,1,0)
  10121. * @param uv the uv of the vertex (default: 0,0)
  10122. */
  10123. function PositionNormalTextureVertex(
  10124. /** the position of the vertex (defaut: 0,0,0) */
  10125. position,
  10126. /** the normal of the vertex (defaut: 0,1,0) */
  10127. normal,
  10128. /** the uv of the vertex (default: 0,0) */
  10129. uv) {
  10130. if (position === void 0) { position = Vector3.Zero(); }
  10131. if (normal === void 0) { normal = Vector3.Up(); }
  10132. if (uv === void 0) { uv = Vector2.Zero(); }
  10133. this.position = position;
  10134. this.normal = normal;
  10135. this.uv = uv;
  10136. }
  10137. /**
  10138. * Clones the PositionNormalTextureVertex
  10139. * @returns the cloned PositionNormalTextureVertex
  10140. */
  10141. PositionNormalTextureVertex.prototype.clone = function () {
  10142. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10143. };
  10144. return PositionNormalTextureVertex;
  10145. }());
  10146. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10147. // Temporary pre-allocated objects for engine internal use
  10148. // usage in any internal function :
  10149. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10150. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10151. /**
  10152. * @hidden
  10153. */
  10154. var Tmp = /** @class */ (function () {
  10155. function Tmp() {
  10156. }
  10157. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10158. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10159. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10160. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10161. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10162. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10163. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10164. return Tmp;
  10165. }());
  10166. BABYLON.Tmp = Tmp;
  10167. /**
  10168. * @hidden
  10169. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10170. */
  10171. var MathTmp = /** @class */ (function () {
  10172. function MathTmp() {
  10173. }
  10174. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10175. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10176. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10177. return MathTmp;
  10178. }());
  10179. })(BABYLON || (BABYLON = {}));
  10180. //# sourceMappingURL=babylon.math.js.map
  10181. var BABYLON;
  10182. (function (BABYLON) {
  10183. /**
  10184. * Scalar computation library
  10185. */
  10186. var Scalar = /** @class */ (function () {
  10187. function Scalar() {
  10188. }
  10189. /**
  10190. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10191. * @param a number
  10192. * @param b number
  10193. * @param epsilon (default = 1.401298E-45)
  10194. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10195. */
  10196. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10197. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10198. var num = a - b;
  10199. return -epsilon <= num && num <= epsilon;
  10200. };
  10201. /**
  10202. * Returns a string : the upper case translation of the number i to hexadecimal.
  10203. * @param i number
  10204. * @returns the upper case translation of the number i to hexadecimal.
  10205. */
  10206. Scalar.ToHex = function (i) {
  10207. var str = i.toString(16);
  10208. if (i <= 15) {
  10209. return ("0" + str).toUpperCase();
  10210. }
  10211. return str.toUpperCase();
  10212. };
  10213. /**
  10214. * Returns -1 if value is negative and +1 is value is positive.
  10215. * @param value the value
  10216. * @returns the value itself if it's equal to zero.
  10217. */
  10218. Scalar.Sign = function (value) {
  10219. value = +value; // convert to a number
  10220. if (value === 0 || isNaN(value)) {
  10221. return value;
  10222. }
  10223. return value > 0 ? 1 : -1;
  10224. };
  10225. /**
  10226. * Returns the value itself if it's between min and max.
  10227. * Returns min if the value is lower than min.
  10228. * Returns max if the value is greater than max.
  10229. * @param value the value to clmap
  10230. * @param min the min value to clamp to (default: 0)
  10231. * @param max the max value to clamp to (default: 1)
  10232. * @returns the clamped value
  10233. */
  10234. Scalar.Clamp = function (value, min, max) {
  10235. if (min === void 0) { min = 0; }
  10236. if (max === void 0) { max = 1; }
  10237. return Math.min(max, Math.max(min, value));
  10238. };
  10239. /**
  10240. * the log2 of value.
  10241. * @param value the value to compute log2 of
  10242. * @returns the log2 of value.
  10243. */
  10244. Scalar.Log2 = function (value) {
  10245. return Math.log(value) * Math.LOG2E;
  10246. };
  10247. /**
  10248. * Loops the value, so that it is never larger than length and never smaller than 0.
  10249. *
  10250. * This is similar to the modulo operator but it works with floating point numbers.
  10251. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10252. * With t = 5 and length = 2.5, the result would be 0.0.
  10253. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10254. * @param value the value
  10255. * @param length the length
  10256. * @returns the looped value
  10257. */
  10258. Scalar.Repeat = function (value, length) {
  10259. return value - Math.floor(value / length) * length;
  10260. };
  10261. /**
  10262. * Normalize the value between 0.0 and 1.0 using min and max values
  10263. * @param value value to normalize
  10264. * @param min max to normalize between
  10265. * @param max min to normalize between
  10266. * @returns the normalized value
  10267. */
  10268. Scalar.Normalize = function (value, min, max) {
  10269. return (value - min) / (max - min);
  10270. };
  10271. /**
  10272. * Denormalize the value from 0.0 and 1.0 using min and max values
  10273. * @param normalized value to denormalize
  10274. * @param min max to denormalize between
  10275. * @param max min to denormalize between
  10276. * @returns the denormalized value
  10277. */
  10278. Scalar.Denormalize = function (normalized, min, max) {
  10279. return (normalized * (max - min) + min);
  10280. };
  10281. /**
  10282. * Calculates the shortest difference between two given angles given in degrees.
  10283. * @param current current angle in degrees
  10284. * @param target target angle in degrees
  10285. * @returns the delta
  10286. */
  10287. Scalar.DeltaAngle = function (current, target) {
  10288. var num = Scalar.Repeat(target - current, 360.0);
  10289. if (num > 180.0) {
  10290. num -= 360.0;
  10291. }
  10292. return num;
  10293. };
  10294. /**
  10295. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10296. * @param tx value
  10297. * @param length length
  10298. * @returns The returned value will move back and forth between 0 and length
  10299. */
  10300. Scalar.PingPong = function (tx, length) {
  10301. var t = Scalar.Repeat(tx, length * 2.0);
  10302. return length - Math.abs(t - length);
  10303. };
  10304. /**
  10305. * Interpolates between min and max with smoothing at the limits.
  10306. *
  10307. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10308. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10309. * @param from from
  10310. * @param to to
  10311. * @param tx value
  10312. * @returns the smooth stepped value
  10313. */
  10314. Scalar.SmoothStep = function (from, to, tx) {
  10315. var t = Scalar.Clamp(tx);
  10316. t = -2.0 * t * t * t + 3.0 * t * t;
  10317. return to * t + from * (1.0 - t);
  10318. };
  10319. /**
  10320. * Moves a value current towards target.
  10321. *
  10322. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10323. * Negative values of maxDelta pushes the value away from target.
  10324. * @param current current value
  10325. * @param target target value
  10326. * @param maxDelta max distance to move
  10327. * @returns resulting value
  10328. */
  10329. Scalar.MoveTowards = function (current, target, maxDelta) {
  10330. var result = 0;
  10331. if (Math.abs(target - current) <= maxDelta) {
  10332. result = target;
  10333. }
  10334. else {
  10335. result = current + Scalar.Sign(target - current) * maxDelta;
  10336. }
  10337. return result;
  10338. };
  10339. /**
  10340. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10341. *
  10342. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10343. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10344. * @param current current value
  10345. * @param target target value
  10346. * @param maxDelta max distance to move
  10347. * @returns resulting angle
  10348. */
  10349. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10350. var num = Scalar.DeltaAngle(current, target);
  10351. var result = 0;
  10352. if (-maxDelta < num && num < maxDelta) {
  10353. result = target;
  10354. }
  10355. else {
  10356. target = current + num;
  10357. result = Scalar.MoveTowards(current, target, maxDelta);
  10358. }
  10359. return result;
  10360. };
  10361. /**
  10362. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10363. * @param start start value
  10364. * @param end target value
  10365. * @param amount amount to lerp between
  10366. * @returns the lerped value
  10367. */
  10368. Scalar.Lerp = function (start, end, amount) {
  10369. return start + ((end - start) * amount);
  10370. };
  10371. /**
  10372. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10373. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10374. * @param start start value
  10375. * @param end target value
  10376. * @param amount amount to lerp between
  10377. * @returns the lerped value
  10378. */
  10379. Scalar.LerpAngle = function (start, end, amount) {
  10380. var num = Scalar.Repeat(end - start, 360.0);
  10381. if (num > 180.0) {
  10382. num -= 360.0;
  10383. }
  10384. return start + num * Scalar.Clamp(amount);
  10385. };
  10386. /**
  10387. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10388. * @param a start value
  10389. * @param b target value
  10390. * @param value value between a and b
  10391. * @returns the inverseLerp value
  10392. */
  10393. Scalar.InverseLerp = function (a, b, value) {
  10394. var result = 0;
  10395. if (a != b) {
  10396. result = Scalar.Clamp((value - a) / (b - a));
  10397. }
  10398. else {
  10399. result = 0.0;
  10400. }
  10401. return result;
  10402. };
  10403. /**
  10404. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10405. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10406. * @param value1 spline value
  10407. * @param tangent1 spline value
  10408. * @param value2 spline value
  10409. * @param tangent2 spline value
  10410. * @param amount input value
  10411. * @returns hermite result
  10412. */
  10413. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10414. var squared = amount * amount;
  10415. var cubed = amount * squared;
  10416. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10417. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10418. var part3 = (cubed - (2.0 * squared)) + amount;
  10419. var part4 = cubed - squared;
  10420. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10421. };
  10422. /**
  10423. * Returns a random float number between and min and max values
  10424. * @param min min value of random
  10425. * @param max max value of random
  10426. * @returns random value
  10427. */
  10428. Scalar.RandomRange = function (min, max) {
  10429. if (min === max) {
  10430. return min;
  10431. }
  10432. return ((Math.random() * (max - min)) + min);
  10433. };
  10434. /**
  10435. * This function returns percentage of a number in a given range.
  10436. *
  10437. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10438. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10439. * @param number to convert to percentage
  10440. * @param min min range
  10441. * @param max max range
  10442. * @returns the percentage
  10443. */
  10444. Scalar.RangeToPercent = function (number, min, max) {
  10445. return ((number - min) / (max - min));
  10446. };
  10447. /**
  10448. * This function returns number that corresponds to the percentage in a given range.
  10449. *
  10450. * PercentToRange(0.34,0,100) will return 34.
  10451. * @param percent to convert to number
  10452. * @param min min range
  10453. * @param max max range
  10454. * @returns the number
  10455. */
  10456. Scalar.PercentToRange = function (percent, min, max) {
  10457. return ((max - min) * percent + min);
  10458. };
  10459. /**
  10460. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10461. * @param angle The angle to normalize in radian.
  10462. * @return The converted angle.
  10463. */
  10464. Scalar.NormalizeRadians = function (angle) {
  10465. // More precise but slower version kept for reference.
  10466. // angle = angle % Tools.TwoPi;
  10467. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10468. //if (angle > Math.PI) {
  10469. // angle -= Tools.TwoPi;
  10470. //}
  10471. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10472. return angle;
  10473. };
  10474. /**
  10475. * Two pi constants convenient for computation.
  10476. */
  10477. Scalar.TwoPi = Math.PI * 2;
  10478. return Scalar;
  10479. }());
  10480. BABYLON.Scalar = Scalar;
  10481. })(BABYLON || (BABYLON = {}));
  10482. //# sourceMappingURL=babylon.math.scalar.js.map
  10483. //# sourceMappingURL=babylon.mixins.js.map
  10484. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10485. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10486. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10487. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10488. //# sourceMappingURL=babylon.webgl2.js.map
  10489. var BABYLON;
  10490. (function (BABYLON) {
  10491. var __decoratorInitialStore = {};
  10492. var __mergedStore = {};
  10493. var _copySource = function (creationFunction, source, instanciate) {
  10494. var destination = creationFunction();
  10495. // Tags
  10496. if (BABYLON.Tags) {
  10497. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10498. }
  10499. var classStore = getMergedStore(destination);
  10500. // Properties
  10501. for (var property in classStore) {
  10502. var propertyDescriptor = classStore[property];
  10503. var sourceProperty = source[property];
  10504. var propertyType = propertyDescriptor.type;
  10505. if (sourceProperty !== undefined && sourceProperty !== null) {
  10506. switch (propertyType) {
  10507. case 0: // Value
  10508. case 6: // Mesh reference
  10509. case 11: // Camera reference
  10510. destination[property] = sourceProperty;
  10511. break;
  10512. case 1: // Texture
  10513. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10514. break;
  10515. case 2: // Color3
  10516. case 3: // FresnelParameters
  10517. case 4: // Vector2
  10518. case 5: // Vector3
  10519. case 7: // Color Curves
  10520. case 10: // Quaternion
  10521. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10522. break;
  10523. }
  10524. }
  10525. }
  10526. return destination;
  10527. };
  10528. function getDirectStore(target) {
  10529. var classKey = target.getClassName();
  10530. if (!__decoratorInitialStore[classKey]) {
  10531. __decoratorInitialStore[classKey] = {};
  10532. }
  10533. return __decoratorInitialStore[classKey];
  10534. }
  10535. /**
  10536. * Return the list of properties flagged as serializable
  10537. * @param target: host object
  10538. */
  10539. function getMergedStore(target) {
  10540. var classKey = target.getClassName();
  10541. if (__mergedStore[classKey]) {
  10542. return __mergedStore[classKey];
  10543. }
  10544. __mergedStore[classKey] = {};
  10545. var store = __mergedStore[classKey];
  10546. var currentTarget = target;
  10547. var currentKey = classKey;
  10548. while (currentKey) {
  10549. var initialStore = __decoratorInitialStore[currentKey];
  10550. for (var property in initialStore) {
  10551. store[property] = initialStore[property];
  10552. }
  10553. var parent_1 = void 0;
  10554. var done = false;
  10555. do {
  10556. parent_1 = Object.getPrototypeOf(currentTarget);
  10557. if (!parent_1.getClassName) {
  10558. done = true;
  10559. break;
  10560. }
  10561. if (parent_1.getClassName() !== currentKey) {
  10562. break;
  10563. }
  10564. currentTarget = parent_1;
  10565. } while (parent_1);
  10566. if (done) {
  10567. break;
  10568. }
  10569. currentKey = parent_1.getClassName();
  10570. currentTarget = parent_1;
  10571. }
  10572. return store;
  10573. }
  10574. function generateSerializableMember(type, sourceName) {
  10575. return function (target, propertyKey) {
  10576. var classStore = getDirectStore(target);
  10577. if (!classStore[propertyKey]) {
  10578. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10579. }
  10580. };
  10581. }
  10582. function generateExpandMember(setCallback, targetKey) {
  10583. if (targetKey === void 0) { targetKey = null; }
  10584. return function (target, propertyKey) {
  10585. var key = targetKey || ("_" + propertyKey);
  10586. Object.defineProperty(target, propertyKey, {
  10587. get: function () {
  10588. return this[key];
  10589. },
  10590. set: function (value) {
  10591. if (this[key] === value) {
  10592. return;
  10593. }
  10594. this[key] = value;
  10595. target[setCallback].apply(this);
  10596. },
  10597. enumerable: true,
  10598. configurable: true
  10599. });
  10600. };
  10601. }
  10602. function expandToProperty(callback, targetKey) {
  10603. if (targetKey === void 0) { targetKey = null; }
  10604. return generateExpandMember(callback, targetKey);
  10605. }
  10606. BABYLON.expandToProperty = expandToProperty;
  10607. function serialize(sourceName) {
  10608. return generateSerializableMember(0, sourceName); // value member
  10609. }
  10610. BABYLON.serialize = serialize;
  10611. function serializeAsTexture(sourceName) {
  10612. return generateSerializableMember(1, sourceName); // texture member
  10613. }
  10614. BABYLON.serializeAsTexture = serializeAsTexture;
  10615. function serializeAsColor3(sourceName) {
  10616. return generateSerializableMember(2, sourceName); // color3 member
  10617. }
  10618. BABYLON.serializeAsColor3 = serializeAsColor3;
  10619. function serializeAsFresnelParameters(sourceName) {
  10620. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10621. }
  10622. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10623. function serializeAsVector2(sourceName) {
  10624. return generateSerializableMember(4, sourceName); // vector2 member
  10625. }
  10626. BABYLON.serializeAsVector2 = serializeAsVector2;
  10627. function serializeAsVector3(sourceName) {
  10628. return generateSerializableMember(5, sourceName); // vector3 member
  10629. }
  10630. BABYLON.serializeAsVector3 = serializeAsVector3;
  10631. function serializeAsMeshReference(sourceName) {
  10632. return generateSerializableMember(6, sourceName); // mesh reference member
  10633. }
  10634. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10635. function serializeAsColorCurves(sourceName) {
  10636. return generateSerializableMember(7, sourceName); // color curves
  10637. }
  10638. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10639. function serializeAsColor4(sourceName) {
  10640. return generateSerializableMember(8, sourceName); // color 4
  10641. }
  10642. BABYLON.serializeAsColor4 = serializeAsColor4;
  10643. function serializeAsImageProcessingConfiguration(sourceName) {
  10644. return generateSerializableMember(9, sourceName); // image processing
  10645. }
  10646. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10647. function serializeAsQuaternion(sourceName) {
  10648. return generateSerializableMember(10, sourceName); // quaternion member
  10649. }
  10650. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10651. /**
  10652. * Decorator used to define property that can be serialized as reference to a camera
  10653. * @param sourceName defines the name of the property to decorate
  10654. */
  10655. function serializeAsCameraReference(sourceName) {
  10656. return generateSerializableMember(11, sourceName); // camera reference member
  10657. }
  10658. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10659. /**
  10660. * Class used to help serialization objects
  10661. */
  10662. var SerializationHelper = /** @class */ (function () {
  10663. function SerializationHelper() {
  10664. }
  10665. /**
  10666. * Static function used to serialized a specific entity
  10667. * @param entity defines the entity to serialize
  10668. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10669. * @returns a JSON compatible object representing the serialization of the entity
  10670. */
  10671. SerializationHelper.Serialize = function (entity, serializationObject) {
  10672. if (!serializationObject) {
  10673. serializationObject = {};
  10674. }
  10675. // Tags
  10676. if (BABYLON.Tags) {
  10677. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10678. }
  10679. var serializedProperties = getMergedStore(entity);
  10680. // Properties
  10681. for (var property in serializedProperties) {
  10682. var propertyDescriptor = serializedProperties[property];
  10683. var targetPropertyName = propertyDescriptor.sourceName || property;
  10684. var propertyType = propertyDescriptor.type;
  10685. var sourceProperty = entity[property];
  10686. if (sourceProperty !== undefined && sourceProperty !== null) {
  10687. switch (propertyType) {
  10688. case 0: // Value
  10689. serializationObject[targetPropertyName] = sourceProperty;
  10690. break;
  10691. case 1: // Texture
  10692. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10693. break;
  10694. case 2: // Color3
  10695. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10696. break;
  10697. case 3: // FresnelParameters
  10698. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10699. break;
  10700. case 4: // Vector2
  10701. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10702. break;
  10703. case 5: // Vector3
  10704. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10705. break;
  10706. case 6: // Mesh reference
  10707. serializationObject[targetPropertyName] = sourceProperty.id;
  10708. break;
  10709. case 7: // Color Curves
  10710. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10711. break;
  10712. case 8: // Color 4
  10713. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10714. break;
  10715. case 9: // Image Processing
  10716. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10717. break;
  10718. case 10: // Quaternion
  10719. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10720. break;
  10721. case 11: // Camera reference
  10722. serializationObject[targetPropertyName] = sourceProperty.id;
  10723. break;
  10724. }
  10725. }
  10726. }
  10727. return serializationObject;
  10728. };
  10729. /**
  10730. * Creates a new entity from a serialization data object
  10731. * @param creationFunction defines a function used to instanciated the new entity
  10732. * @param source defines the source serialization data
  10733. * @param scene defines the hosting scene
  10734. * @param rootUrl defines the root url for resources
  10735. * @returns a new entity
  10736. */
  10737. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10738. if (rootUrl === void 0) { rootUrl = null; }
  10739. var destination = creationFunction();
  10740. if (!rootUrl) {
  10741. rootUrl = "";
  10742. }
  10743. // Tags
  10744. if (BABYLON.Tags) {
  10745. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10746. }
  10747. var classStore = getMergedStore(destination);
  10748. // Properties
  10749. for (var property in classStore) {
  10750. var propertyDescriptor = classStore[property];
  10751. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10752. var propertyType = propertyDescriptor.type;
  10753. if (sourceProperty !== undefined && sourceProperty !== null) {
  10754. var dest = destination;
  10755. switch (propertyType) {
  10756. case 0: // Value
  10757. dest[property] = sourceProperty;
  10758. break;
  10759. case 1: // Texture
  10760. if (scene) {
  10761. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10762. }
  10763. break;
  10764. case 2: // Color3
  10765. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10766. break;
  10767. case 3: // FresnelParameters
  10768. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10769. break;
  10770. case 4: // Vector2
  10771. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10772. break;
  10773. case 5: // Vector3
  10774. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10775. break;
  10776. case 6: // Mesh reference
  10777. if (scene) {
  10778. dest[property] = scene.getLastMeshByID(sourceProperty);
  10779. }
  10780. break;
  10781. case 7: // Color Curves
  10782. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10783. break;
  10784. case 8: // Color 4
  10785. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10786. break;
  10787. case 9: // Image Processing
  10788. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10789. break;
  10790. case 10: // Quaternion
  10791. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10792. break;
  10793. case 11: // Camera reference
  10794. if (scene) {
  10795. dest[property] = scene.getCameraByID(sourceProperty);
  10796. }
  10797. break;
  10798. }
  10799. }
  10800. }
  10801. return destination;
  10802. };
  10803. /**
  10804. * Clones an object
  10805. * @param creationFunction defines the function used to instanciate the new object
  10806. * @param source defines the source object
  10807. * @returns the cloned object
  10808. */
  10809. SerializationHelper.Clone = function (creationFunction, source) {
  10810. return _copySource(creationFunction, source, false);
  10811. };
  10812. /**
  10813. * Instanciates a new object based on a source one (some data will be shared between both object)
  10814. * @param creationFunction defines the function used to instanciate the new object
  10815. * @param source defines the source object
  10816. * @returns the new object
  10817. */
  10818. SerializationHelper.Instanciate = function (creationFunction, source) {
  10819. return _copySource(creationFunction, source, true);
  10820. };
  10821. return SerializationHelper;
  10822. }());
  10823. BABYLON.SerializationHelper = SerializationHelper;
  10824. })(BABYLON || (BABYLON = {}));
  10825. //# sourceMappingURL=babylon.decorators.js.map
  10826. var BABYLON;
  10827. (function (BABYLON) {
  10828. /**
  10829. * Wrapper class for promise with external resolve and reject.
  10830. */
  10831. var Deferred = /** @class */ (function () {
  10832. /**
  10833. * Constructor for this deferred object.
  10834. */
  10835. function Deferred() {
  10836. var _this = this;
  10837. this.promise = new Promise(function (resolve, reject) {
  10838. _this._resolve = resolve;
  10839. _this._reject = reject;
  10840. });
  10841. }
  10842. Object.defineProperty(Deferred.prototype, "resolve", {
  10843. /**
  10844. * The resolve method of the promise associated with this deferred object.
  10845. */
  10846. get: function () {
  10847. return this._resolve;
  10848. },
  10849. enumerable: true,
  10850. configurable: true
  10851. });
  10852. Object.defineProperty(Deferred.prototype, "reject", {
  10853. /**
  10854. * The reject method of the promise associated with this deferred object.
  10855. */
  10856. get: function () {
  10857. return this._reject;
  10858. },
  10859. enumerable: true,
  10860. configurable: true
  10861. });
  10862. return Deferred;
  10863. }());
  10864. BABYLON.Deferred = Deferred;
  10865. })(BABYLON || (BABYLON = {}));
  10866. //# sourceMappingURL=babylon.deferred.js.map
  10867. var BABYLON;
  10868. (function (BABYLON) {
  10869. /**
  10870. * A class serves as a medium between the observable and its observers
  10871. */
  10872. var EventState = /** @class */ (function () {
  10873. /**
  10874. * Create a new EventState
  10875. * @param mask defines the mask associated with this state
  10876. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10877. * @param target defines the original target of the state
  10878. * @param currentTarget defines the current target of the state
  10879. */
  10880. function EventState(mask, skipNextObservers, target, currentTarget) {
  10881. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10882. this.initalize(mask, skipNextObservers, target, currentTarget);
  10883. }
  10884. /**
  10885. * Initialize the current event state
  10886. * @param mask defines the mask associated with this state
  10887. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10888. * @param target defines the original target of the state
  10889. * @param currentTarget defines the current target of the state
  10890. * @returns the current event state
  10891. */
  10892. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10893. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10894. this.mask = mask;
  10895. this.skipNextObservers = skipNextObservers;
  10896. this.target = target;
  10897. this.currentTarget = currentTarget;
  10898. return this;
  10899. };
  10900. return EventState;
  10901. }());
  10902. BABYLON.EventState = EventState;
  10903. /**
  10904. * Represent an Observer registered to a given Observable object.
  10905. */
  10906. var Observer = /** @class */ (function () {
  10907. /**
  10908. * Creates a new observer
  10909. * @param callback defines the callback to call when the observer is notified
  10910. * @param mask defines the mask of the observer (used to filter notifications)
  10911. * @param scope defines the current scope used to restore the JS context
  10912. */
  10913. function Observer(
  10914. /**
  10915. * Defines the callback to call when the observer is notified
  10916. */
  10917. callback,
  10918. /**
  10919. * Defines the mask of the observer (used to filter notifications)
  10920. */
  10921. mask,
  10922. /**
  10923. * Defines the current scope used to restore the JS context
  10924. */
  10925. scope) {
  10926. if (scope === void 0) { scope = null; }
  10927. this.callback = callback;
  10928. this.mask = mask;
  10929. this.scope = scope;
  10930. /** @hidden */
  10931. this._willBeUnregistered = false;
  10932. /**
  10933. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10934. */
  10935. this.unregisterOnNextCall = false;
  10936. }
  10937. return Observer;
  10938. }());
  10939. BABYLON.Observer = Observer;
  10940. /**
  10941. * Represent a list of observers registered to multiple Observables object.
  10942. */
  10943. var MultiObserver = /** @class */ (function () {
  10944. function MultiObserver() {
  10945. }
  10946. /**
  10947. * Release associated resources
  10948. */
  10949. MultiObserver.prototype.dispose = function () {
  10950. if (this._observers && this._observables) {
  10951. for (var index = 0; index < this._observers.length; index++) {
  10952. this._observables[index].remove(this._observers[index]);
  10953. }
  10954. }
  10955. this._observers = null;
  10956. this._observables = null;
  10957. };
  10958. /**
  10959. * Raise a callback when one of the observable will notify
  10960. * @param observables defines a list of observables to watch
  10961. * @param callback defines the callback to call on notification
  10962. * @param mask defines the mask used to filter notifications
  10963. * @param scope defines the current scope used to restore the JS context
  10964. * @returns the new MultiObserver
  10965. */
  10966. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10967. if (mask === void 0) { mask = -1; }
  10968. if (scope === void 0) { scope = null; }
  10969. var result = new MultiObserver();
  10970. result._observers = new Array();
  10971. result._observables = observables;
  10972. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10973. var observable = observables_1[_i];
  10974. var observer = observable.add(callback, mask, false, scope);
  10975. if (observer) {
  10976. result._observers.push(observer);
  10977. }
  10978. }
  10979. return result;
  10980. };
  10981. return MultiObserver;
  10982. }());
  10983. BABYLON.MultiObserver = MultiObserver;
  10984. /**
  10985. * The Observable class is a simple implementation of the Observable pattern.
  10986. *
  10987. * 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.
  10988. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10989. * 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).
  10990. * 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.
  10991. */
  10992. var Observable = /** @class */ (function () {
  10993. /**
  10994. * Creates a new observable
  10995. * @param onObserverAdded defines a callback to call when a new observer is added
  10996. */
  10997. function Observable(onObserverAdded) {
  10998. this._observers = new Array();
  10999. this._eventState = new EventState(0);
  11000. if (onObserverAdded) {
  11001. this._onObserverAdded = onObserverAdded;
  11002. }
  11003. }
  11004. /**
  11005. * Create a new Observer with the specified callback
  11006. * @param callback the callback that will be executed for that Observer
  11007. * @param mask the mask used to filter observers
  11008. * @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.
  11009. * @param scope optional scope for the callback to be called from
  11010. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11011. * @returns the new observer created for the callback
  11012. */
  11013. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11014. if (mask === void 0) { mask = -1; }
  11015. if (insertFirst === void 0) { insertFirst = false; }
  11016. if (scope === void 0) { scope = null; }
  11017. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11018. if (!callback) {
  11019. return null;
  11020. }
  11021. var observer = new Observer(callback, mask, scope);
  11022. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11023. if (insertFirst) {
  11024. this._observers.unshift(observer);
  11025. }
  11026. else {
  11027. this._observers.push(observer);
  11028. }
  11029. if (this._onObserverAdded) {
  11030. this._onObserverAdded(observer);
  11031. }
  11032. return observer;
  11033. };
  11034. /**
  11035. * Create a new Observer with the specified callback and unregisters after the next notification
  11036. * @param callback the callback that will be executed for that Observer
  11037. * @returns the new observer created for the callback
  11038. */
  11039. Observable.prototype.addOnce = function (callback) {
  11040. return this.add(callback, undefined, undefined, undefined, true);
  11041. };
  11042. /**
  11043. * Remove an Observer from the Observable object
  11044. * @param observer the instance of the Observer to remove
  11045. * @returns false if it doesn't belong to this Observable
  11046. */
  11047. Observable.prototype.remove = function (observer) {
  11048. if (!observer) {
  11049. return false;
  11050. }
  11051. var index = this._observers.indexOf(observer);
  11052. if (index !== -1) {
  11053. this._deferUnregister(observer);
  11054. return true;
  11055. }
  11056. return false;
  11057. };
  11058. /**
  11059. * Remove a callback from the Observable object
  11060. * @param callback the callback to remove
  11061. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11062. * @returns false if it doesn't belong to this Observable
  11063. */
  11064. Observable.prototype.removeCallback = function (callback, scope) {
  11065. for (var index = 0; index < this._observers.length; index++) {
  11066. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11067. this._deferUnregister(this._observers[index]);
  11068. return true;
  11069. }
  11070. }
  11071. return false;
  11072. };
  11073. Observable.prototype._deferUnregister = function (observer) {
  11074. var _this = this;
  11075. observer.unregisterOnNextCall = false;
  11076. observer._willBeUnregistered = true;
  11077. BABYLON.Tools.SetImmediate(function () {
  11078. _this._remove(observer);
  11079. });
  11080. };
  11081. // This should only be called when not iterating over _observers to avoid callback skipping.
  11082. // Removes an observer from the _observer Array.
  11083. Observable.prototype._remove = function (observer) {
  11084. if (!observer) {
  11085. return false;
  11086. }
  11087. var index = this._observers.indexOf(observer);
  11088. if (index !== -1) {
  11089. this._observers.splice(index, 1);
  11090. return true;
  11091. }
  11092. return false;
  11093. };
  11094. /**
  11095. * Notify all Observers by calling their respective callback with the given data
  11096. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11097. * @param eventData defines the data to send to all observers
  11098. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11099. * @param target defines the original target of the state
  11100. * @param currentTarget defines the current target of the state
  11101. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11102. */
  11103. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11104. if (mask === void 0) { mask = -1; }
  11105. if (!this._observers.length) {
  11106. return true;
  11107. }
  11108. var state = this._eventState;
  11109. state.mask = mask;
  11110. state.target = target;
  11111. state.currentTarget = currentTarget;
  11112. state.skipNextObservers = false;
  11113. state.lastReturnValue = eventData;
  11114. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11115. var obs = _a[_i];
  11116. if (obs._willBeUnregistered) {
  11117. continue;
  11118. }
  11119. if (obs.mask & mask) {
  11120. if (obs.scope) {
  11121. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11122. }
  11123. else {
  11124. state.lastReturnValue = obs.callback(eventData, state);
  11125. }
  11126. if (obs.unregisterOnNextCall) {
  11127. this._deferUnregister(obs);
  11128. }
  11129. }
  11130. if (state.skipNextObservers) {
  11131. return false;
  11132. }
  11133. }
  11134. return true;
  11135. };
  11136. /**
  11137. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11138. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11139. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11140. * and it is crucial that all callbacks will be executed.
  11141. * The order of the callbacks is kept, callbacks are not executed parallel.
  11142. *
  11143. * @param eventData The data to be sent to each callback
  11144. * @param mask is used to filter observers defaults to -1
  11145. * @param target defines the callback target (see EventState)
  11146. * @param currentTarget defines he current object in the bubbling phase
  11147. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11148. */
  11149. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11150. var _this = this;
  11151. if (mask === void 0) { mask = -1; }
  11152. // create an empty promise
  11153. var p = Promise.resolve(eventData);
  11154. // no observers? return this promise.
  11155. if (!this._observers.length) {
  11156. return p;
  11157. }
  11158. var state = this._eventState;
  11159. state.mask = mask;
  11160. state.target = target;
  11161. state.currentTarget = currentTarget;
  11162. state.skipNextObservers = false;
  11163. // execute one callback after another (not using Promise.all, the order is important)
  11164. this._observers.forEach(function (obs) {
  11165. if (state.skipNextObservers) {
  11166. return;
  11167. }
  11168. if (obs._willBeUnregistered) {
  11169. return;
  11170. }
  11171. if (obs.mask & mask) {
  11172. if (obs.scope) {
  11173. p = p.then(function (lastReturnedValue) {
  11174. state.lastReturnValue = lastReturnedValue;
  11175. return obs.callback.apply(obs.scope, [eventData, state]);
  11176. });
  11177. }
  11178. else {
  11179. p = p.then(function (lastReturnedValue) {
  11180. state.lastReturnValue = lastReturnedValue;
  11181. return obs.callback(eventData, state);
  11182. });
  11183. }
  11184. if (obs.unregisterOnNextCall) {
  11185. _this._deferUnregister(obs);
  11186. }
  11187. }
  11188. });
  11189. // return the eventData
  11190. return p.then(function () { return eventData; });
  11191. };
  11192. /**
  11193. * Notify a specific observer
  11194. * @param observer defines the observer to notify
  11195. * @param eventData defines the data to be sent to each callback
  11196. * @param mask is used to filter observers defaults to -1
  11197. */
  11198. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11199. if (mask === void 0) { mask = -1; }
  11200. var state = this._eventState;
  11201. state.mask = mask;
  11202. state.skipNextObservers = false;
  11203. observer.callback(eventData, state);
  11204. };
  11205. /**
  11206. * Gets a boolean indicating if the observable has at least one observer
  11207. * @returns true is the Observable has at least one Observer registered
  11208. */
  11209. Observable.prototype.hasObservers = function () {
  11210. return this._observers.length > 0;
  11211. };
  11212. /**
  11213. * Clear the list of observers
  11214. */
  11215. Observable.prototype.clear = function () {
  11216. this._observers = new Array();
  11217. this._onObserverAdded = null;
  11218. };
  11219. /**
  11220. * Clone the current observable
  11221. * @returns a new observable
  11222. */
  11223. Observable.prototype.clone = function () {
  11224. var result = new Observable();
  11225. result._observers = this._observers.slice(0);
  11226. return result;
  11227. };
  11228. /**
  11229. * Does this observable handles observer registered with a given mask
  11230. * @param mask defines the mask to be tested
  11231. * @return whether or not one observer registered with the given mask is handeled
  11232. **/
  11233. Observable.prototype.hasSpecificMask = function (mask) {
  11234. if (mask === void 0) { mask = -1; }
  11235. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11236. var obs = _a[_i];
  11237. if (obs.mask & mask || obs.mask === mask) {
  11238. return true;
  11239. }
  11240. }
  11241. return false;
  11242. };
  11243. return Observable;
  11244. }());
  11245. BABYLON.Observable = Observable;
  11246. })(BABYLON || (BABYLON = {}));
  11247. //# sourceMappingURL=babylon.observable.js.map
  11248. var BABYLON;
  11249. (function (BABYLON) {
  11250. /**
  11251. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11252. */
  11253. var SmartArray = /** @class */ (function () {
  11254. /**
  11255. * Instantiates a Smart Array.
  11256. * @param capacity defines the default capacity of the array.
  11257. */
  11258. function SmartArray(capacity) {
  11259. /**
  11260. * The active length of the array.
  11261. */
  11262. this.length = 0;
  11263. this.data = new Array(capacity);
  11264. this._id = SmartArray._GlobalId++;
  11265. }
  11266. /**
  11267. * Pushes a value at the end of the active data.
  11268. * @param value defines the object to push in the array.
  11269. */
  11270. SmartArray.prototype.push = function (value) {
  11271. this.data[this.length++] = value;
  11272. if (this.length > this.data.length) {
  11273. this.data.length *= 2;
  11274. }
  11275. };
  11276. /**
  11277. * Iterates over the active data and apply the lambda to them.
  11278. * @param func defines the action to apply on each value.
  11279. */
  11280. SmartArray.prototype.forEach = function (func) {
  11281. for (var index = 0; index < this.length; index++) {
  11282. func(this.data[index]);
  11283. }
  11284. };
  11285. /**
  11286. * Sorts the full sets of data.
  11287. * @param compareFn defines the comparison function to apply.
  11288. */
  11289. SmartArray.prototype.sort = function (compareFn) {
  11290. this.data.sort(compareFn);
  11291. };
  11292. /**
  11293. * Resets the active data to an empty array.
  11294. */
  11295. SmartArray.prototype.reset = function () {
  11296. this.length = 0;
  11297. };
  11298. /**
  11299. * Releases all the data from the array as well as the array.
  11300. */
  11301. SmartArray.prototype.dispose = function () {
  11302. this.reset();
  11303. if (this.data) {
  11304. this.data.length = 0;
  11305. this.data = [];
  11306. }
  11307. };
  11308. /**
  11309. * Concats the active data with a given array.
  11310. * @param array defines the data to concatenate with.
  11311. */
  11312. SmartArray.prototype.concat = function (array) {
  11313. if (array.length === 0) {
  11314. return;
  11315. }
  11316. if (this.length + array.length > this.data.length) {
  11317. this.data.length = (this.length + array.length) * 2;
  11318. }
  11319. for (var index = 0; index < array.length; index++) {
  11320. this.data[this.length++] = (array.data || array)[index];
  11321. }
  11322. };
  11323. /**
  11324. * Returns the position of a value in the active data.
  11325. * @param value defines the value to find the index for
  11326. * @returns the index if found in the active data otherwise -1
  11327. */
  11328. SmartArray.prototype.indexOf = function (value) {
  11329. var position = this.data.indexOf(value);
  11330. if (position >= this.length) {
  11331. return -1;
  11332. }
  11333. return position;
  11334. };
  11335. /**
  11336. * Returns whether an element is part of the active data.
  11337. * @param value defines the value to look for
  11338. * @returns true if found in the active data otherwise false
  11339. */
  11340. SmartArray.prototype.contains = function (value) {
  11341. return this.indexOf(value) !== -1;
  11342. };
  11343. // Statics
  11344. SmartArray._GlobalId = 0;
  11345. return SmartArray;
  11346. }());
  11347. BABYLON.SmartArray = SmartArray;
  11348. /**
  11349. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11350. * The data in this array can only be present once
  11351. */
  11352. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11353. __extends(SmartArrayNoDuplicate, _super);
  11354. function SmartArrayNoDuplicate() {
  11355. var _this = _super !== null && _super.apply(this, arguments) || this;
  11356. _this._duplicateId = 0;
  11357. return _this;
  11358. }
  11359. /**
  11360. * Pushes a value at the end of the active data.
  11361. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11362. * @param value defines the object to push in the array.
  11363. */
  11364. SmartArrayNoDuplicate.prototype.push = function (value) {
  11365. _super.prototype.push.call(this, value);
  11366. if (!value.__smartArrayFlags) {
  11367. value.__smartArrayFlags = {};
  11368. }
  11369. value.__smartArrayFlags[this._id] = this._duplicateId;
  11370. };
  11371. /**
  11372. * Pushes a value at the end of the active data.
  11373. * If the data is already present, it won t be added again
  11374. * @param value defines the object to push in the array.
  11375. * @returns true if added false if it was already present
  11376. */
  11377. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11378. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11379. return false;
  11380. }
  11381. this.push(value);
  11382. return true;
  11383. };
  11384. /**
  11385. * Resets the active data to an empty array.
  11386. */
  11387. SmartArrayNoDuplicate.prototype.reset = function () {
  11388. _super.prototype.reset.call(this);
  11389. this._duplicateId++;
  11390. };
  11391. /**
  11392. * Concats the active data with a given array.
  11393. * This ensures no dupplicate will be present in the result.
  11394. * @param array defines the data to concatenate with.
  11395. */
  11396. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11397. if (array.length === 0) {
  11398. return;
  11399. }
  11400. if (this.length + array.length > this.data.length) {
  11401. this.data.length = (this.length + array.length) * 2;
  11402. }
  11403. for (var index = 0; index < array.length; index++) {
  11404. var item = (array.data || array)[index];
  11405. this.pushNoDuplicate(item);
  11406. }
  11407. };
  11408. return SmartArrayNoDuplicate;
  11409. }(SmartArray));
  11410. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11411. })(BABYLON || (BABYLON = {}));
  11412. //# sourceMappingURL=babylon.smartArray.js.map
  11413. var BABYLON;
  11414. (function (BABYLON) {
  11415. var PromiseStates;
  11416. (function (PromiseStates) {
  11417. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11418. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11419. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11420. })(PromiseStates || (PromiseStates = {}));
  11421. var FulFillmentAgregator = /** @class */ (function () {
  11422. function FulFillmentAgregator() {
  11423. this.count = 0;
  11424. this.target = 0;
  11425. this.results = [];
  11426. }
  11427. return FulFillmentAgregator;
  11428. }());
  11429. var InternalPromise = /** @class */ (function () {
  11430. function InternalPromise(resolver) {
  11431. var _this = this;
  11432. this._state = PromiseStates.Pending;
  11433. this._children = new Array();
  11434. this._rejectWasConsumed = false;
  11435. if (!resolver) {
  11436. return;
  11437. }
  11438. try {
  11439. resolver(function (value) {
  11440. _this._resolve(value);
  11441. }, function (reason) {
  11442. _this._reject(reason);
  11443. });
  11444. }
  11445. catch (e) {
  11446. this._reject(e);
  11447. }
  11448. }
  11449. Object.defineProperty(InternalPromise.prototype, "_result", {
  11450. get: function () {
  11451. return this._resultValue;
  11452. },
  11453. set: function (value) {
  11454. this._resultValue = value;
  11455. if (this._parent && this._parent._result === undefined) {
  11456. this._parent._result = value;
  11457. }
  11458. },
  11459. enumerable: true,
  11460. configurable: true
  11461. });
  11462. InternalPromise.prototype.catch = function (onRejected) {
  11463. return this.then(undefined, onRejected);
  11464. };
  11465. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11466. var _this = this;
  11467. var newPromise = new InternalPromise();
  11468. newPromise._onFulfilled = onFulfilled;
  11469. newPromise._onRejected = onRejected;
  11470. // Composition
  11471. this._children.push(newPromise);
  11472. newPromise._parent = this;
  11473. if (this._state !== PromiseStates.Pending) {
  11474. BABYLON.Tools.SetImmediate(function () {
  11475. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11476. var returnedValue = newPromise._resolve(_this._result);
  11477. if (returnedValue !== undefined && returnedValue !== null) {
  11478. if (returnedValue._state !== undefined) {
  11479. var returnedPromise = returnedValue;
  11480. newPromise._children.push(returnedPromise);
  11481. returnedPromise._parent = newPromise;
  11482. newPromise = returnedPromise;
  11483. }
  11484. else {
  11485. newPromise._result = returnedValue;
  11486. }
  11487. }
  11488. }
  11489. else {
  11490. newPromise._reject(_this._reason);
  11491. }
  11492. });
  11493. }
  11494. return newPromise;
  11495. };
  11496. InternalPromise.prototype._moveChildren = function (children) {
  11497. var _this = this;
  11498. var _a;
  11499. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11500. this._children.forEach(function (child) {
  11501. child._parent = _this;
  11502. });
  11503. if (this._state === PromiseStates.Fulfilled) {
  11504. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11505. var child = _b[_i];
  11506. child._resolve(this._result);
  11507. }
  11508. }
  11509. else if (this._state === PromiseStates.Rejected) {
  11510. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11511. var child = _d[_c];
  11512. child._reject(this._reason);
  11513. }
  11514. }
  11515. };
  11516. InternalPromise.prototype._resolve = function (value) {
  11517. try {
  11518. this._state = PromiseStates.Fulfilled;
  11519. var returnedValue = null;
  11520. if (this._onFulfilled) {
  11521. returnedValue = this._onFulfilled(value);
  11522. }
  11523. if (returnedValue !== undefined && returnedValue !== null) {
  11524. if (returnedValue._state !== undefined) {
  11525. // Transmit children
  11526. var returnedPromise = returnedValue;
  11527. returnedPromise._parent = this;
  11528. returnedPromise._moveChildren(this._children);
  11529. value = returnedPromise._result;
  11530. }
  11531. else {
  11532. value = returnedValue;
  11533. }
  11534. }
  11535. this._result = value;
  11536. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11537. var child = _a[_i];
  11538. child._resolve(value);
  11539. }
  11540. this._children.length = 0;
  11541. delete this._onFulfilled;
  11542. delete this._onRejected;
  11543. }
  11544. catch (e) {
  11545. this._reject(e, true);
  11546. }
  11547. };
  11548. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11549. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11550. this._state = PromiseStates.Rejected;
  11551. this._reason = reason;
  11552. if (this._onRejected && !onLocalThrow) {
  11553. try {
  11554. this._onRejected(reason);
  11555. this._rejectWasConsumed = true;
  11556. }
  11557. catch (e) {
  11558. reason = e;
  11559. }
  11560. }
  11561. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11562. var child = _a[_i];
  11563. if (this._rejectWasConsumed) {
  11564. child._resolve(null);
  11565. }
  11566. else {
  11567. child._reject(reason);
  11568. }
  11569. }
  11570. this._children.length = 0;
  11571. delete this._onFulfilled;
  11572. delete this._onRejected;
  11573. };
  11574. InternalPromise.resolve = function (value) {
  11575. var newPromise = new InternalPromise();
  11576. newPromise._resolve(value);
  11577. return newPromise;
  11578. };
  11579. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11580. promise.then(function (value) {
  11581. agregator.results[index] = value;
  11582. agregator.count++;
  11583. if (agregator.count === agregator.target) {
  11584. agregator.rootPromise._resolve(agregator.results);
  11585. }
  11586. return null;
  11587. }, function (reason) {
  11588. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11589. agregator.rootPromise._reject(reason);
  11590. }
  11591. });
  11592. };
  11593. InternalPromise.all = function (promises) {
  11594. var newPromise = new InternalPromise();
  11595. var agregator = new FulFillmentAgregator();
  11596. agregator.target = promises.length;
  11597. agregator.rootPromise = newPromise;
  11598. if (promises.length) {
  11599. for (var index = 0; index < promises.length; index++) {
  11600. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11601. }
  11602. }
  11603. else {
  11604. newPromise._resolve([]);
  11605. }
  11606. return newPromise;
  11607. };
  11608. InternalPromise.race = function (promises) {
  11609. var newPromise = new InternalPromise();
  11610. if (promises.length) {
  11611. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11612. var promise = promises_1[_i];
  11613. promise.then(function (value) {
  11614. if (newPromise) {
  11615. newPromise._resolve(value);
  11616. newPromise = null;
  11617. }
  11618. return null;
  11619. }, function (reason) {
  11620. if (newPromise) {
  11621. newPromise._reject(reason);
  11622. newPromise = null;
  11623. }
  11624. });
  11625. }
  11626. }
  11627. return newPromise;
  11628. };
  11629. return InternalPromise;
  11630. }());
  11631. /**
  11632. * Helper class that provides a small promise polyfill
  11633. */
  11634. var PromisePolyfill = /** @class */ (function () {
  11635. function PromisePolyfill() {
  11636. }
  11637. /**
  11638. * Static function used to check if the polyfill is required
  11639. * If this is the case then the function will inject the polyfill to window.Promise
  11640. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11641. */
  11642. PromisePolyfill.Apply = function (force) {
  11643. if (force === void 0) { force = false; }
  11644. if (force || typeof Promise === 'undefined') {
  11645. var root = window;
  11646. root.Promise = InternalPromise;
  11647. }
  11648. };
  11649. return PromisePolyfill;
  11650. }());
  11651. BABYLON.PromisePolyfill = PromisePolyfill;
  11652. })(BABYLON || (BABYLON = {}));
  11653. //# sourceMappingURL=babylon.promise.js.map
  11654. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11655. var BABYLON;
  11656. (function (BABYLON) {
  11657. /**
  11658. * Helper class to push actions to a pool of workers.
  11659. */
  11660. var WorkerPool = /** @class */ (function () {
  11661. /**
  11662. * Constructor
  11663. * @param workers Array of workers to use for actions
  11664. */
  11665. function WorkerPool(workers) {
  11666. this._pendingActions = new Array();
  11667. this._workerInfos = workers.map(function (worker) { return ({
  11668. worker: worker,
  11669. active: false
  11670. }); });
  11671. }
  11672. /**
  11673. * Terminates all workers and clears any pending actions.
  11674. */
  11675. WorkerPool.prototype.dispose = function () {
  11676. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11677. var workerInfo = _a[_i];
  11678. workerInfo.worker.terminate();
  11679. }
  11680. delete this._workerInfos;
  11681. delete this._pendingActions;
  11682. };
  11683. /**
  11684. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11685. * pended until a worker has completed its action.
  11686. * @param action The action to perform. Call onComplete when the action is complete.
  11687. */
  11688. WorkerPool.prototype.push = function (action) {
  11689. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11690. var workerInfo = _a[_i];
  11691. if (!workerInfo.active) {
  11692. this._execute(workerInfo, action);
  11693. return;
  11694. }
  11695. }
  11696. this._pendingActions.push(action);
  11697. };
  11698. WorkerPool.prototype._execute = function (workerInfo, action) {
  11699. var _this = this;
  11700. workerInfo.active = true;
  11701. action(workerInfo.worker, function () {
  11702. workerInfo.active = false;
  11703. var nextAction = _this._pendingActions.shift();
  11704. if (nextAction) {
  11705. _this._execute(workerInfo, nextAction);
  11706. }
  11707. });
  11708. };
  11709. return WorkerPool;
  11710. }());
  11711. BABYLON.WorkerPool = WorkerPool;
  11712. })(BABYLON || (BABYLON = {}));
  11713. //# sourceMappingURL=babylon.workerPool.js.map
  11714. var BABYLON;
  11715. (function (BABYLON) {
  11716. /**
  11717. * @hidden
  11718. **/
  11719. var _AlphaState = /** @class */ (function () {
  11720. /**
  11721. * Initializes the state.
  11722. */
  11723. function _AlphaState() {
  11724. this._isAlphaBlendDirty = false;
  11725. this._isBlendFunctionParametersDirty = false;
  11726. this._isBlendEquationParametersDirty = false;
  11727. this._isBlendConstantsDirty = false;
  11728. this._alphaBlend = false;
  11729. this._blendFunctionParameters = new Array(4);
  11730. this._blendEquationParameters = new Array(2);
  11731. this._blendConstants = new Array(4);
  11732. this.reset();
  11733. }
  11734. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11735. get: function () {
  11736. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11737. },
  11738. enumerable: true,
  11739. configurable: true
  11740. });
  11741. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11742. get: function () {
  11743. return this._alphaBlend;
  11744. },
  11745. set: function (value) {
  11746. if (this._alphaBlend === value) {
  11747. return;
  11748. }
  11749. this._alphaBlend = value;
  11750. this._isAlphaBlendDirty = true;
  11751. },
  11752. enumerable: true,
  11753. configurable: true
  11754. });
  11755. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11756. if (this._blendConstants[0] === r &&
  11757. this._blendConstants[1] === g &&
  11758. this._blendConstants[2] === b &&
  11759. this._blendConstants[3] === a) {
  11760. return;
  11761. }
  11762. this._blendConstants[0] = r;
  11763. this._blendConstants[1] = g;
  11764. this._blendConstants[2] = b;
  11765. this._blendConstants[3] = a;
  11766. this._isBlendConstantsDirty = true;
  11767. };
  11768. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11769. if (this._blendFunctionParameters[0] === value0 &&
  11770. this._blendFunctionParameters[1] === value1 &&
  11771. this._blendFunctionParameters[2] === value2 &&
  11772. this._blendFunctionParameters[3] === value3) {
  11773. return;
  11774. }
  11775. this._blendFunctionParameters[0] = value0;
  11776. this._blendFunctionParameters[1] = value1;
  11777. this._blendFunctionParameters[2] = value2;
  11778. this._blendFunctionParameters[3] = value3;
  11779. this._isBlendFunctionParametersDirty = true;
  11780. };
  11781. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11782. if (this._blendEquationParameters[0] === rgb &&
  11783. this._blendEquationParameters[1] === alpha) {
  11784. return;
  11785. }
  11786. this._blendEquationParameters[0] = rgb;
  11787. this._blendEquationParameters[1] = alpha;
  11788. this._isBlendEquationParametersDirty = true;
  11789. };
  11790. _AlphaState.prototype.reset = function () {
  11791. this._alphaBlend = false;
  11792. this._blendFunctionParameters[0] = null;
  11793. this._blendFunctionParameters[1] = null;
  11794. this._blendFunctionParameters[2] = null;
  11795. this._blendFunctionParameters[3] = null;
  11796. this._blendEquationParameters[0] = null;
  11797. this._blendEquationParameters[1] = null;
  11798. this._blendConstants[0] = null;
  11799. this._blendConstants[1] = null;
  11800. this._blendConstants[2] = null;
  11801. this._blendConstants[3] = null;
  11802. this._isAlphaBlendDirty = true;
  11803. this._isBlendFunctionParametersDirty = false;
  11804. this._isBlendEquationParametersDirty = false;
  11805. this._isBlendConstantsDirty = false;
  11806. };
  11807. _AlphaState.prototype.apply = function (gl) {
  11808. if (!this.isDirty) {
  11809. return;
  11810. }
  11811. // Alpha blend
  11812. if (this._isAlphaBlendDirty) {
  11813. if (this._alphaBlend) {
  11814. gl.enable(gl.BLEND);
  11815. }
  11816. else {
  11817. gl.disable(gl.BLEND);
  11818. }
  11819. this._isAlphaBlendDirty = false;
  11820. }
  11821. // Alpha function
  11822. if (this._isBlendFunctionParametersDirty) {
  11823. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11824. this._isBlendFunctionParametersDirty = false;
  11825. }
  11826. // Alpha equation
  11827. if (this._isBlendEquationParametersDirty) {
  11828. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11829. this._isBlendEquationParametersDirty = false;
  11830. }
  11831. // Constants
  11832. if (this._isBlendConstantsDirty) {
  11833. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11834. this._isBlendConstantsDirty = false;
  11835. }
  11836. };
  11837. return _AlphaState;
  11838. }());
  11839. BABYLON._AlphaState = _AlphaState;
  11840. })(BABYLON || (BABYLON = {}));
  11841. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11842. var BABYLON;
  11843. (function (BABYLON) {
  11844. /**
  11845. * @hidden
  11846. **/
  11847. var _DepthCullingState = /** @class */ (function () {
  11848. /**
  11849. * Initializes the state.
  11850. */
  11851. function _DepthCullingState() {
  11852. this._isDepthTestDirty = false;
  11853. this._isDepthMaskDirty = false;
  11854. this._isDepthFuncDirty = false;
  11855. this._isCullFaceDirty = false;
  11856. this._isCullDirty = false;
  11857. this._isZOffsetDirty = false;
  11858. this._isFrontFaceDirty = false;
  11859. this.reset();
  11860. }
  11861. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11862. get: function () {
  11863. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11864. },
  11865. enumerable: true,
  11866. configurable: true
  11867. });
  11868. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11869. get: function () {
  11870. return this._zOffset;
  11871. },
  11872. set: function (value) {
  11873. if (this._zOffset === value) {
  11874. return;
  11875. }
  11876. this._zOffset = value;
  11877. this._isZOffsetDirty = true;
  11878. },
  11879. enumerable: true,
  11880. configurable: true
  11881. });
  11882. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11883. get: function () {
  11884. return this._cullFace;
  11885. },
  11886. set: function (value) {
  11887. if (this._cullFace === value) {
  11888. return;
  11889. }
  11890. this._cullFace = value;
  11891. this._isCullFaceDirty = true;
  11892. },
  11893. enumerable: true,
  11894. configurable: true
  11895. });
  11896. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11897. get: function () {
  11898. return this._cull;
  11899. },
  11900. set: function (value) {
  11901. if (this._cull === value) {
  11902. return;
  11903. }
  11904. this._cull = value;
  11905. this._isCullDirty = true;
  11906. },
  11907. enumerable: true,
  11908. configurable: true
  11909. });
  11910. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11911. get: function () {
  11912. return this._depthFunc;
  11913. },
  11914. set: function (value) {
  11915. if (this._depthFunc === value) {
  11916. return;
  11917. }
  11918. this._depthFunc = value;
  11919. this._isDepthFuncDirty = true;
  11920. },
  11921. enumerable: true,
  11922. configurable: true
  11923. });
  11924. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11925. get: function () {
  11926. return this._depthMask;
  11927. },
  11928. set: function (value) {
  11929. if (this._depthMask === value) {
  11930. return;
  11931. }
  11932. this._depthMask = value;
  11933. this._isDepthMaskDirty = true;
  11934. },
  11935. enumerable: true,
  11936. configurable: true
  11937. });
  11938. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11939. get: function () {
  11940. return this._depthTest;
  11941. },
  11942. set: function (value) {
  11943. if (this._depthTest === value) {
  11944. return;
  11945. }
  11946. this._depthTest = value;
  11947. this._isDepthTestDirty = true;
  11948. },
  11949. enumerable: true,
  11950. configurable: true
  11951. });
  11952. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11953. get: function () {
  11954. return this._frontFace;
  11955. },
  11956. set: function (value) {
  11957. if (this._frontFace === value) {
  11958. return;
  11959. }
  11960. this._frontFace = value;
  11961. this._isFrontFaceDirty = true;
  11962. },
  11963. enumerable: true,
  11964. configurable: true
  11965. });
  11966. _DepthCullingState.prototype.reset = function () {
  11967. this._depthMask = true;
  11968. this._depthTest = true;
  11969. this._depthFunc = null;
  11970. this._cullFace = null;
  11971. this._cull = null;
  11972. this._zOffset = 0;
  11973. this._frontFace = null;
  11974. this._isDepthTestDirty = true;
  11975. this._isDepthMaskDirty = true;
  11976. this._isDepthFuncDirty = false;
  11977. this._isCullFaceDirty = false;
  11978. this._isCullDirty = false;
  11979. this._isZOffsetDirty = false;
  11980. this._isFrontFaceDirty = false;
  11981. };
  11982. _DepthCullingState.prototype.apply = function (gl) {
  11983. if (!this.isDirty) {
  11984. return;
  11985. }
  11986. // Cull
  11987. if (this._isCullDirty) {
  11988. if (this.cull) {
  11989. gl.enable(gl.CULL_FACE);
  11990. }
  11991. else {
  11992. gl.disable(gl.CULL_FACE);
  11993. }
  11994. this._isCullDirty = false;
  11995. }
  11996. // Cull face
  11997. if (this._isCullFaceDirty) {
  11998. gl.cullFace(this.cullFace);
  11999. this._isCullFaceDirty = false;
  12000. }
  12001. // Depth mask
  12002. if (this._isDepthMaskDirty) {
  12003. gl.depthMask(this.depthMask);
  12004. this._isDepthMaskDirty = false;
  12005. }
  12006. // Depth test
  12007. if (this._isDepthTestDirty) {
  12008. if (this.depthTest) {
  12009. gl.enable(gl.DEPTH_TEST);
  12010. }
  12011. else {
  12012. gl.disable(gl.DEPTH_TEST);
  12013. }
  12014. this._isDepthTestDirty = false;
  12015. }
  12016. // Depth func
  12017. if (this._isDepthFuncDirty) {
  12018. gl.depthFunc(this.depthFunc);
  12019. this._isDepthFuncDirty = false;
  12020. }
  12021. // zOffset
  12022. if (this._isZOffsetDirty) {
  12023. if (this.zOffset) {
  12024. gl.enable(gl.POLYGON_OFFSET_FILL);
  12025. gl.polygonOffset(this.zOffset, 0);
  12026. }
  12027. else {
  12028. gl.disable(gl.POLYGON_OFFSET_FILL);
  12029. }
  12030. this._isZOffsetDirty = false;
  12031. }
  12032. // Front face
  12033. if (this._isFrontFaceDirty) {
  12034. gl.frontFace(this.frontFace);
  12035. this._isFrontFaceDirty = false;
  12036. }
  12037. };
  12038. return _DepthCullingState;
  12039. }());
  12040. BABYLON._DepthCullingState = _DepthCullingState;
  12041. })(BABYLON || (BABYLON = {}));
  12042. //# sourceMappingURL=babylon.depthCullingState.js.map
  12043. var BABYLON;
  12044. (function (BABYLON) {
  12045. /**
  12046. * @hidden
  12047. **/
  12048. var _StencilState = /** @class */ (function () {
  12049. function _StencilState() {
  12050. this._isStencilTestDirty = false;
  12051. this._isStencilMaskDirty = false;
  12052. this._isStencilFuncDirty = false;
  12053. this._isStencilOpDirty = false;
  12054. this.reset();
  12055. }
  12056. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12057. get: function () {
  12058. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12059. },
  12060. enumerable: true,
  12061. configurable: true
  12062. });
  12063. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12064. get: function () {
  12065. return this._stencilFunc;
  12066. },
  12067. set: function (value) {
  12068. if (this._stencilFunc === value) {
  12069. return;
  12070. }
  12071. this._stencilFunc = value;
  12072. this._isStencilFuncDirty = true;
  12073. },
  12074. enumerable: true,
  12075. configurable: true
  12076. });
  12077. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12078. get: function () {
  12079. return this._stencilFuncRef;
  12080. },
  12081. set: function (value) {
  12082. if (this._stencilFuncRef === value) {
  12083. return;
  12084. }
  12085. this._stencilFuncRef = value;
  12086. this._isStencilFuncDirty = true;
  12087. },
  12088. enumerable: true,
  12089. configurable: true
  12090. });
  12091. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12092. get: function () {
  12093. return this._stencilFuncMask;
  12094. },
  12095. set: function (value) {
  12096. if (this._stencilFuncMask === value) {
  12097. return;
  12098. }
  12099. this._stencilFuncMask = value;
  12100. this._isStencilFuncDirty = true;
  12101. },
  12102. enumerable: true,
  12103. configurable: true
  12104. });
  12105. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12106. get: function () {
  12107. return this._stencilOpStencilFail;
  12108. },
  12109. set: function (value) {
  12110. if (this._stencilOpStencilFail === value) {
  12111. return;
  12112. }
  12113. this._stencilOpStencilFail = value;
  12114. this._isStencilOpDirty = true;
  12115. },
  12116. enumerable: true,
  12117. configurable: true
  12118. });
  12119. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12120. get: function () {
  12121. return this._stencilOpDepthFail;
  12122. },
  12123. set: function (value) {
  12124. if (this._stencilOpDepthFail === value) {
  12125. return;
  12126. }
  12127. this._stencilOpDepthFail = value;
  12128. this._isStencilOpDirty = true;
  12129. },
  12130. enumerable: true,
  12131. configurable: true
  12132. });
  12133. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12134. get: function () {
  12135. return this._stencilOpStencilDepthPass;
  12136. },
  12137. set: function (value) {
  12138. if (this._stencilOpStencilDepthPass === value) {
  12139. return;
  12140. }
  12141. this._stencilOpStencilDepthPass = value;
  12142. this._isStencilOpDirty = true;
  12143. },
  12144. enumerable: true,
  12145. configurable: true
  12146. });
  12147. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12148. get: function () {
  12149. return this._stencilMask;
  12150. },
  12151. set: function (value) {
  12152. if (this._stencilMask === value) {
  12153. return;
  12154. }
  12155. this._stencilMask = value;
  12156. this._isStencilMaskDirty = true;
  12157. },
  12158. enumerable: true,
  12159. configurable: true
  12160. });
  12161. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12162. get: function () {
  12163. return this._stencilTest;
  12164. },
  12165. set: function (value) {
  12166. if (this._stencilTest === value) {
  12167. return;
  12168. }
  12169. this._stencilTest = value;
  12170. this._isStencilTestDirty = true;
  12171. },
  12172. enumerable: true,
  12173. configurable: true
  12174. });
  12175. _StencilState.prototype.reset = function () {
  12176. this._stencilTest = false;
  12177. this._stencilMask = 0xFF;
  12178. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12179. this._stencilFuncRef = 1;
  12180. this._stencilFuncMask = 0xFF;
  12181. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12182. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12183. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12184. this._isStencilTestDirty = true;
  12185. this._isStencilMaskDirty = true;
  12186. this._isStencilFuncDirty = true;
  12187. this._isStencilOpDirty = true;
  12188. };
  12189. _StencilState.prototype.apply = function (gl) {
  12190. if (!this.isDirty) {
  12191. return;
  12192. }
  12193. // Stencil test
  12194. if (this._isStencilTestDirty) {
  12195. if (this.stencilTest) {
  12196. gl.enable(gl.STENCIL_TEST);
  12197. }
  12198. else {
  12199. gl.disable(gl.STENCIL_TEST);
  12200. }
  12201. this._isStencilTestDirty = false;
  12202. }
  12203. // Stencil mask
  12204. if (this._isStencilMaskDirty) {
  12205. gl.stencilMask(this.stencilMask);
  12206. this._isStencilMaskDirty = false;
  12207. }
  12208. // Stencil func
  12209. if (this._isStencilFuncDirty) {
  12210. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12211. this._isStencilFuncDirty = false;
  12212. }
  12213. // Stencil op
  12214. if (this._isStencilOpDirty) {
  12215. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12216. this._isStencilOpDirty = false;
  12217. }
  12218. };
  12219. return _StencilState;
  12220. }());
  12221. BABYLON._StencilState = _StencilState;
  12222. })(BABYLON || (BABYLON = {}));
  12223. //# sourceMappingURL=babylon.stencilState.js.map
  12224. var __assign = (this && this.__assign) || function () {
  12225. __assign = Object.assign || function(t) {
  12226. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12227. s = arguments[i];
  12228. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12229. t[p] = s[p];
  12230. }
  12231. return t;
  12232. };
  12233. return __assign.apply(this, arguments);
  12234. };
  12235. var BABYLON;
  12236. (function (BABYLON) {
  12237. /**
  12238. * Keeps track of all the buffer info used in engine.
  12239. */
  12240. var BufferPointer = /** @class */ (function () {
  12241. function BufferPointer() {
  12242. }
  12243. return BufferPointer;
  12244. }());
  12245. /**
  12246. * Interface for attribute information associated with buffer instanciation
  12247. */
  12248. var InstancingAttributeInfo = /** @class */ (function () {
  12249. function InstancingAttributeInfo() {
  12250. }
  12251. return InstancingAttributeInfo;
  12252. }());
  12253. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12254. /**
  12255. * Define options used to create a render target texture
  12256. */
  12257. var RenderTargetCreationOptions = /** @class */ (function () {
  12258. function RenderTargetCreationOptions() {
  12259. }
  12260. return RenderTargetCreationOptions;
  12261. }());
  12262. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12263. /**
  12264. * Define options used to create a depth texture
  12265. */
  12266. var DepthTextureCreationOptions = /** @class */ (function () {
  12267. function DepthTextureCreationOptions() {
  12268. }
  12269. return DepthTextureCreationOptions;
  12270. }());
  12271. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12272. /**
  12273. * Class used to describe the capabilities of the engine relatively to the current browser
  12274. */
  12275. var EngineCapabilities = /** @class */ (function () {
  12276. function EngineCapabilities() {
  12277. }
  12278. return EngineCapabilities;
  12279. }());
  12280. BABYLON.EngineCapabilities = EngineCapabilities;
  12281. /**
  12282. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12283. */
  12284. var Engine = /** @class */ (function () {
  12285. /**
  12286. * Creates a new engine
  12287. * @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
  12288. * @param antialias defines enable antialiasing (default: false)
  12289. * @param options defines further options to be sent to the getContext() function
  12290. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12291. */
  12292. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12293. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12294. var _this = this;
  12295. // Public members
  12296. /**
  12297. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12298. */
  12299. this.forcePOTTextures = false;
  12300. /**
  12301. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12302. */
  12303. this.isFullscreen = false;
  12304. /**
  12305. * Gets a boolean indicating if the pointer is currently locked
  12306. */
  12307. this.isPointerLock = false;
  12308. /**
  12309. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12310. */
  12311. this.cullBackFaces = true;
  12312. /**
  12313. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12314. */
  12315. this.renderEvenInBackground = true;
  12316. /**
  12317. * Gets or sets a boolean indicating that cache can be kept between frames
  12318. */
  12319. this.preventCacheWipeBetweenFrames = false;
  12320. /**
  12321. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12322. **/
  12323. this.enableOfflineSupport = false;
  12324. /**
  12325. * 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)
  12326. **/
  12327. this.disableManifestCheck = false;
  12328. /**
  12329. * Gets the list of created scenes
  12330. */
  12331. this.scenes = new Array();
  12332. /**
  12333. * Gets the list of created postprocesses
  12334. */
  12335. this.postProcesses = new Array();
  12336. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12337. this.validateShaderPrograms = false;
  12338. // Observables
  12339. /**
  12340. * Observable event triggered each time the rendering canvas is resized
  12341. */
  12342. this.onResizeObservable = new BABYLON.Observable();
  12343. /**
  12344. * Observable event triggered each time the canvas loses focus
  12345. */
  12346. this.onCanvasBlurObservable = new BABYLON.Observable();
  12347. /**
  12348. * Observable event triggered each time the canvas gains focus
  12349. */
  12350. this.onCanvasFocusObservable = new BABYLON.Observable();
  12351. /**
  12352. * Observable event triggered each time the canvas receives pointerout event
  12353. */
  12354. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12355. /**
  12356. * Observable event triggered before each texture is initialized
  12357. */
  12358. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12359. //WebVR
  12360. this._vrDisplay = undefined;
  12361. this._vrSupported = false;
  12362. this._vrExclusivePointerMode = false;
  12363. // Uniform buffers list
  12364. /**
  12365. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12366. */
  12367. this.disableUniformBuffers = false;
  12368. /** @hidden */
  12369. this._uniformBuffers = new Array();
  12370. // Observables
  12371. /**
  12372. * Observable raised when the engine begins a new frame
  12373. */
  12374. this.onBeginFrameObservable = new BABYLON.Observable();
  12375. /**
  12376. * If set, will be used to request the next animation frame for the render loop
  12377. */
  12378. this.customAnimationFrameRequester = null;
  12379. /**
  12380. * Observable raised when the engine ends the current frame
  12381. */
  12382. this.onEndFrameObservable = new BABYLON.Observable();
  12383. /**
  12384. * Observable raised when the engine is about to compile a shader
  12385. */
  12386. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12387. /**
  12388. * Observable raised when the engine has jsut compiled a shader
  12389. */
  12390. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12391. this._windowIsBackground = false;
  12392. this._webGLVersion = 1.0;
  12393. /** @hidden */
  12394. this._badOS = false;
  12395. /** @hidden */
  12396. this._badDesktopOS = false;
  12397. /**
  12398. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12399. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12400. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12401. */
  12402. this.disableTextureBindingOptimization = false;
  12403. /**
  12404. * Observable signaled when VR display mode changes
  12405. */
  12406. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12407. /**
  12408. * Observable signaled when VR request present is complete
  12409. */
  12410. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12411. /**
  12412. * Observable signaled when VR request present starts
  12413. */
  12414. this.onVRRequestPresentStart = new BABYLON.Observable();
  12415. this._colorWrite = true;
  12416. /** @hidden */
  12417. this._drawCalls = new BABYLON.PerfCounter();
  12418. /** @hidden */
  12419. this._textureCollisions = new BABYLON.PerfCounter();
  12420. this._renderingQueueLaunched = false;
  12421. this._activeRenderLoops = new Array();
  12422. // Deterministic lockstepMaxSteps
  12423. this._deterministicLockstep = false;
  12424. this._lockstepMaxSteps = 4;
  12425. // Lost context
  12426. /**
  12427. * Observable signaled when a context lost event is raised
  12428. */
  12429. this.onContextLostObservable = new BABYLON.Observable();
  12430. /**
  12431. * Observable signaled when a context restored event is raised
  12432. */
  12433. this.onContextRestoredObservable = new BABYLON.Observable();
  12434. this._contextWasLost = false;
  12435. this._doNotHandleContextLost = false;
  12436. // FPS
  12437. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12438. this._fps = 60;
  12439. this._deltaTime = 0;
  12440. /**
  12441. * Turn this value on if you want to pause FPS computation when in background
  12442. */
  12443. this.disablePerformanceMonitorInBackground = false;
  12444. // States
  12445. /** @hidden */
  12446. this._depthCullingState = new BABYLON._DepthCullingState();
  12447. /** @hidden */
  12448. this._stencilState = new BABYLON._StencilState();
  12449. /** @hidden */
  12450. this._alphaState = new BABYLON._AlphaState();
  12451. /** @hidden */
  12452. this._alphaMode = Engine.ALPHA_DISABLE;
  12453. // Cache
  12454. this._internalTexturesCache = new Array();
  12455. /** @hidden */
  12456. this._activeChannel = 0;
  12457. this._currentTextureChannel = -1;
  12458. /** @hidden */
  12459. this._boundTexturesCache = {};
  12460. this._compiledEffects = {};
  12461. this._vertexAttribArraysEnabled = [];
  12462. this._uintIndicesCurrentlySet = false;
  12463. this._currentBoundBuffer = new Array();
  12464. /** @hidden */
  12465. this._currentFramebuffer = null;
  12466. this._currentBufferPointers = new Array();
  12467. this._currentInstanceLocations = new Array();
  12468. this._currentInstanceBuffers = new Array();
  12469. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12470. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12471. this._vaoRecordInProgress = false;
  12472. this._mustWipeVertexAttributes = false;
  12473. this._nextFreeTextureSlots = new Array();
  12474. this._maxSimultaneousTextures = 0;
  12475. this._activeRequests = new Array();
  12476. // Hardware supported Compressed Textures
  12477. this._texturesSupported = new Array();
  12478. /**
  12479. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12480. */
  12481. this.premultipliedAlpha = true;
  12482. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12483. this._onVRFullScreenTriggered = function () {
  12484. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12485. //get the old size before we change
  12486. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12487. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12488. //get the width and height, change the render size
  12489. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12490. _this.setHardwareScalingLevel(1);
  12491. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12492. }
  12493. else {
  12494. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12495. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12496. }
  12497. };
  12498. this._unpackFlipYCached = null;
  12499. /**
  12500. * In case you are sharing the context with other applications, it might
  12501. * be interested to not cache the unpack flip y state to ensure a consistent
  12502. * value would be set.
  12503. */
  12504. this.enableUnpackFlipYCached = true;
  12505. this._boundUniforms = {};
  12506. // Register promises
  12507. BABYLON.PromisePolyfill.Apply();
  12508. var canvas = null;
  12509. Engine.Instances.push(this);
  12510. if (!canvasOrContext) {
  12511. return;
  12512. }
  12513. options = options || {};
  12514. if (canvasOrContext.getContext) {
  12515. canvas = canvasOrContext;
  12516. this._renderingCanvas = canvas;
  12517. if (antialias != null) {
  12518. options.antialias = antialias;
  12519. }
  12520. if (options.deterministicLockstep === undefined) {
  12521. options.deterministicLockstep = false;
  12522. }
  12523. if (options.lockstepMaxSteps === undefined) {
  12524. options.lockstepMaxSteps = 4;
  12525. }
  12526. if (options.preserveDrawingBuffer === undefined) {
  12527. options.preserveDrawingBuffer = false;
  12528. }
  12529. if (options.audioEngine === undefined) {
  12530. options.audioEngine = true;
  12531. }
  12532. if (options.stencil === undefined) {
  12533. options.stencil = true;
  12534. }
  12535. if (options.premultipliedAlpha === false) {
  12536. this.premultipliedAlpha = false;
  12537. }
  12538. this._deterministicLockstep = options.deterministicLockstep;
  12539. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12540. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12541. // Exceptions
  12542. if (navigator && navigator.userAgent) {
  12543. var ua = navigator.userAgent;
  12544. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12545. var exception = _a[_i];
  12546. var key = exception.key;
  12547. var targets = exception.targets;
  12548. if (ua.indexOf(key) > -1) {
  12549. if (exception.capture && exception.captureConstraint) {
  12550. var capture = exception.capture;
  12551. var constraint = exception.captureConstraint;
  12552. var regex = new RegExp(capture);
  12553. var matches = regex.exec(ua);
  12554. if (matches && matches.length > 0) {
  12555. var capturedValue = parseInt(matches[matches.length - 1]);
  12556. if (capturedValue >= constraint) {
  12557. continue;
  12558. }
  12559. }
  12560. }
  12561. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12562. var target = targets_1[_b];
  12563. switch (target) {
  12564. case "uniformBuffer":
  12565. this.disableUniformBuffers = true;
  12566. break;
  12567. case "textureBindingOptimization":
  12568. this.disableTextureBindingOptimization = true;
  12569. break;
  12570. }
  12571. }
  12572. }
  12573. }
  12574. }
  12575. // GL
  12576. if (!options.disableWebGL2Support) {
  12577. try {
  12578. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12579. if (this._gl) {
  12580. this._webGLVersion = 2.0;
  12581. // Prevent weird browsers to lie :-)
  12582. if (!this._gl.deleteQuery) {
  12583. this._webGLVersion = 1.0;
  12584. }
  12585. }
  12586. }
  12587. catch (e) {
  12588. // Do nothing
  12589. }
  12590. }
  12591. if (!this._gl) {
  12592. if (!canvas) {
  12593. throw new Error("The provided canvas is null or undefined.");
  12594. }
  12595. try {
  12596. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12597. }
  12598. catch (e) {
  12599. throw new Error("WebGL not supported");
  12600. }
  12601. }
  12602. if (!this._gl) {
  12603. throw new Error("WebGL not supported");
  12604. }
  12605. this._onCanvasFocus = function () {
  12606. _this.onCanvasFocusObservable.notifyObservers(_this);
  12607. };
  12608. this._onCanvasBlur = function () {
  12609. _this.onCanvasBlurObservable.notifyObservers(_this);
  12610. };
  12611. canvas.addEventListener("focus", this._onCanvasFocus);
  12612. canvas.addEventListener("blur", this._onCanvasBlur);
  12613. this._onBlur = function () {
  12614. if (_this.disablePerformanceMonitorInBackground) {
  12615. _this._performanceMonitor.disable();
  12616. }
  12617. _this._windowIsBackground = true;
  12618. };
  12619. this._onFocus = function () {
  12620. if (_this.disablePerformanceMonitorInBackground) {
  12621. _this._performanceMonitor.enable();
  12622. }
  12623. _this._windowIsBackground = false;
  12624. };
  12625. this._onCanvasPointerOut = function (ev) {
  12626. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12627. };
  12628. if (BABYLON.Tools.IsWindowObjectExist()) {
  12629. window.addEventListener("blur", this._onBlur);
  12630. window.addEventListener("focus", this._onFocus);
  12631. }
  12632. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12633. // Context lost
  12634. if (!this._doNotHandleContextLost) {
  12635. this._onContextLost = function (evt) {
  12636. evt.preventDefault();
  12637. _this._contextWasLost = true;
  12638. BABYLON.Tools.Warn("WebGL context lost.");
  12639. _this.onContextLostObservable.notifyObservers(_this);
  12640. };
  12641. this._onContextRestored = function (evt) {
  12642. // Adding a timeout to avoid race condition at browser level
  12643. setTimeout(function () {
  12644. // Rebuild gl context
  12645. _this._initGLContext();
  12646. // Rebuild effects
  12647. _this._rebuildEffects();
  12648. // Rebuild textures
  12649. _this._rebuildInternalTextures();
  12650. // Rebuild buffers
  12651. _this._rebuildBuffers();
  12652. // Cache
  12653. _this.wipeCaches(true);
  12654. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12655. _this.onContextRestoredObservable.notifyObservers(_this);
  12656. _this._contextWasLost = false;
  12657. }, 0);
  12658. };
  12659. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12660. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12661. }
  12662. }
  12663. else {
  12664. this._gl = canvasOrContext;
  12665. this._renderingCanvas = this._gl.canvas;
  12666. if (this._gl.renderbufferStorageMultisample) {
  12667. this._webGLVersion = 2.0;
  12668. }
  12669. var attributes = this._gl.getContextAttributes();
  12670. if (attributes) {
  12671. options.stencil = attributes.stencil;
  12672. }
  12673. }
  12674. // Viewport
  12675. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12676. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12677. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12678. this.resize();
  12679. this._isStencilEnable = options.stencil ? true : false;
  12680. this._initGLContext();
  12681. if (canvas) {
  12682. // Fullscreen
  12683. this._onFullscreenChange = function () {
  12684. if (document.fullscreen !== undefined) {
  12685. _this.isFullscreen = document.fullscreen;
  12686. }
  12687. else if (document.mozFullScreen !== undefined) {
  12688. _this.isFullscreen = document.mozFullScreen;
  12689. }
  12690. else if (document.webkitIsFullScreen !== undefined) {
  12691. _this.isFullscreen = document.webkitIsFullScreen;
  12692. }
  12693. else if (document.msIsFullScreen !== undefined) {
  12694. _this.isFullscreen = document.msIsFullScreen;
  12695. }
  12696. // Pointer lock
  12697. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12698. canvas.requestPointerLock = canvas.requestPointerLock ||
  12699. canvas.msRequestPointerLock ||
  12700. canvas.mozRequestPointerLock ||
  12701. canvas.webkitRequestPointerLock;
  12702. if (canvas.requestPointerLock) {
  12703. canvas.requestPointerLock();
  12704. }
  12705. }
  12706. };
  12707. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12708. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12709. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12710. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12711. // Pointer lock
  12712. this._onPointerLockChange = function () {
  12713. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12714. document.webkitPointerLockElement === canvas ||
  12715. document.msPointerLockElement === canvas ||
  12716. document.pointerLockElement === canvas);
  12717. };
  12718. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12719. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12720. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12721. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12722. this._onVRDisplayPointerRestricted = function () {
  12723. if (canvas) {
  12724. canvas.requestPointerLock();
  12725. }
  12726. };
  12727. this._onVRDisplayPointerUnrestricted = function () {
  12728. document.exitPointerLock();
  12729. };
  12730. if (BABYLON.Tools.IsWindowObjectExist()) {
  12731. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12732. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12733. }
  12734. }
  12735. // Create Audio Engine if needed.
  12736. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12737. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12738. }
  12739. // Prepare buffer pointers
  12740. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12741. this._currentBufferPointers[i] = new BufferPointer();
  12742. }
  12743. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12744. // Load WebVR Devices
  12745. if (options.autoEnableWebVR) {
  12746. this.initWebVR();
  12747. }
  12748. // Detect if we are running on a faulty buggy OS.
  12749. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12750. // Detect if we are running on a faulty buggy desktop OS.
  12751. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12752. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12753. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12754. }
  12755. Object.defineProperty(Engine, "LastCreatedEngine", {
  12756. /**
  12757. * Gets the latest created engine
  12758. */
  12759. get: function () {
  12760. if (Engine.Instances.length === 0) {
  12761. return null;
  12762. }
  12763. return Engine.Instances[Engine.Instances.length - 1];
  12764. },
  12765. enumerable: true,
  12766. configurable: true
  12767. });
  12768. Object.defineProperty(Engine, "LastCreatedScene", {
  12769. /**
  12770. * Gets the latest created scene
  12771. */
  12772. get: function () {
  12773. var lastCreatedEngine = Engine.LastCreatedEngine;
  12774. if (!lastCreatedEngine) {
  12775. return null;
  12776. }
  12777. if (lastCreatedEngine.scenes.length === 0) {
  12778. return null;
  12779. }
  12780. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12781. },
  12782. enumerable: true,
  12783. configurable: true
  12784. });
  12785. /**
  12786. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12787. * @param flag defines which part of the materials must be marked as dirty
  12788. * @param predicate defines a predicate used to filter which materials should be affected
  12789. */
  12790. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12791. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12792. var engine = Engine.Instances[engineIndex];
  12793. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12794. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12795. }
  12796. }
  12797. };
  12798. Object.defineProperty(Engine, "Version", {
  12799. /**
  12800. * Returns the current version of the framework
  12801. */
  12802. get: function () {
  12803. return "4.0.0-alpha.6";
  12804. },
  12805. enumerable: true,
  12806. configurable: true
  12807. });
  12808. Object.defineProperty(Engine.prototype, "description", {
  12809. /**
  12810. * Returns a string describing the current engine
  12811. */
  12812. get: function () {
  12813. var description = "WebGL" + this.webGLVersion;
  12814. if (this._caps.parallelShaderCompile) {
  12815. description += " - Parallel shader compilation";
  12816. }
  12817. return description;
  12818. },
  12819. enumerable: true,
  12820. configurable: true
  12821. });
  12822. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12823. /**
  12824. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12825. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12826. */
  12827. get: function () {
  12828. return this._vrExclusivePointerMode;
  12829. },
  12830. enumerable: true,
  12831. configurable: true
  12832. });
  12833. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12834. /**
  12835. * Gets a boolean indicating that the engine supports uniform buffers
  12836. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12837. */
  12838. get: function () {
  12839. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12840. },
  12841. enumerable: true,
  12842. configurable: true
  12843. });
  12844. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12845. /**
  12846. * Gets a boolean indicating that only power of 2 textures are supported
  12847. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12848. */
  12849. get: function () {
  12850. return this._webGLVersion < 2 || this.forcePOTTextures;
  12851. },
  12852. enumerable: true,
  12853. configurable: true
  12854. });
  12855. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12856. /**
  12857. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12858. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12859. */
  12860. get: function () {
  12861. return this._doNotHandleContextLost;
  12862. },
  12863. set: function (value) {
  12864. this._doNotHandleContextLost = value;
  12865. },
  12866. enumerable: true,
  12867. configurable: true
  12868. });
  12869. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12870. /**
  12871. * Gets the performance monitor attached to this engine
  12872. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12873. */
  12874. get: function () {
  12875. return this._performanceMonitor;
  12876. },
  12877. enumerable: true,
  12878. configurable: true
  12879. });
  12880. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12881. /**
  12882. * Gets the list of texture formats supported
  12883. */
  12884. get: function () {
  12885. return this._texturesSupported;
  12886. },
  12887. enumerable: true,
  12888. configurable: true
  12889. });
  12890. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12891. /**
  12892. * Gets the list of texture formats in use
  12893. */
  12894. get: function () {
  12895. return this._textureFormatInUse;
  12896. },
  12897. enumerable: true,
  12898. configurable: true
  12899. });
  12900. Object.defineProperty(Engine.prototype, "currentViewport", {
  12901. /**
  12902. * Gets the current viewport
  12903. */
  12904. get: function () {
  12905. return this._cachedViewport;
  12906. },
  12907. enumerable: true,
  12908. configurable: true
  12909. });
  12910. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12911. /**
  12912. * Gets the default empty texture
  12913. */
  12914. get: function () {
  12915. if (!this._emptyTexture) {
  12916. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12917. }
  12918. return this._emptyTexture;
  12919. },
  12920. enumerable: true,
  12921. configurable: true
  12922. });
  12923. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12924. /**
  12925. * Gets the default empty 3D texture
  12926. */
  12927. get: function () {
  12928. if (!this._emptyTexture3D) {
  12929. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12930. }
  12931. return this._emptyTexture3D;
  12932. },
  12933. enumerable: true,
  12934. configurable: true
  12935. });
  12936. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12937. /**
  12938. * Gets the default empty cube texture
  12939. */
  12940. get: function () {
  12941. if (!this._emptyCubeTexture) {
  12942. var faceData = new Uint8Array(4);
  12943. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12944. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12945. }
  12946. return this._emptyCubeTexture;
  12947. },
  12948. enumerable: true,
  12949. configurable: true
  12950. });
  12951. Engine.prototype._rebuildInternalTextures = function () {
  12952. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12953. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12954. var internalTexture = currentState_1[_i];
  12955. internalTexture._rebuild();
  12956. }
  12957. };
  12958. Engine.prototype._rebuildEffects = function () {
  12959. for (var key in this._compiledEffects) {
  12960. var effect = this._compiledEffects[key];
  12961. effect._prepareEffect();
  12962. }
  12963. BABYLON.Effect.ResetCache();
  12964. };
  12965. /**
  12966. * Gets a boolean indicating if all created effects are ready
  12967. * @returns true if all effects are ready
  12968. */
  12969. Engine.prototype.areAllEffectsReady = function () {
  12970. for (var key in this._compiledEffects) {
  12971. var effect = this._compiledEffects[key];
  12972. if (!effect.isReady()) {
  12973. return false;
  12974. }
  12975. }
  12976. return true;
  12977. };
  12978. Engine.prototype._rebuildBuffers = function () {
  12979. // Index / Vertex
  12980. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12981. var scene = _a[_i];
  12982. scene.resetCachedMaterial();
  12983. scene._rebuildGeometries();
  12984. scene._rebuildTextures();
  12985. }
  12986. // Uniforms
  12987. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12988. var uniformBuffer = _c[_b];
  12989. uniformBuffer._rebuild();
  12990. }
  12991. };
  12992. Engine.prototype._initGLContext = function () {
  12993. // Caps
  12994. this._caps = new EngineCapabilities();
  12995. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12996. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12997. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12998. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12999. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13000. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13001. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13002. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13003. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13004. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13005. // Infos
  13006. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13007. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13008. if (rendererInfo != null) {
  13009. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13010. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13011. }
  13012. if (!this._glVendor) {
  13013. this._glVendor = "Unknown vendor";
  13014. }
  13015. if (!this._glRenderer) {
  13016. this._glRenderer = "Unknown renderer";
  13017. }
  13018. // Constants
  13019. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13020. if (this._gl.RGBA16F !== 0x881A) {
  13021. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13022. }
  13023. if (this._gl.RGBA32F !== 0x8814) {
  13024. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13025. }
  13026. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13027. this._gl.DEPTH24_STENCIL8 = 35056;
  13028. }
  13029. // Extensions
  13030. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13031. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13032. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13033. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13034. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13035. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13036. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13037. 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');
  13038. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13039. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13040. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13041. this._caps.highPrecisionShaderSupported = false;
  13042. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13043. if (this._caps.timerQuery) {
  13044. if (this._webGLVersion === 1) {
  13045. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13046. }
  13047. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13048. }
  13049. // Checks if some of the format renders first to allow the use of webgl inspector.
  13050. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13051. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13052. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13053. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13054. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13055. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13056. if (this._webGLVersion > 1) {
  13057. this._gl.HALF_FLOAT_OES = 0x140B;
  13058. }
  13059. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13060. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13061. // Draw buffers
  13062. if (this._webGLVersion > 1) {
  13063. this._caps.drawBuffersExtension = true;
  13064. }
  13065. else {
  13066. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13067. if (drawBuffersExtension !== null) {
  13068. this._caps.drawBuffersExtension = true;
  13069. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13070. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13071. for (var i = 0; i < 16; i++) {
  13072. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13073. }
  13074. }
  13075. else {
  13076. this._caps.drawBuffersExtension = false;
  13077. }
  13078. }
  13079. // Shader compiler threads
  13080. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13081. if (this._caps.parallelShaderCompile) {
  13082. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13083. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13084. }
  13085. // Depth Texture
  13086. if (this._webGLVersion > 1) {
  13087. this._caps.depthTextureExtension = true;
  13088. }
  13089. else {
  13090. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13091. if (depthTextureExtension != null) {
  13092. this._caps.depthTextureExtension = true;
  13093. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13094. }
  13095. }
  13096. // Vertex array object
  13097. if (this._webGLVersion > 1) {
  13098. this._caps.vertexArrayObject = true;
  13099. }
  13100. else {
  13101. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13102. if (vertexArrayObjectExtension != null) {
  13103. this._caps.vertexArrayObject = true;
  13104. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13105. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13106. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13107. }
  13108. else {
  13109. this._caps.vertexArrayObject = false;
  13110. }
  13111. }
  13112. // Instances count
  13113. if (this._webGLVersion > 1) {
  13114. this._caps.instancedArrays = true;
  13115. }
  13116. else {
  13117. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13118. if (instanceExtension != null) {
  13119. this._caps.instancedArrays = true;
  13120. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13121. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13122. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13123. }
  13124. else {
  13125. this._caps.instancedArrays = false;
  13126. }
  13127. }
  13128. // Intelligently add supported compressed formats in order to check for.
  13129. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13130. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13131. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13132. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13133. if (this._caps.astc) {
  13134. this.texturesSupported.push('-astc.ktx');
  13135. }
  13136. if (this._caps.s3tc) {
  13137. this.texturesSupported.push('-dxt.ktx');
  13138. }
  13139. if (this._caps.pvrtc) {
  13140. this.texturesSupported.push('-pvrtc.ktx');
  13141. }
  13142. if (this._caps.etc2) {
  13143. this.texturesSupported.push('-etc2.ktx');
  13144. }
  13145. if (this._caps.etc1) {
  13146. this.texturesSupported.push('-etc1.ktx');
  13147. }
  13148. if (this._gl.getShaderPrecisionFormat) {
  13149. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13150. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13151. if (vertex_highp && fragment_highp) {
  13152. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13153. }
  13154. }
  13155. // Depth buffer
  13156. this.setDepthBuffer(true);
  13157. this.setDepthFunctionToLessOrEqual();
  13158. this.setDepthWrite(true);
  13159. // Texture maps
  13160. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13161. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13162. this._nextFreeTextureSlots.push(slot);
  13163. }
  13164. };
  13165. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13166. /**
  13167. * Gets version of the current webGL context
  13168. */
  13169. get: function () {
  13170. return this._webGLVersion;
  13171. },
  13172. enumerable: true,
  13173. configurable: true
  13174. });
  13175. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13176. /**
  13177. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13178. */
  13179. get: function () {
  13180. return this._isStencilEnable;
  13181. },
  13182. enumerable: true,
  13183. configurable: true
  13184. });
  13185. Engine.prototype._prepareWorkingCanvas = function () {
  13186. if (this._workingCanvas) {
  13187. return;
  13188. }
  13189. this._workingCanvas = document.createElement("canvas");
  13190. var context = this._workingCanvas.getContext("2d");
  13191. if (context) {
  13192. this._workingContext = context;
  13193. }
  13194. };
  13195. /**
  13196. * Reset the texture cache to empty state
  13197. */
  13198. Engine.prototype.resetTextureCache = function () {
  13199. for (var key in this._boundTexturesCache) {
  13200. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13201. continue;
  13202. }
  13203. var boundTexture = this._boundTexturesCache[key];
  13204. if (boundTexture) {
  13205. this._removeDesignatedSlot(boundTexture);
  13206. }
  13207. this._boundTexturesCache[key] = null;
  13208. }
  13209. if (!this.disableTextureBindingOptimization) {
  13210. this._nextFreeTextureSlots = [];
  13211. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13212. this._nextFreeTextureSlots.push(slot);
  13213. }
  13214. }
  13215. this._currentTextureChannel = -1;
  13216. };
  13217. /**
  13218. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13219. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13220. * @returns true if engine is in deterministic lock step mode
  13221. */
  13222. Engine.prototype.isDeterministicLockStep = function () {
  13223. return this._deterministicLockstep;
  13224. };
  13225. /**
  13226. * Gets the max steps when engine is running in deterministic lock step
  13227. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13228. * @returns the max steps
  13229. */
  13230. Engine.prototype.getLockstepMaxSteps = function () {
  13231. return this._lockstepMaxSteps;
  13232. };
  13233. /**
  13234. * Gets an object containing information about the current webGL context
  13235. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13236. */
  13237. Engine.prototype.getGlInfo = function () {
  13238. return {
  13239. vendor: this._glVendor,
  13240. renderer: this._glRenderer,
  13241. version: this._glVersion
  13242. };
  13243. };
  13244. /**
  13245. * Gets current aspect ratio
  13246. * @param camera defines the camera to use to get the aspect ratio
  13247. * @param useScreen defines if screen size must be used (or the current render target if any)
  13248. * @returns a number defining the aspect ratio
  13249. */
  13250. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13251. if (useScreen === void 0) { useScreen = false; }
  13252. var viewport = camera.viewport;
  13253. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13254. };
  13255. /**
  13256. * Gets current screen aspect ratio
  13257. * @returns a number defining the aspect ratio
  13258. */
  13259. Engine.prototype.getScreenAspectRatio = function () {
  13260. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13261. };
  13262. /**
  13263. * Gets the current render width
  13264. * @param useScreen defines if screen size must be used (or the current render target if any)
  13265. * @returns a number defining the current render width
  13266. */
  13267. Engine.prototype.getRenderWidth = function (useScreen) {
  13268. if (useScreen === void 0) { useScreen = false; }
  13269. if (!useScreen && this._currentRenderTarget) {
  13270. return this._currentRenderTarget.width;
  13271. }
  13272. return this._gl.drawingBufferWidth;
  13273. };
  13274. /**
  13275. * Gets the current render height
  13276. * @param useScreen defines if screen size must be used (or the current render target if any)
  13277. * @returns a number defining the current render height
  13278. */
  13279. Engine.prototype.getRenderHeight = function (useScreen) {
  13280. if (useScreen === void 0) { useScreen = false; }
  13281. if (!useScreen && this._currentRenderTarget) {
  13282. return this._currentRenderTarget.height;
  13283. }
  13284. return this._gl.drawingBufferHeight;
  13285. };
  13286. /**
  13287. * Gets the HTML canvas attached with the current webGL context
  13288. * @returns a HTML canvas
  13289. */
  13290. Engine.prototype.getRenderingCanvas = function () {
  13291. return this._renderingCanvas;
  13292. };
  13293. /**
  13294. * Gets the client rect of the HTML canvas attached with the current webGL context
  13295. * @returns a client rectanglee
  13296. */
  13297. Engine.prototype.getRenderingCanvasClientRect = function () {
  13298. if (!this._renderingCanvas) {
  13299. return null;
  13300. }
  13301. return this._renderingCanvas.getBoundingClientRect();
  13302. };
  13303. /**
  13304. * Defines the hardware scaling level.
  13305. * By default the hardware scaling level is computed from the window device ratio.
  13306. * 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.
  13307. * @param level defines the level to use
  13308. */
  13309. Engine.prototype.setHardwareScalingLevel = function (level) {
  13310. this._hardwareScalingLevel = level;
  13311. this.resize();
  13312. };
  13313. /**
  13314. * Gets the current hardware scaling level.
  13315. * By default the hardware scaling level is computed from the window device ratio.
  13316. * 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.
  13317. * @returns a number indicating the current hardware scaling level
  13318. */
  13319. Engine.prototype.getHardwareScalingLevel = function () {
  13320. return this._hardwareScalingLevel;
  13321. };
  13322. /**
  13323. * Gets the list of loaded textures
  13324. * @returns an array containing all loaded textures
  13325. */
  13326. Engine.prototype.getLoadedTexturesCache = function () {
  13327. return this._internalTexturesCache;
  13328. };
  13329. /**
  13330. * Gets the object containing all engine capabilities
  13331. * @returns the EngineCapabilities object
  13332. */
  13333. Engine.prototype.getCaps = function () {
  13334. return this._caps;
  13335. };
  13336. /**
  13337. * Gets the current depth function
  13338. * @returns a number defining the depth function
  13339. */
  13340. Engine.prototype.getDepthFunction = function () {
  13341. return this._depthCullingState.depthFunc;
  13342. };
  13343. /**
  13344. * Sets the current depth function
  13345. * @param depthFunc defines the function to use
  13346. */
  13347. Engine.prototype.setDepthFunction = function (depthFunc) {
  13348. this._depthCullingState.depthFunc = depthFunc;
  13349. };
  13350. /**
  13351. * Sets the current depth function to GREATER
  13352. */
  13353. Engine.prototype.setDepthFunctionToGreater = function () {
  13354. this._depthCullingState.depthFunc = this._gl.GREATER;
  13355. };
  13356. /**
  13357. * Sets the current depth function to GEQUAL
  13358. */
  13359. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13360. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13361. };
  13362. /**
  13363. * Sets the current depth function to LESS
  13364. */
  13365. Engine.prototype.setDepthFunctionToLess = function () {
  13366. this._depthCullingState.depthFunc = this._gl.LESS;
  13367. };
  13368. /**
  13369. * Sets the current depth function to LEQUAL
  13370. */
  13371. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13372. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13373. };
  13374. /**
  13375. * Gets a boolean indicating if stencil buffer is enabled
  13376. * @returns the current stencil buffer state
  13377. */
  13378. Engine.prototype.getStencilBuffer = function () {
  13379. return this._stencilState.stencilTest;
  13380. };
  13381. /**
  13382. * Enable or disable the stencil buffer
  13383. * @param enable defines if the stencil buffer must be enabled or disabled
  13384. */
  13385. Engine.prototype.setStencilBuffer = function (enable) {
  13386. this._stencilState.stencilTest = enable;
  13387. };
  13388. /**
  13389. * Gets the current stencil mask
  13390. * @returns a number defining the new stencil mask to use
  13391. */
  13392. Engine.prototype.getStencilMask = function () {
  13393. return this._stencilState.stencilMask;
  13394. };
  13395. /**
  13396. * Sets the current stencil mask
  13397. * @param mask defines the new stencil mask to use
  13398. */
  13399. Engine.prototype.setStencilMask = function (mask) {
  13400. this._stencilState.stencilMask = mask;
  13401. };
  13402. /**
  13403. * Gets the current stencil function
  13404. * @returns a number defining the stencil function to use
  13405. */
  13406. Engine.prototype.getStencilFunction = function () {
  13407. return this._stencilState.stencilFunc;
  13408. };
  13409. /**
  13410. * Gets the current stencil reference value
  13411. * @returns a number defining the stencil reference value to use
  13412. */
  13413. Engine.prototype.getStencilFunctionReference = function () {
  13414. return this._stencilState.stencilFuncRef;
  13415. };
  13416. /**
  13417. * Gets the current stencil mask
  13418. * @returns a number defining the stencil mask to use
  13419. */
  13420. Engine.prototype.getStencilFunctionMask = function () {
  13421. return this._stencilState.stencilFuncMask;
  13422. };
  13423. /**
  13424. * Sets the current stencil function
  13425. * @param stencilFunc defines the new stencil function to use
  13426. */
  13427. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13428. this._stencilState.stencilFunc = stencilFunc;
  13429. };
  13430. /**
  13431. * Sets the current stencil reference
  13432. * @param reference defines the new stencil reference to use
  13433. */
  13434. Engine.prototype.setStencilFunctionReference = function (reference) {
  13435. this._stencilState.stencilFuncRef = reference;
  13436. };
  13437. /**
  13438. * Sets the current stencil mask
  13439. * @param mask defines the new stencil mask to use
  13440. */
  13441. Engine.prototype.setStencilFunctionMask = function (mask) {
  13442. this._stencilState.stencilFuncMask = mask;
  13443. };
  13444. /**
  13445. * Gets the current stencil operation when stencil fails
  13446. * @returns a number defining stencil operation to use when stencil fails
  13447. */
  13448. Engine.prototype.getStencilOperationFail = function () {
  13449. return this._stencilState.stencilOpStencilFail;
  13450. };
  13451. /**
  13452. * Gets the current stencil operation when depth fails
  13453. * @returns a number defining stencil operation to use when depth fails
  13454. */
  13455. Engine.prototype.getStencilOperationDepthFail = function () {
  13456. return this._stencilState.stencilOpDepthFail;
  13457. };
  13458. /**
  13459. * Gets the current stencil operation when stencil passes
  13460. * @returns a number defining stencil operation to use when stencil passes
  13461. */
  13462. Engine.prototype.getStencilOperationPass = function () {
  13463. return this._stencilState.stencilOpStencilDepthPass;
  13464. };
  13465. /**
  13466. * Sets the stencil operation to use when stencil fails
  13467. * @param operation defines the stencil operation to use when stencil fails
  13468. */
  13469. Engine.prototype.setStencilOperationFail = function (operation) {
  13470. this._stencilState.stencilOpStencilFail = operation;
  13471. };
  13472. /**
  13473. * Sets the stencil operation to use when depth fails
  13474. * @param operation defines the stencil operation to use when depth fails
  13475. */
  13476. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13477. this._stencilState.stencilOpDepthFail = operation;
  13478. };
  13479. /**
  13480. * Sets the stencil operation to use when stencil passes
  13481. * @param operation defines the stencil operation to use when stencil passes
  13482. */
  13483. Engine.prototype.setStencilOperationPass = function (operation) {
  13484. this._stencilState.stencilOpStencilDepthPass = operation;
  13485. };
  13486. /**
  13487. * Sets a boolean indicating if the dithering state is enabled or disabled
  13488. * @param value defines the dithering state
  13489. */
  13490. Engine.prototype.setDitheringState = function (value) {
  13491. if (value) {
  13492. this._gl.enable(this._gl.DITHER);
  13493. }
  13494. else {
  13495. this._gl.disable(this._gl.DITHER);
  13496. }
  13497. };
  13498. /**
  13499. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13500. * @param value defines the rasterizer state
  13501. */
  13502. Engine.prototype.setRasterizerState = function (value) {
  13503. if (value) {
  13504. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13505. }
  13506. else {
  13507. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13508. }
  13509. };
  13510. /**
  13511. * stop executing a render loop function and remove it from the execution array
  13512. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13513. */
  13514. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13515. if (!renderFunction) {
  13516. this._activeRenderLoops = [];
  13517. return;
  13518. }
  13519. var index = this._activeRenderLoops.indexOf(renderFunction);
  13520. if (index >= 0) {
  13521. this._activeRenderLoops.splice(index, 1);
  13522. }
  13523. };
  13524. /** @hidden */
  13525. Engine.prototype._renderLoop = function () {
  13526. if (!this._contextWasLost) {
  13527. var shouldRender = true;
  13528. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13529. shouldRender = false;
  13530. }
  13531. if (shouldRender) {
  13532. // Start new frame
  13533. this.beginFrame();
  13534. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13535. var renderFunction = this._activeRenderLoops[index];
  13536. renderFunction();
  13537. }
  13538. // Present
  13539. this.endFrame();
  13540. }
  13541. }
  13542. if (this._activeRenderLoops.length > 0) {
  13543. // Register new frame
  13544. if (this.customAnimationFrameRequester) {
  13545. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13546. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13547. }
  13548. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13549. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13550. }
  13551. else {
  13552. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13553. }
  13554. }
  13555. else {
  13556. this._renderingQueueLaunched = false;
  13557. }
  13558. };
  13559. /**
  13560. * Register and execute a render loop. The engine can have more than one render function
  13561. * @param renderFunction defines the function to continuously execute
  13562. */
  13563. Engine.prototype.runRenderLoop = function (renderFunction) {
  13564. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13565. return;
  13566. }
  13567. this._activeRenderLoops.push(renderFunction);
  13568. if (!this._renderingQueueLaunched) {
  13569. this._renderingQueueLaunched = true;
  13570. this._bindedRenderFunction = this._renderLoop.bind(this);
  13571. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13572. }
  13573. };
  13574. /**
  13575. * Toggle full screen mode
  13576. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13577. */
  13578. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13579. if (this.isFullscreen) {
  13580. BABYLON.Tools.ExitFullscreen();
  13581. }
  13582. else {
  13583. this._pointerLockRequested = requestPointerLock;
  13584. if (this._renderingCanvas) {
  13585. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13586. }
  13587. }
  13588. };
  13589. /**
  13590. * Clear the current render buffer or the current render target (if any is set up)
  13591. * @param color defines the color to use
  13592. * @param backBuffer defines if the back buffer must be cleared
  13593. * @param depth defines if the depth buffer must be cleared
  13594. * @param stencil defines if the stencil buffer must be cleared
  13595. */
  13596. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13597. if (stencil === void 0) { stencil = false; }
  13598. this.applyStates();
  13599. var mode = 0;
  13600. if (backBuffer && color) {
  13601. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13602. mode |= this._gl.COLOR_BUFFER_BIT;
  13603. }
  13604. if (depth) {
  13605. this._gl.clearDepth(1.0);
  13606. mode |= this._gl.DEPTH_BUFFER_BIT;
  13607. }
  13608. if (stencil) {
  13609. this._gl.clearStencil(0);
  13610. mode |= this._gl.STENCIL_BUFFER_BIT;
  13611. }
  13612. this._gl.clear(mode);
  13613. };
  13614. /**
  13615. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13616. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13617. * @param y defines the y-coordinate of the corner of the clear rectangle
  13618. * @param width defines the width of the clear rectangle
  13619. * @param height defines the height of the clear rectangle
  13620. * @param clearColor defines the clear color
  13621. */
  13622. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13623. var gl = this._gl;
  13624. // Save state
  13625. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13626. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13627. // Change state
  13628. gl.enable(gl.SCISSOR_TEST);
  13629. gl.scissor(x, y, width, height);
  13630. // Clear
  13631. this.clear(clearColor, true, true, true);
  13632. // Restore state
  13633. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13634. if (curScissor === true) {
  13635. gl.enable(gl.SCISSOR_TEST);
  13636. }
  13637. else {
  13638. gl.disable(gl.SCISSOR_TEST);
  13639. }
  13640. };
  13641. /** @hidden */
  13642. Engine.prototype._viewport = function (x, y, width, height) {
  13643. if (x !== this._viewportCached.x ||
  13644. y !== this._viewportCached.y ||
  13645. width !== this._viewportCached.z ||
  13646. height !== this._viewportCached.w) {
  13647. this._viewportCached.x = x;
  13648. this._viewportCached.y = y;
  13649. this._viewportCached.z = width;
  13650. this._viewportCached.w = height;
  13651. this._gl.viewport(x, y, width, height);
  13652. }
  13653. };
  13654. /**
  13655. * Set the WebGL's viewport
  13656. * @param viewport defines the viewport element to be used
  13657. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13658. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13659. */
  13660. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13661. var width = requiredWidth || this.getRenderWidth();
  13662. var height = requiredHeight || this.getRenderHeight();
  13663. var x = viewport.x || 0;
  13664. var y = viewport.y || 0;
  13665. this._cachedViewport = viewport;
  13666. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13667. };
  13668. /**
  13669. * Directly set the WebGL Viewport
  13670. * @param x defines the x coordinate of the viewport (in screen space)
  13671. * @param y defines the y coordinate of the viewport (in screen space)
  13672. * @param width defines the width of the viewport (in screen space)
  13673. * @param height defines the height of the viewport (in screen space)
  13674. * @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
  13675. */
  13676. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13677. var currentViewport = this._cachedViewport;
  13678. this._cachedViewport = null;
  13679. this._viewport(x, y, width, height);
  13680. return currentViewport;
  13681. };
  13682. /**
  13683. * Begin a new frame
  13684. */
  13685. Engine.prototype.beginFrame = function () {
  13686. this.onBeginFrameObservable.notifyObservers(this);
  13687. this._measureFps();
  13688. };
  13689. /**
  13690. * Enf the current frame
  13691. */
  13692. Engine.prototype.endFrame = function () {
  13693. // Force a flush in case we are using a bad OS.
  13694. if (this._badOS) {
  13695. this.flushFramebuffer();
  13696. }
  13697. // Submit frame to the vr device, if enabled
  13698. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13699. // TODO: We should only submit the frame if we read frameData successfully.
  13700. this._vrDisplay.submitFrame();
  13701. }
  13702. this.onEndFrameObservable.notifyObservers(this);
  13703. };
  13704. /**
  13705. * Resize the view according to the canvas' size
  13706. */
  13707. Engine.prototype.resize = function () {
  13708. // We're not resizing the size of the canvas while in VR mode & presenting
  13709. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13710. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13711. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13712. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13713. }
  13714. };
  13715. /**
  13716. * Force a specific size of the canvas
  13717. * @param width defines the new canvas' width
  13718. * @param height defines the new canvas' height
  13719. */
  13720. Engine.prototype.setSize = function (width, height) {
  13721. if (!this._renderingCanvas) {
  13722. return;
  13723. }
  13724. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13725. return;
  13726. }
  13727. this._renderingCanvas.width = width;
  13728. this._renderingCanvas.height = height;
  13729. for (var index = 0; index < this.scenes.length; index++) {
  13730. var scene = this.scenes[index];
  13731. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13732. var cam = scene.cameras[camIndex];
  13733. cam._currentRenderId = 0;
  13734. }
  13735. }
  13736. if (this.onResizeObservable.hasObservers) {
  13737. this.onResizeObservable.notifyObservers(this);
  13738. }
  13739. };
  13740. // WebVR functions
  13741. /**
  13742. * Gets a boolean indicating if a webVR device was detected
  13743. * @returns true if a webVR device was detected
  13744. */
  13745. Engine.prototype.isVRDevicePresent = function () {
  13746. return !!this._vrDisplay;
  13747. };
  13748. /**
  13749. * Gets the current webVR device
  13750. * @returns the current webVR device (or null)
  13751. */
  13752. Engine.prototype.getVRDevice = function () {
  13753. return this._vrDisplay;
  13754. };
  13755. /**
  13756. * Initializes a webVR display and starts listening to display change events
  13757. * The onVRDisplayChangedObservable will be notified upon these changes
  13758. * @returns The onVRDisplayChangedObservable
  13759. */
  13760. Engine.prototype.initWebVR = function () {
  13761. this.initWebVRAsync();
  13762. return this.onVRDisplayChangedObservable;
  13763. };
  13764. /**
  13765. * Initializes a webVR display and starts listening to display change events
  13766. * The onVRDisplayChangedObservable will be notified upon these changes
  13767. * @returns A promise containing a VRDisplay and if vr is supported
  13768. */
  13769. Engine.prototype.initWebVRAsync = function () {
  13770. var _this = this;
  13771. var notifyObservers = function () {
  13772. var eventArgs = {
  13773. vrDisplay: _this._vrDisplay,
  13774. vrSupported: _this._vrSupported
  13775. };
  13776. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13777. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13778. };
  13779. if (!this._onVrDisplayConnect) {
  13780. this._onVrDisplayConnect = function (event) {
  13781. _this._vrDisplay = event.display;
  13782. notifyObservers();
  13783. };
  13784. this._onVrDisplayDisconnect = function () {
  13785. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13786. _this._vrDisplay = undefined;
  13787. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13788. notifyObservers();
  13789. };
  13790. this._onVrDisplayPresentChange = function () {
  13791. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13792. };
  13793. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13794. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13795. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13796. }
  13797. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13798. this._webVRInitPromise.then(notifyObservers);
  13799. return this._webVRInitPromise;
  13800. };
  13801. /**
  13802. * Call this function to switch to webVR mode
  13803. * Will do nothing if webVR is not supported or if there is no webVR device
  13804. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13805. */
  13806. Engine.prototype.enableVR = function () {
  13807. var _this = this;
  13808. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13809. var onResolved = function () {
  13810. _this.onVRRequestPresentComplete.notifyObservers(true);
  13811. _this._onVRFullScreenTriggered();
  13812. };
  13813. var onRejected = function () {
  13814. _this.onVRRequestPresentComplete.notifyObservers(false);
  13815. };
  13816. this.onVRRequestPresentStart.notifyObservers(this);
  13817. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13818. }
  13819. };
  13820. /**
  13821. * Call this function to leave webVR mode
  13822. * Will do nothing if webVR is not supported or if there is no webVR device
  13823. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13824. */
  13825. Engine.prototype.disableVR = function () {
  13826. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13827. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13828. }
  13829. };
  13830. Engine.prototype._getVRDisplaysAsync = function () {
  13831. var _this = this;
  13832. return new Promise(function (res, rej) {
  13833. if (navigator.getVRDisplays) {
  13834. navigator.getVRDisplays().then(function (devices) {
  13835. _this._vrSupported = true;
  13836. // note that devices may actually be an empty array. This is fine;
  13837. // we expect this._vrDisplay to be undefined in this case.
  13838. _this._vrDisplay = devices[0];
  13839. res({
  13840. vrDisplay: _this._vrDisplay,
  13841. vrSupported: _this._vrSupported
  13842. });
  13843. });
  13844. }
  13845. else {
  13846. _this._vrDisplay = undefined;
  13847. _this._vrSupported = false;
  13848. res({
  13849. vrDisplay: _this._vrDisplay,
  13850. vrSupported: _this._vrSupported
  13851. });
  13852. }
  13853. });
  13854. };
  13855. /**
  13856. * Binds the frame buffer to the specified texture.
  13857. * @param texture The texture to render to or null for the default canvas
  13858. * @param faceIndex The face of the texture to render to in case of cube texture
  13859. * @param requiredWidth The width of the target to render to
  13860. * @param requiredHeight The height of the target to render to
  13861. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13862. * @param depthStencilTexture The depth stencil texture to use to render
  13863. * @param lodLevel defines le lod level to bind to the frame buffer
  13864. */
  13865. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13866. if (lodLevel === void 0) { lodLevel = 0; }
  13867. if (this._currentRenderTarget) {
  13868. this.unBindFramebuffer(this._currentRenderTarget);
  13869. }
  13870. this._currentRenderTarget = texture;
  13871. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13872. var gl = this._gl;
  13873. if (texture.isCube) {
  13874. if (faceIndex === undefined) {
  13875. faceIndex = 0;
  13876. }
  13877. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13878. if (depthStencilTexture) {
  13879. if (depthStencilTexture._generateStencilBuffer) {
  13880. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13881. }
  13882. else {
  13883. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13884. }
  13885. }
  13886. }
  13887. if (this._cachedViewport && !forceFullscreenViewport) {
  13888. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13889. }
  13890. else {
  13891. if (!requiredWidth) {
  13892. requiredWidth = texture.width;
  13893. if (lodLevel) {
  13894. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13895. }
  13896. }
  13897. if (!requiredHeight) {
  13898. requiredHeight = texture.height;
  13899. if (lodLevel) {
  13900. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13901. }
  13902. }
  13903. this._viewport(0, 0, requiredWidth, requiredHeight);
  13904. }
  13905. this.wipeCaches();
  13906. };
  13907. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13908. if (this._currentFramebuffer !== framebuffer) {
  13909. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13910. this._currentFramebuffer = framebuffer;
  13911. }
  13912. };
  13913. /**
  13914. * Unbind the current render target texture from the webGL context
  13915. * @param texture defines the render target texture to unbind
  13916. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13917. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13918. */
  13919. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13920. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13921. this._currentRenderTarget = null;
  13922. // If MSAA, we need to bitblt back to main texture
  13923. var gl = this._gl;
  13924. if (texture._MSAAFramebuffer) {
  13925. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13926. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13927. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13928. }
  13929. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13930. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13931. gl.generateMipmap(gl.TEXTURE_2D);
  13932. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13933. }
  13934. if (onBeforeUnbind) {
  13935. if (texture._MSAAFramebuffer) {
  13936. // Bind the correct framebuffer
  13937. this.bindUnboundFramebuffer(texture._framebuffer);
  13938. }
  13939. onBeforeUnbind();
  13940. }
  13941. this.bindUnboundFramebuffer(null);
  13942. };
  13943. /**
  13944. * Unbind a list of render target textures from the webGL context
  13945. * This is used only when drawBuffer extension or webGL2 are active
  13946. * @param textures defines the render target textures to unbind
  13947. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13948. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13949. */
  13950. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13951. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13952. this._currentRenderTarget = null;
  13953. // If MSAA, we need to bitblt back to main texture
  13954. var gl = this._gl;
  13955. if (textures[0]._MSAAFramebuffer) {
  13956. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13957. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13958. var attachments = textures[0]._attachments;
  13959. if (!attachments) {
  13960. attachments = new Array(textures.length);
  13961. textures[0]._attachments = attachments;
  13962. }
  13963. for (var i = 0; i < textures.length; i++) {
  13964. var texture = textures[i];
  13965. for (var j = 0; j < attachments.length; j++) {
  13966. attachments[j] = gl.NONE;
  13967. }
  13968. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13969. gl.readBuffer(attachments[i]);
  13970. gl.drawBuffers(attachments);
  13971. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13972. }
  13973. for (var i = 0; i < attachments.length; i++) {
  13974. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13975. }
  13976. gl.drawBuffers(attachments);
  13977. }
  13978. for (var i = 0; i < textures.length; i++) {
  13979. var texture = textures[i];
  13980. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13981. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13982. gl.generateMipmap(gl.TEXTURE_2D);
  13983. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13984. }
  13985. }
  13986. if (onBeforeUnbind) {
  13987. if (textures[0]._MSAAFramebuffer) {
  13988. // Bind the correct framebuffer
  13989. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13990. }
  13991. onBeforeUnbind();
  13992. }
  13993. this.bindUnboundFramebuffer(null);
  13994. };
  13995. /**
  13996. * Force the mipmap generation for the given render target texture
  13997. * @param texture defines the render target texture to use
  13998. */
  13999. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14000. if (texture.generateMipMaps) {
  14001. var gl = this._gl;
  14002. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14003. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14004. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14005. }
  14006. };
  14007. /**
  14008. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14009. */
  14010. Engine.prototype.flushFramebuffer = function () {
  14011. this._gl.flush();
  14012. };
  14013. /**
  14014. * Unbind the current render target and bind the default framebuffer
  14015. */
  14016. Engine.prototype.restoreDefaultFramebuffer = function () {
  14017. if (this._currentRenderTarget) {
  14018. this.unBindFramebuffer(this._currentRenderTarget);
  14019. }
  14020. else {
  14021. this.bindUnboundFramebuffer(null);
  14022. }
  14023. if (this._cachedViewport) {
  14024. this.setViewport(this._cachedViewport);
  14025. }
  14026. this.wipeCaches();
  14027. };
  14028. // UBOs
  14029. /**
  14030. * Create an uniform buffer
  14031. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14032. * @param elements defines the content of the uniform buffer
  14033. * @returns the webGL uniform buffer
  14034. */
  14035. Engine.prototype.createUniformBuffer = function (elements) {
  14036. var ubo = this._gl.createBuffer();
  14037. if (!ubo) {
  14038. throw new Error("Unable to create uniform buffer");
  14039. }
  14040. this.bindUniformBuffer(ubo);
  14041. if (elements instanceof Float32Array) {
  14042. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14043. }
  14044. else {
  14045. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14046. }
  14047. this.bindUniformBuffer(null);
  14048. ubo.references = 1;
  14049. return ubo;
  14050. };
  14051. /**
  14052. * Create a dynamic uniform buffer
  14053. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14054. * @param elements defines the content of the uniform buffer
  14055. * @returns the webGL uniform buffer
  14056. */
  14057. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14058. var ubo = this._gl.createBuffer();
  14059. if (!ubo) {
  14060. throw new Error("Unable to create dynamic uniform buffer");
  14061. }
  14062. this.bindUniformBuffer(ubo);
  14063. if (elements instanceof Float32Array) {
  14064. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14065. }
  14066. else {
  14067. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14068. }
  14069. this.bindUniformBuffer(null);
  14070. ubo.references = 1;
  14071. return ubo;
  14072. };
  14073. /**
  14074. * Update an existing uniform buffer
  14075. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14076. * @param uniformBuffer defines the target uniform buffer
  14077. * @param elements defines the content to update
  14078. * @param offset defines the offset in the uniform buffer where update should start
  14079. * @param count defines the size of the data to update
  14080. */
  14081. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14082. this.bindUniformBuffer(uniformBuffer);
  14083. if (offset === undefined) {
  14084. offset = 0;
  14085. }
  14086. if (count === undefined) {
  14087. if (elements instanceof Float32Array) {
  14088. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14089. }
  14090. else {
  14091. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14092. }
  14093. }
  14094. else {
  14095. if (elements instanceof Float32Array) {
  14096. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14097. }
  14098. else {
  14099. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14100. }
  14101. }
  14102. this.bindUniformBuffer(null);
  14103. };
  14104. // VBOs
  14105. Engine.prototype._resetVertexBufferBinding = function () {
  14106. this.bindArrayBuffer(null);
  14107. this._cachedVertexBuffers = null;
  14108. };
  14109. /**
  14110. * Creates a vertex buffer
  14111. * @param data the data for the vertex buffer
  14112. * @returns the new WebGL static buffer
  14113. */
  14114. Engine.prototype.createVertexBuffer = function (data) {
  14115. var vbo = this._gl.createBuffer();
  14116. if (!vbo) {
  14117. throw new Error("Unable to create vertex buffer");
  14118. }
  14119. this.bindArrayBuffer(vbo);
  14120. if (data instanceof Array) {
  14121. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14122. }
  14123. else {
  14124. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14125. }
  14126. this._resetVertexBufferBinding();
  14127. vbo.references = 1;
  14128. return vbo;
  14129. };
  14130. /**
  14131. * Creates a dynamic vertex buffer
  14132. * @param data the data for the dynamic vertex buffer
  14133. * @returns the new WebGL dynamic buffer
  14134. */
  14135. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14136. var vbo = this._gl.createBuffer();
  14137. if (!vbo) {
  14138. throw new Error("Unable to create dynamic vertex buffer");
  14139. }
  14140. this.bindArrayBuffer(vbo);
  14141. if (data instanceof Array) {
  14142. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14143. }
  14144. else {
  14145. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14146. }
  14147. this._resetVertexBufferBinding();
  14148. vbo.references = 1;
  14149. return vbo;
  14150. };
  14151. /**
  14152. * Update a dynamic index buffer
  14153. * @param indexBuffer defines the target index buffer
  14154. * @param indices defines the data to update
  14155. * @param offset defines the offset in the target index buffer where update should start
  14156. */
  14157. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14158. if (offset === void 0) { offset = 0; }
  14159. // Force cache update
  14160. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14161. this.bindIndexBuffer(indexBuffer);
  14162. var arrayBuffer;
  14163. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14164. arrayBuffer = indices;
  14165. }
  14166. else {
  14167. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14168. }
  14169. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14170. this._resetIndexBufferBinding();
  14171. };
  14172. /**
  14173. * Updates a dynamic vertex buffer.
  14174. * @param vertexBuffer the vertex buffer to update
  14175. * @param data the data used to update the vertex buffer
  14176. * @param byteOffset the byte offset of the data
  14177. * @param byteLength the byte length of the data
  14178. */
  14179. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14180. this.bindArrayBuffer(vertexBuffer);
  14181. if (byteOffset === undefined) {
  14182. byteOffset = 0;
  14183. }
  14184. if (byteLength === undefined) {
  14185. if (data instanceof Array) {
  14186. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14187. }
  14188. else {
  14189. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14190. }
  14191. }
  14192. else {
  14193. if (data instanceof Array) {
  14194. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14195. }
  14196. else {
  14197. if (data instanceof ArrayBuffer) {
  14198. data = new Uint8Array(data, byteOffset, byteLength);
  14199. }
  14200. else {
  14201. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14202. }
  14203. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14204. }
  14205. }
  14206. this._resetVertexBufferBinding();
  14207. };
  14208. Engine.prototype._resetIndexBufferBinding = function () {
  14209. this.bindIndexBuffer(null);
  14210. this._cachedIndexBuffer = null;
  14211. };
  14212. /**
  14213. * Creates a new index buffer
  14214. * @param indices defines the content of the index buffer
  14215. * @param updatable defines if the index buffer must be updatable
  14216. * @returns a new webGL buffer
  14217. */
  14218. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14219. var vbo = this._gl.createBuffer();
  14220. if (!vbo) {
  14221. throw new Error("Unable to create index buffer");
  14222. }
  14223. this.bindIndexBuffer(vbo);
  14224. // Check for 32 bits indices
  14225. var arrayBuffer;
  14226. var need32Bits = false;
  14227. if (indices instanceof Uint16Array) {
  14228. arrayBuffer = indices;
  14229. }
  14230. else {
  14231. //check 32 bit support
  14232. if (this._caps.uintIndices) {
  14233. if (indices instanceof Uint32Array) {
  14234. arrayBuffer = indices;
  14235. need32Bits = true;
  14236. }
  14237. else {
  14238. //number[] or Int32Array, check if 32 bit is necessary
  14239. for (var index = 0; index < indices.length; index++) {
  14240. if (indices[index] > 65535) {
  14241. need32Bits = true;
  14242. break;
  14243. }
  14244. }
  14245. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14246. }
  14247. }
  14248. else {
  14249. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14250. arrayBuffer = new Uint16Array(indices);
  14251. }
  14252. }
  14253. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14254. this._resetIndexBufferBinding();
  14255. vbo.references = 1;
  14256. vbo.is32Bits = need32Bits;
  14257. return vbo;
  14258. };
  14259. /**
  14260. * Bind a webGL buffer to the webGL context
  14261. * @param buffer defines the buffer to bind
  14262. */
  14263. Engine.prototype.bindArrayBuffer = function (buffer) {
  14264. if (!this._vaoRecordInProgress) {
  14265. this._unbindVertexArrayObject();
  14266. }
  14267. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14268. };
  14269. /**
  14270. * Bind an uniform buffer to the current webGL context
  14271. * @param buffer defines the buffer to bind
  14272. */
  14273. Engine.prototype.bindUniformBuffer = function (buffer) {
  14274. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14275. };
  14276. /**
  14277. * Bind a buffer to the current webGL context at a given location
  14278. * @param buffer defines the buffer to bind
  14279. * @param location defines the index where to bind the buffer
  14280. */
  14281. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14282. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14283. };
  14284. /**
  14285. * Bind a specific block at a given index in a specific shader program
  14286. * @param shaderProgram defines the shader program
  14287. * @param blockName defines the block name
  14288. * @param index defines the index where to bind the block
  14289. */
  14290. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14291. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14292. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14293. };
  14294. Engine.prototype.bindIndexBuffer = function (buffer) {
  14295. if (!this._vaoRecordInProgress) {
  14296. this._unbindVertexArrayObject();
  14297. }
  14298. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14299. };
  14300. Engine.prototype.bindBuffer = function (buffer, target) {
  14301. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14302. this._gl.bindBuffer(target, buffer);
  14303. this._currentBoundBuffer[target] = buffer;
  14304. }
  14305. };
  14306. /**
  14307. * update the bound buffer with the given data
  14308. * @param data defines the data to update
  14309. */
  14310. Engine.prototype.updateArrayBuffer = function (data) {
  14311. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14312. };
  14313. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14314. var pointer = this._currentBufferPointers[indx];
  14315. var changed = false;
  14316. if (!pointer.active) {
  14317. changed = true;
  14318. pointer.active = true;
  14319. pointer.index = indx;
  14320. pointer.size = size;
  14321. pointer.type = type;
  14322. pointer.normalized = normalized;
  14323. pointer.stride = stride;
  14324. pointer.offset = offset;
  14325. pointer.buffer = buffer;
  14326. }
  14327. else {
  14328. if (pointer.buffer !== buffer) {
  14329. pointer.buffer = buffer;
  14330. changed = true;
  14331. }
  14332. if (pointer.size !== size) {
  14333. pointer.size = size;
  14334. changed = true;
  14335. }
  14336. if (pointer.type !== type) {
  14337. pointer.type = type;
  14338. changed = true;
  14339. }
  14340. if (pointer.normalized !== normalized) {
  14341. pointer.normalized = normalized;
  14342. changed = true;
  14343. }
  14344. if (pointer.stride !== stride) {
  14345. pointer.stride = stride;
  14346. changed = true;
  14347. }
  14348. if (pointer.offset !== offset) {
  14349. pointer.offset = offset;
  14350. changed = true;
  14351. }
  14352. }
  14353. if (changed || this._vaoRecordInProgress) {
  14354. this.bindArrayBuffer(buffer);
  14355. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14356. }
  14357. };
  14358. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14359. if (indexBuffer == null) {
  14360. return;
  14361. }
  14362. if (this._cachedIndexBuffer !== indexBuffer) {
  14363. this._cachedIndexBuffer = indexBuffer;
  14364. this.bindIndexBuffer(indexBuffer);
  14365. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14366. }
  14367. };
  14368. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14369. var attributes = effect.getAttributesNames();
  14370. if (!this._vaoRecordInProgress) {
  14371. this._unbindVertexArrayObject();
  14372. }
  14373. this.unbindAllAttributes();
  14374. for (var index = 0; index < attributes.length; index++) {
  14375. var order = effect.getAttributeLocation(index);
  14376. if (order >= 0) {
  14377. var vertexBuffer = vertexBuffers[attributes[index]];
  14378. if (!vertexBuffer) {
  14379. continue;
  14380. }
  14381. this._gl.enableVertexAttribArray(order);
  14382. if (!this._vaoRecordInProgress) {
  14383. this._vertexAttribArraysEnabled[order] = true;
  14384. }
  14385. var buffer = vertexBuffer.getBuffer();
  14386. if (buffer) {
  14387. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14388. if (vertexBuffer.getIsInstanced()) {
  14389. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14390. if (!this._vaoRecordInProgress) {
  14391. this._currentInstanceLocations.push(order);
  14392. this._currentInstanceBuffers.push(buffer);
  14393. }
  14394. }
  14395. }
  14396. }
  14397. }
  14398. };
  14399. /**
  14400. * Records a vertex array object
  14401. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14402. * @param vertexBuffers defines the list of vertex buffers to store
  14403. * @param indexBuffer defines the index buffer to store
  14404. * @param effect defines the effect to store
  14405. * @returns the new vertex array object
  14406. */
  14407. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14408. var vao = this._gl.createVertexArray();
  14409. this._vaoRecordInProgress = true;
  14410. this._gl.bindVertexArray(vao);
  14411. this._mustWipeVertexAttributes = true;
  14412. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14413. this.bindIndexBuffer(indexBuffer);
  14414. this._vaoRecordInProgress = false;
  14415. this._gl.bindVertexArray(null);
  14416. return vao;
  14417. };
  14418. /**
  14419. * Bind a specific vertex array object
  14420. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14421. * @param vertexArrayObject defines the vertex array object to bind
  14422. * @param indexBuffer defines the index buffer to bind
  14423. */
  14424. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14425. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14426. this._cachedVertexArrayObject = vertexArrayObject;
  14427. this._gl.bindVertexArray(vertexArrayObject);
  14428. this._cachedVertexBuffers = null;
  14429. this._cachedIndexBuffer = null;
  14430. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14431. this._mustWipeVertexAttributes = true;
  14432. }
  14433. };
  14434. /**
  14435. * Bind webGl buffers directly to the webGL context
  14436. * @param vertexBuffer defines the vertex buffer to bind
  14437. * @param indexBuffer defines the index buffer to bind
  14438. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14439. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14440. * @param effect defines the effect associated with the vertex buffer
  14441. */
  14442. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14443. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14444. this._cachedVertexBuffers = vertexBuffer;
  14445. this._cachedEffectForVertexBuffers = effect;
  14446. var attributesCount = effect.getAttributesCount();
  14447. this._unbindVertexArrayObject();
  14448. this.unbindAllAttributes();
  14449. var offset = 0;
  14450. for (var index = 0; index < attributesCount; index++) {
  14451. if (index < vertexDeclaration.length) {
  14452. var order = effect.getAttributeLocation(index);
  14453. if (order >= 0) {
  14454. this._gl.enableVertexAttribArray(order);
  14455. this._vertexAttribArraysEnabled[order] = true;
  14456. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14457. }
  14458. offset += vertexDeclaration[index] * 4;
  14459. }
  14460. }
  14461. }
  14462. this._bindIndexBufferWithCache(indexBuffer);
  14463. };
  14464. Engine.prototype._unbindVertexArrayObject = function () {
  14465. if (!this._cachedVertexArrayObject) {
  14466. return;
  14467. }
  14468. this._cachedVertexArrayObject = null;
  14469. this._gl.bindVertexArray(null);
  14470. };
  14471. /**
  14472. * Bind a list of vertex buffers to the webGL context
  14473. * @param vertexBuffers defines the list of vertex buffers to bind
  14474. * @param indexBuffer defines the index buffer to bind
  14475. * @param effect defines the effect associated with the vertex buffers
  14476. */
  14477. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14478. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14479. this._cachedVertexBuffers = vertexBuffers;
  14480. this._cachedEffectForVertexBuffers = effect;
  14481. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14482. }
  14483. this._bindIndexBufferWithCache(indexBuffer);
  14484. };
  14485. /**
  14486. * Unbind all instance attributes
  14487. */
  14488. Engine.prototype.unbindInstanceAttributes = function () {
  14489. var boundBuffer;
  14490. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14491. var instancesBuffer = this._currentInstanceBuffers[i];
  14492. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14493. boundBuffer = instancesBuffer;
  14494. this.bindArrayBuffer(instancesBuffer);
  14495. }
  14496. var offsetLocation = this._currentInstanceLocations[i];
  14497. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14498. }
  14499. this._currentInstanceBuffers.length = 0;
  14500. this._currentInstanceLocations.length = 0;
  14501. };
  14502. /**
  14503. * Release and free the memory of a vertex array object
  14504. * @param vao defines the vertex array object to delete
  14505. */
  14506. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14507. this._gl.deleteVertexArray(vao);
  14508. };
  14509. /** @hidden */
  14510. Engine.prototype._releaseBuffer = function (buffer) {
  14511. buffer.references--;
  14512. if (buffer.references === 0) {
  14513. this._gl.deleteBuffer(buffer);
  14514. return true;
  14515. }
  14516. return false;
  14517. };
  14518. /**
  14519. * Creates a webGL buffer to use with instanciation
  14520. * @param capacity defines the size of the buffer
  14521. * @returns the webGL buffer
  14522. */
  14523. Engine.prototype.createInstancesBuffer = function (capacity) {
  14524. var buffer = this._gl.createBuffer();
  14525. if (!buffer) {
  14526. throw new Error("Unable to create instance buffer");
  14527. }
  14528. buffer.capacity = capacity;
  14529. this.bindArrayBuffer(buffer);
  14530. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14531. return buffer;
  14532. };
  14533. /**
  14534. * Delete a webGL buffer used with instanciation
  14535. * @param buffer defines the webGL buffer to delete
  14536. */
  14537. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14538. this._gl.deleteBuffer(buffer);
  14539. };
  14540. /**
  14541. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14542. * @param instancesBuffer defines the webGL buffer to update and bind
  14543. * @param data defines the data to store in the buffer
  14544. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14545. */
  14546. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14547. this.bindArrayBuffer(instancesBuffer);
  14548. if (data) {
  14549. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14550. }
  14551. if (offsetLocations[0].index !== undefined) {
  14552. var stride = 0;
  14553. for (var i = 0; i < offsetLocations.length; i++) {
  14554. var ai = offsetLocations[i];
  14555. stride += ai.attributeSize * 4;
  14556. }
  14557. for (var i = 0; i < offsetLocations.length; i++) {
  14558. var ai = offsetLocations[i];
  14559. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14560. this._gl.enableVertexAttribArray(ai.index);
  14561. this._vertexAttribArraysEnabled[ai.index] = true;
  14562. }
  14563. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14564. this._gl.vertexAttribDivisor(ai.index, 1);
  14565. this._currentInstanceLocations.push(ai.index);
  14566. this._currentInstanceBuffers.push(instancesBuffer);
  14567. }
  14568. }
  14569. else {
  14570. for (var index = 0; index < 4; index++) {
  14571. var offsetLocation = offsetLocations[index];
  14572. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14573. this._gl.enableVertexAttribArray(offsetLocation);
  14574. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14575. }
  14576. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14577. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14578. this._currentInstanceLocations.push(offsetLocation);
  14579. this._currentInstanceBuffers.push(instancesBuffer);
  14580. }
  14581. }
  14582. };
  14583. /**
  14584. * Apply all cached states (depth, culling, stencil and alpha)
  14585. */
  14586. Engine.prototype.applyStates = function () {
  14587. this._depthCullingState.apply(this._gl);
  14588. this._stencilState.apply(this._gl);
  14589. this._alphaState.apply(this._gl);
  14590. };
  14591. /**
  14592. * Send a draw order
  14593. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14594. * @param indexStart defines the starting index
  14595. * @param indexCount defines the number of index to draw
  14596. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14597. */
  14598. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14599. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14600. };
  14601. /**
  14602. * Draw a list of points
  14603. * @param verticesStart defines the index of first vertex to draw
  14604. * @param verticesCount defines the count of vertices to draw
  14605. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14606. */
  14607. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14608. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14609. };
  14610. /**
  14611. * Draw a list of unindexed primitives
  14612. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14613. * @param verticesStart defines the index of first vertex to draw
  14614. * @param verticesCount defines the count of vertices to draw
  14615. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14616. */
  14617. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14618. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14619. };
  14620. /**
  14621. * Draw a list of indexed primitives
  14622. * @param fillMode defines the primitive to use
  14623. * @param indexStart defines the starting index
  14624. * @param indexCount defines the number of index to draw
  14625. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14626. */
  14627. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14628. // Apply states
  14629. this.applyStates();
  14630. this._drawCalls.addCount(1, false);
  14631. // Render
  14632. var drawMode = this._drawMode(fillMode);
  14633. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14634. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14635. if (instancesCount) {
  14636. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14637. }
  14638. else {
  14639. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14640. }
  14641. };
  14642. /**
  14643. * Draw a list of unindexed primitives
  14644. * @param fillMode defines the primitive to use
  14645. * @param verticesStart defines the index of first vertex to draw
  14646. * @param verticesCount defines the count of vertices to draw
  14647. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14648. */
  14649. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14650. // Apply states
  14651. this.applyStates();
  14652. this._drawCalls.addCount(1, false);
  14653. var drawMode = this._drawMode(fillMode);
  14654. if (instancesCount) {
  14655. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14656. }
  14657. else {
  14658. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14659. }
  14660. };
  14661. Engine.prototype._drawMode = function (fillMode) {
  14662. switch (fillMode) {
  14663. // Triangle views
  14664. case BABYLON.Material.TriangleFillMode:
  14665. return this._gl.TRIANGLES;
  14666. case BABYLON.Material.PointFillMode:
  14667. return this._gl.POINTS;
  14668. case BABYLON.Material.WireFrameFillMode:
  14669. return this._gl.LINES;
  14670. // Draw modes
  14671. case BABYLON.Material.PointListDrawMode:
  14672. return this._gl.POINTS;
  14673. case BABYLON.Material.LineListDrawMode:
  14674. return this._gl.LINES;
  14675. case BABYLON.Material.LineLoopDrawMode:
  14676. return this._gl.LINE_LOOP;
  14677. case BABYLON.Material.LineStripDrawMode:
  14678. return this._gl.LINE_STRIP;
  14679. case BABYLON.Material.TriangleStripDrawMode:
  14680. return this._gl.TRIANGLE_STRIP;
  14681. case BABYLON.Material.TriangleFanDrawMode:
  14682. return this._gl.TRIANGLE_FAN;
  14683. default:
  14684. return this._gl.TRIANGLES;
  14685. }
  14686. };
  14687. // Shaders
  14688. /** @hidden */
  14689. Engine.prototype._releaseEffect = function (effect) {
  14690. if (this._compiledEffects[effect._key]) {
  14691. delete this._compiledEffects[effect._key];
  14692. this._deleteProgram(effect.getProgram());
  14693. }
  14694. };
  14695. /** @hidden */
  14696. Engine.prototype._deleteProgram = function (program) {
  14697. if (program) {
  14698. program.__SPECTOR_rebuildProgram = null;
  14699. if (program.transformFeedback) {
  14700. this.deleteTransformFeedback(program.transformFeedback);
  14701. program.transformFeedback = null;
  14702. }
  14703. this._gl.deleteProgram(program);
  14704. }
  14705. };
  14706. /**
  14707. * Create a new effect (used to store vertex/fragment shaders)
  14708. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14709. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14710. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14711. * @param samplers defines an array of string used to represent textures
  14712. * @param defines defines the string containing the defines to use to compile the shaders
  14713. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14714. * @param onCompiled defines a function to call when the effect creation is successful
  14715. * @param onError defines a function to call when the effect creation has failed
  14716. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14717. * @returns the new Effect
  14718. */
  14719. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14720. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14721. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14722. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14723. if (this._compiledEffects[name]) {
  14724. var compiledEffect = this._compiledEffects[name];
  14725. if (onCompiled && compiledEffect.isReady()) {
  14726. onCompiled(compiledEffect);
  14727. }
  14728. return compiledEffect;
  14729. }
  14730. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14731. effect._key = name;
  14732. this._compiledEffects[name] = effect;
  14733. return effect;
  14734. };
  14735. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14736. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14737. };
  14738. Engine.prototype._compileRawShader = function (source, type) {
  14739. var gl = this._gl;
  14740. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14741. if (!shader) {
  14742. throw new Error("Something went wrong while compile the shader.");
  14743. }
  14744. gl.shaderSource(shader, source);
  14745. gl.compileShader(shader);
  14746. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14747. var log = gl.getShaderInfoLog(shader);
  14748. if (log) {
  14749. throw new Error(log);
  14750. }
  14751. }
  14752. return shader;
  14753. };
  14754. /**
  14755. * Directly creates a webGL program
  14756. * @param vertexCode defines the vertex shader code to use
  14757. * @param fragmentCode defines the fragment shader code to use
  14758. * @param context defines the webGL context to use (if not set, the current one will be used)
  14759. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14760. * @returns the new webGL program
  14761. */
  14762. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14763. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14764. context = context || this._gl;
  14765. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14766. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14767. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14768. };
  14769. /**
  14770. * Creates a webGL program
  14771. * @param vertexCode defines the vertex shader code to use
  14772. * @param fragmentCode defines the fragment shader code to use
  14773. * @param defines defines the string containing the defines to use to compile the shaders
  14774. * @param context defines the webGL context to use (if not set, the current one will be used)
  14775. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14776. * @returns the new webGL program
  14777. */
  14778. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14779. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14780. context = context || this._gl;
  14781. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14782. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14783. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14784. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14785. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14786. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14787. return program;
  14788. };
  14789. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14790. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14791. var shaderProgram = context.createProgram();
  14792. if (!shaderProgram) {
  14793. throw new Error("Unable to create program");
  14794. }
  14795. context.attachShader(shaderProgram, vertexShader);
  14796. context.attachShader(shaderProgram, fragmentShader);
  14797. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14798. var transformFeedback = this.createTransformFeedback();
  14799. this.bindTransformFeedback(transformFeedback);
  14800. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14801. shaderProgram.transformFeedback = transformFeedback;
  14802. }
  14803. context.linkProgram(shaderProgram);
  14804. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14805. this.bindTransformFeedback(null);
  14806. }
  14807. shaderProgram.context = context;
  14808. shaderProgram.vertexShader = vertexShader;
  14809. shaderProgram.fragmentShader = fragmentShader;
  14810. if (!this._caps.parallelShaderCompile) {
  14811. this._finalizeProgram(shaderProgram);
  14812. }
  14813. else {
  14814. shaderProgram.isParallelCompiled = true;
  14815. }
  14816. return shaderProgram;
  14817. };
  14818. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14819. var context = shaderProgram.context;
  14820. var vertexShader = shaderProgram.vertexShader;
  14821. var fragmentShader = shaderProgram.fragmentShader;
  14822. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14823. if (!linked) {
  14824. var error = context.getProgramInfoLog(shaderProgram);
  14825. if (error) {
  14826. throw new Error(error);
  14827. }
  14828. }
  14829. if (this.validateShaderPrograms) {
  14830. context.validateProgram(shaderProgram);
  14831. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14832. if (!validated) {
  14833. var error = context.getProgramInfoLog(shaderProgram);
  14834. if (error) {
  14835. throw new Error(error);
  14836. }
  14837. }
  14838. }
  14839. context.deleteShader(vertexShader);
  14840. context.deleteShader(fragmentShader);
  14841. shaderProgram.context = undefined;
  14842. shaderProgram.vertexShader = undefined;
  14843. shaderProgram.fragmentShader = undefined;
  14844. if (shaderProgram.onCompiled) {
  14845. shaderProgram.onCompiled();
  14846. shaderProgram.onCompiled = undefined;
  14847. }
  14848. };
  14849. /** @hidden */
  14850. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14851. if (!shaderProgram.isParallelCompiled) {
  14852. return true;
  14853. }
  14854. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14855. this._finalizeProgram(shaderProgram);
  14856. return true;
  14857. }
  14858. return false;
  14859. };
  14860. /** @hidden */
  14861. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14862. if (!shaderProgram.isParallelCompiled) {
  14863. action();
  14864. return;
  14865. }
  14866. shaderProgram.onCompiled = action;
  14867. };
  14868. /**
  14869. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14870. * @param shaderProgram defines the webGL program to use
  14871. * @param uniformsNames defines the list of uniform names
  14872. * @returns an array of webGL uniform locations
  14873. */
  14874. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14875. var results = new Array();
  14876. for (var index = 0; index < uniformsNames.length; index++) {
  14877. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14878. }
  14879. return results;
  14880. };
  14881. /**
  14882. * Gets the lsit of active attributes for a given webGL program
  14883. * @param shaderProgram defines the webGL program to use
  14884. * @param attributesNames defines the list of attribute names to get
  14885. * @returns an array of indices indicating the offset of each attribute
  14886. */
  14887. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14888. var results = [];
  14889. for (var index = 0; index < attributesNames.length; index++) {
  14890. try {
  14891. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14892. }
  14893. catch (e) {
  14894. results.push(-1);
  14895. }
  14896. }
  14897. return results;
  14898. };
  14899. /**
  14900. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14901. * @param effect defines the effect to activate
  14902. */
  14903. Engine.prototype.enableEffect = function (effect) {
  14904. if (!effect || effect === this._currentEffect) {
  14905. return;
  14906. }
  14907. // Use program
  14908. this.bindSamplers(effect);
  14909. this._currentEffect = effect;
  14910. if (effect.onBind) {
  14911. effect.onBind(effect);
  14912. }
  14913. if (effect._onBindObservable) {
  14914. effect._onBindObservable.notifyObservers(effect);
  14915. }
  14916. };
  14917. /**
  14918. * Set the value of an uniform to an array of int32
  14919. * @param uniform defines the webGL uniform location where to store the value
  14920. * @param array defines the array of int32 to store
  14921. */
  14922. Engine.prototype.setIntArray = function (uniform, array) {
  14923. if (!uniform) {
  14924. return;
  14925. }
  14926. this._gl.uniform1iv(uniform, array);
  14927. };
  14928. /**
  14929. * Set the value of an uniform to an array of int32 (stored as vec2)
  14930. * @param uniform defines the webGL uniform location where to store the value
  14931. * @param array defines the array of int32 to store
  14932. */
  14933. Engine.prototype.setIntArray2 = function (uniform, array) {
  14934. if (!uniform || array.length % 2 !== 0) {
  14935. return;
  14936. }
  14937. this._gl.uniform2iv(uniform, array);
  14938. };
  14939. /**
  14940. * Set the value of an uniform to an array of int32 (stored as vec3)
  14941. * @param uniform defines the webGL uniform location where to store the value
  14942. * @param array defines the array of int32 to store
  14943. */
  14944. Engine.prototype.setIntArray3 = function (uniform, array) {
  14945. if (!uniform || array.length % 3 !== 0) {
  14946. return;
  14947. }
  14948. this._gl.uniform3iv(uniform, array);
  14949. };
  14950. /**
  14951. * Set the value of an uniform to an array of int32 (stored as vec4)
  14952. * @param uniform defines the webGL uniform location where to store the value
  14953. * @param array defines the array of int32 to store
  14954. */
  14955. Engine.prototype.setIntArray4 = function (uniform, array) {
  14956. if (!uniform || array.length % 4 !== 0) {
  14957. return;
  14958. }
  14959. this._gl.uniform4iv(uniform, array);
  14960. };
  14961. /**
  14962. * Set the value of an uniform to an array of float32
  14963. * @param uniform defines the webGL uniform location where to store the value
  14964. * @param array defines the array of float32 to store
  14965. */
  14966. Engine.prototype.setFloatArray = function (uniform, array) {
  14967. if (!uniform) {
  14968. return;
  14969. }
  14970. this._gl.uniform1fv(uniform, array);
  14971. };
  14972. /**
  14973. * Set the value of an uniform to an array of float32 (stored as vec2)
  14974. * @param uniform defines the webGL uniform location where to store the value
  14975. * @param array defines the array of float32 to store
  14976. */
  14977. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14978. if (!uniform || array.length % 2 !== 0) {
  14979. return;
  14980. }
  14981. this._gl.uniform2fv(uniform, array);
  14982. };
  14983. /**
  14984. * Set the value of an uniform to an array of float32 (stored as vec3)
  14985. * @param uniform defines the webGL uniform location where to store the value
  14986. * @param array defines the array of float32 to store
  14987. */
  14988. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14989. if (!uniform || array.length % 3 !== 0) {
  14990. return;
  14991. }
  14992. this._gl.uniform3fv(uniform, array);
  14993. };
  14994. /**
  14995. * Set the value of an uniform to an array of float32 (stored as vec4)
  14996. * @param uniform defines the webGL uniform location where to store the value
  14997. * @param array defines the array of float32 to store
  14998. */
  14999. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15000. if (!uniform || array.length % 4 !== 0) {
  15001. return;
  15002. }
  15003. this._gl.uniform4fv(uniform, array);
  15004. };
  15005. /**
  15006. * Set the value of an uniform to an array of number
  15007. * @param uniform defines the webGL uniform location where to store the value
  15008. * @param array defines the array of number to store
  15009. */
  15010. Engine.prototype.setArray = function (uniform, array) {
  15011. if (!uniform) {
  15012. return;
  15013. }
  15014. this._gl.uniform1fv(uniform, array);
  15015. };
  15016. /**
  15017. * Set the value of an uniform to an array of number (stored as vec2)
  15018. * @param uniform defines the webGL uniform location where to store the value
  15019. * @param array defines the array of number to store
  15020. */
  15021. Engine.prototype.setArray2 = function (uniform, array) {
  15022. if (!uniform || array.length % 2 !== 0) {
  15023. return;
  15024. }
  15025. this._gl.uniform2fv(uniform, array);
  15026. };
  15027. /**
  15028. * Set the value of an uniform to an array of number (stored as vec3)
  15029. * @param uniform defines the webGL uniform location where to store the value
  15030. * @param array defines the array of number to store
  15031. */
  15032. Engine.prototype.setArray3 = function (uniform, array) {
  15033. if (!uniform || array.length % 3 !== 0) {
  15034. return;
  15035. }
  15036. this._gl.uniform3fv(uniform, array);
  15037. };
  15038. /**
  15039. * Set the value of an uniform to an array of number (stored as vec4)
  15040. * @param uniform defines the webGL uniform location where to store the value
  15041. * @param array defines the array of number to store
  15042. */
  15043. Engine.prototype.setArray4 = function (uniform, array) {
  15044. if (!uniform || array.length % 4 !== 0) {
  15045. return;
  15046. }
  15047. this._gl.uniform4fv(uniform, array);
  15048. };
  15049. /**
  15050. * Set the value of an uniform to an array of float32 (stored as matrices)
  15051. * @param uniform defines the webGL uniform location where to store the value
  15052. * @param matrices defines the array of float32 to store
  15053. */
  15054. Engine.prototype.setMatrices = function (uniform, matrices) {
  15055. if (!uniform) {
  15056. return;
  15057. }
  15058. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15059. };
  15060. /**
  15061. * Set the value of an uniform to a matrix
  15062. * @param uniform defines the webGL uniform location where to store the value
  15063. * @param matrix defines the matrix to store
  15064. */
  15065. Engine.prototype.setMatrix = function (uniform, matrix) {
  15066. if (!uniform) {
  15067. return;
  15068. }
  15069. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15070. };
  15071. /**
  15072. * Set the value of an uniform to a matrix (3x3)
  15073. * @param uniform defines the webGL uniform location where to store the value
  15074. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15075. */
  15076. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15077. if (!uniform) {
  15078. return;
  15079. }
  15080. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15081. };
  15082. /**
  15083. * Set the value of an uniform to a matrix (2x2)
  15084. * @param uniform defines the webGL uniform location where to store the value
  15085. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15086. */
  15087. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15088. if (!uniform) {
  15089. return;
  15090. }
  15091. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15092. };
  15093. /**
  15094. * Set the value of an uniform to a number (int)
  15095. * @param uniform defines the webGL uniform location where to store the value
  15096. * @param value defines the int number to store
  15097. */
  15098. Engine.prototype.setInt = function (uniform, value) {
  15099. if (!uniform) {
  15100. return;
  15101. }
  15102. this._gl.uniform1i(uniform, value);
  15103. };
  15104. /**
  15105. * Set the value of an uniform to a number (float)
  15106. * @param uniform defines the webGL uniform location where to store the value
  15107. * @param value defines the float number to store
  15108. */
  15109. Engine.prototype.setFloat = function (uniform, value) {
  15110. if (!uniform) {
  15111. return;
  15112. }
  15113. this._gl.uniform1f(uniform, value);
  15114. };
  15115. /**
  15116. * Set the value of an uniform to a vec2
  15117. * @param uniform defines the webGL uniform location where to store the value
  15118. * @param x defines the 1st component of the value
  15119. * @param y defines the 2nd component of the value
  15120. */
  15121. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15122. if (!uniform) {
  15123. return;
  15124. }
  15125. this._gl.uniform2f(uniform, x, y);
  15126. };
  15127. /**
  15128. * Set the value of an uniform to a vec3
  15129. * @param uniform defines the webGL uniform location where to store the value
  15130. * @param x defines the 1st component of the value
  15131. * @param y defines the 2nd component of the value
  15132. * @param z defines the 3rd component of the value
  15133. */
  15134. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15135. if (!uniform) {
  15136. return;
  15137. }
  15138. this._gl.uniform3f(uniform, x, y, z);
  15139. };
  15140. /**
  15141. * Set the value of an uniform to a boolean
  15142. * @param uniform defines the webGL uniform location where to store the value
  15143. * @param bool defines the boolean to store
  15144. */
  15145. Engine.prototype.setBool = function (uniform, bool) {
  15146. if (!uniform) {
  15147. return;
  15148. }
  15149. this._gl.uniform1i(uniform, bool);
  15150. };
  15151. /**
  15152. * Set the value of an uniform to a vec4
  15153. * @param uniform defines the webGL uniform location where to store the value
  15154. * @param x defines the 1st component of the value
  15155. * @param y defines the 2nd component of the value
  15156. * @param z defines the 3rd component of the value
  15157. * @param w defines the 4th component of the value
  15158. */
  15159. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15160. if (!uniform) {
  15161. return;
  15162. }
  15163. this._gl.uniform4f(uniform, x, y, z, w);
  15164. };
  15165. /**
  15166. * Set the value of an uniform to a Color3
  15167. * @param uniform defines the webGL uniform location where to store the value
  15168. * @param color3 defines the color to store
  15169. */
  15170. Engine.prototype.setColor3 = function (uniform, color3) {
  15171. if (!uniform) {
  15172. return;
  15173. }
  15174. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15175. };
  15176. /**
  15177. * Set the value of an uniform to a Color3 and an alpha value
  15178. * @param uniform defines the webGL uniform location where to store the value
  15179. * @param color3 defines the color to store
  15180. * @param alpha defines the alpha component to store
  15181. */
  15182. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15183. if (!uniform) {
  15184. return;
  15185. }
  15186. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15187. };
  15188. /**
  15189. * Sets a Color4 on a uniform variable
  15190. * @param uniform defines the uniform location
  15191. * @param color4 defines the value to be set
  15192. */
  15193. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15194. if (!uniform) {
  15195. return;
  15196. }
  15197. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15198. };
  15199. // States
  15200. /**
  15201. * Set various states to the webGL context
  15202. * @param culling defines backface culling state
  15203. * @param zOffset defines the value to apply to zOffset (0 by default)
  15204. * @param force defines if states must be applied even if cache is up to date
  15205. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15206. */
  15207. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15208. if (zOffset === void 0) { zOffset = 0; }
  15209. if (reverseSide === void 0) { reverseSide = false; }
  15210. // Culling
  15211. if (this._depthCullingState.cull !== culling || force) {
  15212. this._depthCullingState.cull = culling;
  15213. }
  15214. // Cull face
  15215. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15216. if (this._depthCullingState.cullFace !== cullFace || force) {
  15217. this._depthCullingState.cullFace = cullFace;
  15218. }
  15219. // Z offset
  15220. this.setZOffset(zOffset);
  15221. // Front face
  15222. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15223. if (this._depthCullingState.frontFace !== frontFace || force) {
  15224. this._depthCullingState.frontFace = frontFace;
  15225. }
  15226. };
  15227. /**
  15228. * Set the z offset to apply to current rendering
  15229. * @param value defines the offset to apply
  15230. */
  15231. Engine.prototype.setZOffset = function (value) {
  15232. this._depthCullingState.zOffset = value;
  15233. };
  15234. /**
  15235. * Gets the current value of the zOffset
  15236. * @returns the current zOffset state
  15237. */
  15238. Engine.prototype.getZOffset = function () {
  15239. return this._depthCullingState.zOffset;
  15240. };
  15241. /**
  15242. * Enable or disable depth buffering
  15243. * @param enable defines the state to set
  15244. */
  15245. Engine.prototype.setDepthBuffer = function (enable) {
  15246. this._depthCullingState.depthTest = enable;
  15247. };
  15248. /**
  15249. * Gets a boolean indicating if depth writing is enabled
  15250. * @returns the current depth writing state
  15251. */
  15252. Engine.prototype.getDepthWrite = function () {
  15253. return this._depthCullingState.depthMask;
  15254. };
  15255. /**
  15256. * Enable or disable depth writing
  15257. * @param enable defines the state to set
  15258. */
  15259. Engine.prototype.setDepthWrite = function (enable) {
  15260. this._depthCullingState.depthMask = enable;
  15261. };
  15262. /**
  15263. * Enable or disable color writing
  15264. * @param enable defines the state to set
  15265. */
  15266. Engine.prototype.setColorWrite = function (enable) {
  15267. this._gl.colorMask(enable, enable, enable, enable);
  15268. this._colorWrite = enable;
  15269. };
  15270. /**
  15271. * Gets a boolean indicating if color writing is enabled
  15272. * @returns the current color writing state
  15273. */
  15274. Engine.prototype.getColorWrite = function () {
  15275. return this._colorWrite;
  15276. };
  15277. /**
  15278. * Sets alpha constants used by some alpha blending modes
  15279. * @param r defines the red component
  15280. * @param g defines the green component
  15281. * @param b defines the blue component
  15282. * @param a defines the alpha component
  15283. */
  15284. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15285. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15286. };
  15287. /**
  15288. * Sets the current alpha mode
  15289. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15290. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15291. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15292. */
  15293. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15294. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15295. if (this._alphaMode === mode) {
  15296. return;
  15297. }
  15298. switch (mode) {
  15299. case Engine.ALPHA_DISABLE:
  15300. this._alphaState.alphaBlend = false;
  15301. break;
  15302. case Engine.ALPHA_PREMULTIPLIED:
  15303. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15304. this._alphaState.alphaBlend = true;
  15305. break;
  15306. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15307. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15308. this._alphaState.alphaBlend = true;
  15309. break;
  15310. case Engine.ALPHA_COMBINE:
  15311. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15312. this._alphaState.alphaBlend = true;
  15313. break;
  15314. case Engine.ALPHA_ONEONE:
  15315. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15316. this._alphaState.alphaBlend = true;
  15317. break;
  15318. case Engine.ALPHA_ADD:
  15319. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15320. this._alphaState.alphaBlend = true;
  15321. break;
  15322. case Engine.ALPHA_SUBTRACT:
  15323. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15324. this._alphaState.alphaBlend = true;
  15325. break;
  15326. case Engine.ALPHA_MULTIPLY:
  15327. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15328. this._alphaState.alphaBlend = true;
  15329. break;
  15330. case Engine.ALPHA_MAXIMIZED:
  15331. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15332. this._alphaState.alphaBlend = true;
  15333. break;
  15334. case Engine.ALPHA_INTERPOLATE:
  15335. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15336. this._alphaState.alphaBlend = true;
  15337. break;
  15338. case Engine.ALPHA_SCREENMODE:
  15339. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15340. this._alphaState.alphaBlend = true;
  15341. break;
  15342. }
  15343. if (!noDepthWriteChange) {
  15344. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15345. }
  15346. this._alphaMode = mode;
  15347. };
  15348. /**
  15349. * Gets the current alpha mode
  15350. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15351. * @returns the current alpha mode
  15352. */
  15353. Engine.prototype.getAlphaMode = function () {
  15354. return this._alphaMode;
  15355. };
  15356. // Textures
  15357. /**
  15358. * Clears the list of texture accessible through engine.
  15359. * This can help preventing texture load conflict due to name collision.
  15360. */
  15361. Engine.prototype.clearInternalTexturesCache = function () {
  15362. this._internalTexturesCache = [];
  15363. };
  15364. /**
  15365. * Force the entire cache to be cleared
  15366. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15367. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15368. */
  15369. Engine.prototype.wipeCaches = function (bruteForce) {
  15370. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15371. return;
  15372. }
  15373. this._currentEffect = null;
  15374. this._viewportCached.x = 0;
  15375. this._viewportCached.y = 0;
  15376. this._viewportCached.z = 0;
  15377. this._viewportCached.w = 0;
  15378. if (bruteForce) {
  15379. this.resetTextureCache();
  15380. this._currentProgram = null;
  15381. this._stencilState.reset();
  15382. this._depthCullingState.reset();
  15383. this.setDepthFunctionToLessOrEqual();
  15384. this._alphaState.reset();
  15385. this._unpackFlipYCached = null;
  15386. }
  15387. this._resetVertexBufferBinding();
  15388. this._cachedIndexBuffer = null;
  15389. this._cachedEffectForVertexBuffers = null;
  15390. this._unbindVertexArrayObject();
  15391. this.bindIndexBuffer(null);
  15392. };
  15393. /**
  15394. * Set the compressed texture format to use, based on the formats you have, and the formats
  15395. * supported by the hardware / browser.
  15396. *
  15397. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15398. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15399. * to API arguments needed to compressed textures. This puts the burden on the container
  15400. * generator to house the arcane code for determining these for current & future formats.
  15401. *
  15402. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15403. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15404. *
  15405. * Note: The result of this call is not taken into account when a texture is base64.
  15406. *
  15407. * @param formatsAvailable defines the list of those format families you have created
  15408. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15409. *
  15410. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15411. * @returns The extension selected.
  15412. */
  15413. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15414. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15415. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15416. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15417. return this._textureFormatInUse = this._texturesSupported[i];
  15418. }
  15419. }
  15420. }
  15421. // actively set format to nothing, to allow this to be called more than once
  15422. // and possibly fail the 2nd time
  15423. this._textureFormatInUse = null;
  15424. return null;
  15425. };
  15426. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15427. var gl = this._gl;
  15428. var magFilter = gl.NEAREST;
  15429. var minFilter = gl.NEAREST;
  15430. switch (samplingMode) {
  15431. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15432. magFilter = gl.LINEAR;
  15433. if (generateMipMaps) {
  15434. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15435. }
  15436. else {
  15437. minFilter = gl.LINEAR;
  15438. }
  15439. break;
  15440. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15441. magFilter = gl.LINEAR;
  15442. if (generateMipMaps) {
  15443. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15444. }
  15445. else {
  15446. minFilter = gl.LINEAR;
  15447. }
  15448. break;
  15449. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15450. magFilter = gl.NEAREST;
  15451. if (generateMipMaps) {
  15452. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15453. }
  15454. else {
  15455. minFilter = gl.NEAREST;
  15456. }
  15457. break;
  15458. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15459. magFilter = gl.NEAREST;
  15460. if (generateMipMaps) {
  15461. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15462. }
  15463. else {
  15464. minFilter = gl.NEAREST;
  15465. }
  15466. break;
  15467. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15468. magFilter = gl.NEAREST;
  15469. if (generateMipMaps) {
  15470. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15471. }
  15472. else {
  15473. minFilter = gl.LINEAR;
  15474. }
  15475. break;
  15476. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15477. magFilter = gl.NEAREST;
  15478. if (generateMipMaps) {
  15479. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15480. }
  15481. else {
  15482. minFilter = gl.LINEAR;
  15483. }
  15484. break;
  15485. case Engine.TEXTURE_NEAREST_LINEAR:
  15486. magFilter = gl.NEAREST;
  15487. minFilter = gl.LINEAR;
  15488. break;
  15489. case Engine.TEXTURE_NEAREST_NEAREST:
  15490. magFilter = gl.NEAREST;
  15491. minFilter = gl.NEAREST;
  15492. break;
  15493. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15494. magFilter = gl.LINEAR;
  15495. if (generateMipMaps) {
  15496. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15497. }
  15498. else {
  15499. minFilter = gl.NEAREST;
  15500. }
  15501. break;
  15502. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15503. magFilter = gl.LINEAR;
  15504. if (generateMipMaps) {
  15505. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15506. }
  15507. else {
  15508. minFilter = gl.NEAREST;
  15509. }
  15510. break;
  15511. case Engine.TEXTURE_LINEAR_LINEAR:
  15512. magFilter = gl.LINEAR;
  15513. minFilter = gl.LINEAR;
  15514. break;
  15515. case Engine.TEXTURE_LINEAR_NEAREST:
  15516. magFilter = gl.LINEAR;
  15517. minFilter = gl.NEAREST;
  15518. break;
  15519. }
  15520. return {
  15521. min: minFilter,
  15522. mag: magFilter
  15523. };
  15524. };
  15525. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15526. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15527. var img;
  15528. var onload = function () {
  15529. loadedImages[index] = img;
  15530. loadedImages._internalCount++;
  15531. if (scene) {
  15532. scene._removePendingData(img);
  15533. }
  15534. if (loadedImages._internalCount === 6) {
  15535. onfinish(loadedImages);
  15536. }
  15537. };
  15538. var onerror = function (message, exception) {
  15539. if (scene) {
  15540. scene._removePendingData(img);
  15541. }
  15542. if (onErrorCallBack) {
  15543. onErrorCallBack(message, exception);
  15544. }
  15545. };
  15546. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15547. if (scene) {
  15548. scene._addPendingData(img);
  15549. }
  15550. };
  15551. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15552. if (onError === void 0) { onError = null; }
  15553. var loadedImages = [];
  15554. loadedImages._internalCount = 0;
  15555. for (var index = 0; index < 6; index++) {
  15556. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15557. }
  15558. };
  15559. /** @hidden */
  15560. Engine.prototype._createTexture = function () {
  15561. var texture = this._gl.createTexture();
  15562. if (!texture) {
  15563. throw new Error("Unable to create texture");
  15564. }
  15565. return texture;
  15566. };
  15567. /**
  15568. * Usually called from BABYLON.Texture.ts.
  15569. * Passed information to create a WebGLTexture
  15570. * @param urlArg defines a value which contains one of the following:
  15571. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15572. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15573. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15574. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15575. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15576. * @param scene needed for loading to the correct scene
  15577. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15578. * @param onLoad optional callback to be called upon successful completion
  15579. * @param onError optional callback to be called upon failure
  15580. * @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
  15581. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15582. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15583. * @param forcedExtension defines the extension to use to pick the right loader
  15584. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15585. */
  15586. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15587. var _this = this;
  15588. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15589. if (onLoad === void 0) { onLoad = null; }
  15590. if (onError === void 0) { onError = null; }
  15591. if (buffer === void 0) { buffer = null; }
  15592. if (fallback === void 0) { fallback = null; }
  15593. if (format === void 0) { format = null; }
  15594. if (forcedExtension === void 0) { forcedExtension = null; }
  15595. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15596. var fromData = url.substr(0, 5) === "data:";
  15597. var fromBlob = url.substr(0, 5) === "blob:";
  15598. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15599. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15600. // establish the file extension, if possible
  15601. var lastDot = url.lastIndexOf('.');
  15602. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15603. var loader = null;
  15604. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15605. var availableLoader = _a[_i];
  15606. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15607. loader = availableLoader;
  15608. break;
  15609. }
  15610. }
  15611. if (loader) {
  15612. url = loader.transformUrl(url, this._textureFormatInUse);
  15613. }
  15614. if (scene) {
  15615. scene._addPendingData(texture);
  15616. }
  15617. texture.url = url;
  15618. texture.generateMipMaps = !noMipmap;
  15619. texture.samplingMode = samplingMode;
  15620. texture.invertY = invertY;
  15621. if (!this._doNotHandleContextLost) {
  15622. // Keep a link to the buffer only if we plan to handle context lost
  15623. texture._buffer = buffer;
  15624. }
  15625. var onLoadObserver = null;
  15626. if (onLoad && !fallback) {
  15627. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15628. }
  15629. if (!fallback) {
  15630. this._internalTexturesCache.push(texture);
  15631. }
  15632. var onInternalError = function (message, exception) {
  15633. if (scene) {
  15634. scene._removePendingData(texture);
  15635. }
  15636. var customFallback = false;
  15637. if (loader) {
  15638. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15639. if (fallbackUrl) {
  15640. // Add Back
  15641. customFallback = true;
  15642. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15643. }
  15644. }
  15645. if (!customFallback) {
  15646. if (onLoadObserver) {
  15647. texture.onLoadedObservable.remove(onLoadObserver);
  15648. }
  15649. if (BABYLON.Tools.UseFallbackTexture) {
  15650. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15651. }
  15652. }
  15653. if (onError) {
  15654. onError(message || "Unknown error", exception);
  15655. }
  15656. };
  15657. // processing for non-image formats
  15658. if (loader) {
  15659. var callback = function (data) {
  15660. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15661. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15662. done();
  15663. return false;
  15664. }, samplingMode);
  15665. });
  15666. };
  15667. if (!buffer) {
  15668. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15669. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15670. });
  15671. }
  15672. else {
  15673. callback(buffer);
  15674. }
  15675. }
  15676. else {
  15677. var onload = function (img) {
  15678. if (fromBlob && !_this._doNotHandleContextLost) {
  15679. // We need to store the image if we need to rebuild the texture
  15680. // in case of a webgl context lost
  15681. texture._buffer = img;
  15682. }
  15683. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15684. var gl = _this._gl;
  15685. var isPot = (img.width === potWidth && img.height === potHeight);
  15686. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15687. if (isPot) {
  15688. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15689. return false;
  15690. }
  15691. var maxTextureSize = _this._caps.maxTextureSize;
  15692. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15693. _this._prepareWorkingCanvas();
  15694. if (!_this._workingCanvas || !_this._workingContext) {
  15695. return false;
  15696. }
  15697. _this._workingCanvas.width = potWidth;
  15698. _this._workingCanvas.height = potHeight;
  15699. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15700. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15701. texture.width = potWidth;
  15702. texture.height = potHeight;
  15703. return false;
  15704. }
  15705. else {
  15706. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15707. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15708. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15709. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15710. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15711. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15712. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15713. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15714. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15715. _this._releaseTexture(source_1);
  15716. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15717. continuationCallback();
  15718. });
  15719. }
  15720. return true;
  15721. }, samplingMode);
  15722. };
  15723. if (!fromData || isBase64) {
  15724. if (buffer instanceof HTMLImageElement) {
  15725. onload(buffer);
  15726. }
  15727. else {
  15728. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15729. }
  15730. }
  15731. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15732. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15733. }
  15734. else {
  15735. onload(buffer);
  15736. }
  15737. }
  15738. return texture;
  15739. };
  15740. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15741. var _this = this;
  15742. var rtt = this.createRenderTargetTexture({
  15743. width: destination.width,
  15744. height: destination.height,
  15745. }, {
  15746. generateMipMaps: false,
  15747. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15748. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15749. generateDepthBuffer: false,
  15750. generateStencilBuffer: false
  15751. });
  15752. if (!this._rescalePostProcess) {
  15753. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15754. }
  15755. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15756. _this._rescalePostProcess.onApply = function (effect) {
  15757. effect._bindTexture("textureSampler", source);
  15758. };
  15759. var hostingScene = scene;
  15760. if (!hostingScene) {
  15761. hostingScene = _this.scenes[_this.scenes.length - 1];
  15762. }
  15763. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15764. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15765. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15766. _this.unBindFramebuffer(rtt);
  15767. _this._releaseTexture(rtt);
  15768. if (onComplete) {
  15769. onComplete();
  15770. }
  15771. });
  15772. };
  15773. /**
  15774. * Update a raw texture
  15775. * @param texture defines the texture to update
  15776. * @param data defines the data to store in the texture
  15777. * @param format defines the format of the data
  15778. * @param invertY defines if data must be stored with Y axis inverted
  15779. * @param compression defines the compression used (null by default)
  15780. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15781. */
  15782. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15783. if (compression === void 0) { compression = null; }
  15784. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15785. if (!texture) {
  15786. return;
  15787. }
  15788. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15789. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15790. // babylon's internalFormat but gl's texImage2D format
  15791. var internalFormat = this._getInternalFormat(format);
  15792. var textureType = this._getWebGLTextureType(type);
  15793. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15794. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15795. if (!this._doNotHandleContextLost) {
  15796. texture._bufferView = data;
  15797. texture.format = format;
  15798. texture.type = type;
  15799. texture.invertY = invertY;
  15800. texture._compression = compression;
  15801. }
  15802. if (texture.width % 4 !== 0) {
  15803. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15804. }
  15805. if (compression && data) {
  15806. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15807. }
  15808. else {
  15809. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15810. }
  15811. if (texture.generateMipMaps) {
  15812. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15813. }
  15814. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15815. // this.resetTextureCache();
  15816. texture.isReady = true;
  15817. };
  15818. /**
  15819. * Creates a raw texture
  15820. * @param data defines the data to store in the texture
  15821. * @param width defines the width of the texture
  15822. * @param height defines the height of the texture
  15823. * @param format defines the format of the data
  15824. * @param generateMipMaps defines if the engine should generate the mip levels
  15825. * @param invertY defines if data must be stored with Y axis inverted
  15826. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15827. * @param compression defines the compression used (null by default)
  15828. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15829. * @returns the raw texture inside an InternalTexture
  15830. */
  15831. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15832. if (compression === void 0) { compression = null; }
  15833. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15834. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15835. texture.baseWidth = width;
  15836. texture.baseHeight = height;
  15837. texture.width = width;
  15838. texture.height = height;
  15839. texture.format = format;
  15840. texture.generateMipMaps = generateMipMaps;
  15841. texture.samplingMode = samplingMode;
  15842. texture.invertY = invertY;
  15843. texture._compression = compression;
  15844. texture.type = type;
  15845. if (!this._doNotHandleContextLost) {
  15846. texture._bufferView = data;
  15847. }
  15848. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15849. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15850. // Filters
  15851. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15852. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15853. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15854. if (generateMipMaps) {
  15855. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15856. }
  15857. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15858. this._internalTexturesCache.push(texture);
  15859. return texture;
  15860. };
  15861. /** @hidden */
  15862. Engine.prototype._unpackFlipY = function (value) {
  15863. if (this._unpackFlipYCached !== value) {
  15864. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15865. if (this.enableUnpackFlipYCached) {
  15866. this._unpackFlipYCached = value;
  15867. }
  15868. }
  15869. };
  15870. /** @hidden */
  15871. Engine.prototype._getUnpackAlignement = function () {
  15872. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15873. };
  15874. /**
  15875. * Creates a dynamic texture
  15876. * @param width defines the width of the texture
  15877. * @param height defines the height of the texture
  15878. * @param generateMipMaps defines if the engine should generate the mip levels
  15879. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15880. * @returns the dynamic texture inside an InternalTexture
  15881. */
  15882. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15883. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15884. texture.baseWidth = width;
  15885. texture.baseHeight = height;
  15886. if (generateMipMaps) {
  15887. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15888. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15889. }
  15890. // this.resetTextureCache();
  15891. texture.width = width;
  15892. texture.height = height;
  15893. texture.isReady = false;
  15894. texture.generateMipMaps = generateMipMaps;
  15895. texture.samplingMode = samplingMode;
  15896. this.updateTextureSamplingMode(samplingMode, texture);
  15897. this._internalTexturesCache.push(texture);
  15898. return texture;
  15899. };
  15900. /**
  15901. * Update the sampling mode of a given texture
  15902. * @param samplingMode defines the required sampling mode
  15903. * @param texture defines the texture to update
  15904. */
  15905. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15906. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15907. if (texture.isCube) {
  15908. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15909. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15910. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15911. }
  15912. else if (texture.is3D) {
  15913. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15914. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15915. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15916. }
  15917. else {
  15918. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15919. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15920. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15921. }
  15922. texture.samplingMode = samplingMode;
  15923. };
  15924. /**
  15925. * Update the content of a dynamic texture
  15926. * @param texture defines the texture to update
  15927. * @param canvas defines the canvas containing the source
  15928. * @param invertY defines if data must be stored with Y axis inverted
  15929. * @param premulAlpha defines if alpha is stored as premultiplied
  15930. * @param format defines the format of the data
  15931. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  15932. */
  15933. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  15934. if (premulAlpha === void 0) { premulAlpha = false; }
  15935. if (forceBindTexture === void 0) { forceBindTexture = false; }
  15936. if (!texture) {
  15937. return;
  15938. }
  15939. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  15940. this._unpackFlipY(invertY);
  15941. if (premulAlpha) {
  15942. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15943. }
  15944. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15945. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15946. if (texture.generateMipMaps) {
  15947. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15948. }
  15949. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15950. if (premulAlpha) {
  15951. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15952. }
  15953. texture.isReady = true;
  15954. };
  15955. /**
  15956. * Update a video texture
  15957. * @param texture defines the texture to update
  15958. * @param video defines the video element to use
  15959. * @param invertY defines if data must be stored with Y axis inverted
  15960. */
  15961. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15962. if (!texture || texture._isDisabled) {
  15963. return;
  15964. }
  15965. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15966. this._unpackFlipY(!invertY); // Video are upside down by default
  15967. try {
  15968. // Testing video texture support
  15969. if (this._videoTextureSupported === undefined) {
  15970. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15971. if (this._gl.getError() !== 0) {
  15972. this._videoTextureSupported = false;
  15973. }
  15974. else {
  15975. this._videoTextureSupported = true;
  15976. }
  15977. }
  15978. // Copy video through the current working canvas if video texture is not supported
  15979. if (!this._videoTextureSupported) {
  15980. if (!texture._workingCanvas) {
  15981. texture._workingCanvas = document.createElement("canvas");
  15982. var context = texture._workingCanvas.getContext("2d");
  15983. if (!context) {
  15984. throw new Error("Unable to get 2d context");
  15985. }
  15986. texture._workingContext = context;
  15987. texture._workingCanvas.width = texture.width;
  15988. texture._workingCanvas.height = texture.height;
  15989. }
  15990. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15991. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15992. }
  15993. else {
  15994. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15995. }
  15996. if (texture.generateMipMaps) {
  15997. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15998. }
  15999. if (!wasPreviouslyBound) {
  16000. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16001. }
  16002. // this.resetTextureCache();
  16003. texture.isReady = true;
  16004. }
  16005. catch (ex) {
  16006. // Something unexpected
  16007. // Let's disable the texture
  16008. texture._isDisabled = true;
  16009. }
  16010. };
  16011. /**
  16012. * Updates a depth texture Comparison Mode and Function.
  16013. * If the comparison Function is equal to 0, the mode will be set to none.
  16014. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16015. * @param texture The texture to set the comparison function for
  16016. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16017. */
  16018. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16019. if (this.webGLVersion === 1) {
  16020. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16021. return;
  16022. }
  16023. var gl = this._gl;
  16024. if (texture.isCube) {
  16025. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16026. if (comparisonFunction === 0) {
  16027. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16028. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16029. }
  16030. else {
  16031. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16032. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16033. }
  16034. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16035. }
  16036. else {
  16037. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16038. if (comparisonFunction === 0) {
  16039. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16040. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16041. }
  16042. else {
  16043. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16044. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16045. }
  16046. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16047. }
  16048. texture._comparisonFunction = comparisonFunction;
  16049. };
  16050. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16051. var width = size.width || size;
  16052. var height = size.height || size;
  16053. internalTexture.baseWidth = width;
  16054. internalTexture.baseHeight = height;
  16055. internalTexture.width = width;
  16056. internalTexture.height = height;
  16057. internalTexture.isReady = true;
  16058. internalTexture.samples = 1;
  16059. internalTexture.generateMipMaps = false;
  16060. internalTexture._generateDepthBuffer = true;
  16061. internalTexture._generateStencilBuffer = generateStencil;
  16062. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16063. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16064. internalTexture._comparisonFunction = comparisonFunction;
  16065. var gl = this._gl;
  16066. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16067. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16068. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16069. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16070. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16071. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16072. if (comparisonFunction === 0) {
  16073. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16074. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16075. }
  16076. else {
  16077. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16078. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16079. }
  16080. };
  16081. /**
  16082. * Creates a depth stencil texture.
  16083. * This is only available in WebGL 2 or with the depth texture extension available.
  16084. * @param size The size of face edge in the texture.
  16085. * @param options The options defining the texture.
  16086. * @returns The texture
  16087. */
  16088. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16089. if (options.isCube) {
  16090. var width = size.width || size;
  16091. return this._createDepthStencilCubeTexture(width, options);
  16092. }
  16093. else {
  16094. return this._createDepthStencilTexture(size, options);
  16095. }
  16096. };
  16097. /**
  16098. * Creates a depth stencil texture.
  16099. * This is only available in WebGL 2 or with the depth texture extension available.
  16100. * @param size The size of face edge in the texture.
  16101. * @param options The options defining the texture.
  16102. * @returns The texture
  16103. */
  16104. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16105. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16106. if (!this._caps.depthTextureExtension) {
  16107. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16108. return internalTexture;
  16109. }
  16110. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16111. var gl = this._gl;
  16112. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16113. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16114. if (this.webGLVersion > 1) {
  16115. if (internalOptions.generateStencil) {
  16116. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16117. }
  16118. else {
  16119. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16120. }
  16121. }
  16122. else {
  16123. if (internalOptions.generateStencil) {
  16124. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16125. }
  16126. else {
  16127. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16128. }
  16129. }
  16130. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16131. return internalTexture;
  16132. };
  16133. /**
  16134. * Creates a depth stencil cube texture.
  16135. * This is only available in WebGL 2.
  16136. * @param size The size of face edge in the cube texture.
  16137. * @param options The options defining the cube texture.
  16138. * @returns The cube texture
  16139. */
  16140. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16141. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16142. internalTexture.isCube = true;
  16143. if (this.webGLVersion === 1) {
  16144. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16145. return internalTexture;
  16146. }
  16147. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16148. var gl = this._gl;
  16149. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16150. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16151. // Create the depth/stencil buffer
  16152. for (var face = 0; face < 6; face++) {
  16153. if (internalOptions.generateStencil) {
  16154. 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);
  16155. }
  16156. else {
  16157. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16158. }
  16159. }
  16160. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16161. return internalTexture;
  16162. };
  16163. /**
  16164. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16165. * @param renderTarget The render target to set the frame buffer for
  16166. */
  16167. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16168. // Create the framebuffer
  16169. var internalTexture = renderTarget.getInternalTexture();
  16170. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16171. return;
  16172. }
  16173. var gl = this._gl;
  16174. var depthStencilTexture = renderTarget.depthStencilTexture;
  16175. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16176. if (depthStencilTexture.isCube) {
  16177. if (depthStencilTexture._generateStencilBuffer) {
  16178. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16179. }
  16180. else {
  16181. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16182. }
  16183. }
  16184. else {
  16185. if (depthStencilTexture._generateStencilBuffer) {
  16186. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16187. }
  16188. else {
  16189. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16190. }
  16191. }
  16192. this.bindUnboundFramebuffer(null);
  16193. };
  16194. /**
  16195. * Creates a new render target texture
  16196. * @param size defines the size of the texture
  16197. * @param options defines the options used to create the texture
  16198. * @returns a new render target texture stored in an InternalTexture
  16199. */
  16200. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16201. var fullOptions = new RenderTargetCreationOptions();
  16202. if (options !== undefined && typeof options === "object") {
  16203. fullOptions.generateMipMaps = options.generateMipMaps;
  16204. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16205. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16206. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16207. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16208. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16209. }
  16210. else {
  16211. fullOptions.generateMipMaps = options;
  16212. fullOptions.generateDepthBuffer = true;
  16213. fullOptions.generateStencilBuffer = false;
  16214. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16215. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16216. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16217. }
  16218. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16219. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16220. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16221. }
  16222. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16223. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16224. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16225. }
  16226. var gl = this._gl;
  16227. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16228. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16229. var width = size.width || size;
  16230. var height = size.height || size;
  16231. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16232. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16233. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16234. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16235. }
  16236. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16237. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16238. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16239. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16240. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16241. // Create the framebuffer
  16242. var currentFrameBuffer = this._currentFramebuffer;
  16243. var framebuffer = gl.createFramebuffer();
  16244. this.bindUnboundFramebuffer(framebuffer);
  16245. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16246. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16247. if (fullOptions.generateMipMaps) {
  16248. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16249. }
  16250. // Unbind
  16251. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16252. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16253. this.bindUnboundFramebuffer(currentFrameBuffer);
  16254. texture._framebuffer = framebuffer;
  16255. texture.baseWidth = width;
  16256. texture.baseHeight = height;
  16257. texture.width = width;
  16258. texture.height = height;
  16259. texture.isReady = true;
  16260. texture.samples = 1;
  16261. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16262. texture.samplingMode = fullOptions.samplingMode;
  16263. texture.type = fullOptions.type;
  16264. texture.format = fullOptions.format;
  16265. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16266. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16267. // this.resetTextureCache();
  16268. this._internalTexturesCache.push(texture);
  16269. return texture;
  16270. };
  16271. /**
  16272. * Create a multi render target texture
  16273. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16274. * @param size defines the size of the texture
  16275. * @param options defines the creation options
  16276. * @returns the cube texture as an InternalTexture
  16277. */
  16278. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16279. var generateMipMaps = false;
  16280. var generateDepthBuffer = true;
  16281. var generateStencilBuffer = false;
  16282. var generateDepthTexture = false;
  16283. var textureCount = 1;
  16284. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16285. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16286. var types = new Array();
  16287. var samplingModes = new Array();
  16288. if (options !== undefined) {
  16289. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16290. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16291. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16292. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16293. textureCount = options.textureCount || 1;
  16294. if (options.types) {
  16295. types = options.types;
  16296. }
  16297. if (options.samplingModes) {
  16298. samplingModes = options.samplingModes;
  16299. }
  16300. }
  16301. var gl = this._gl;
  16302. // Create the framebuffer
  16303. var framebuffer = gl.createFramebuffer();
  16304. this.bindUnboundFramebuffer(framebuffer);
  16305. var width = size.width || size;
  16306. var height = size.height || size;
  16307. var textures = [];
  16308. var attachments = [];
  16309. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16310. for (var i = 0; i < textureCount; i++) {
  16311. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16312. var type = types[i] || defaultType;
  16313. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16314. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16315. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16316. }
  16317. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16318. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16319. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16320. }
  16321. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16322. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16323. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16324. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16325. }
  16326. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16327. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16328. textures.push(texture);
  16329. attachments.push(attachment);
  16330. gl.activeTexture(gl["TEXTURE" + i]);
  16331. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16332. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16333. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16334. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16335. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16336. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16337. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16338. if (generateMipMaps) {
  16339. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16340. }
  16341. // Unbind
  16342. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16343. texture._framebuffer = framebuffer;
  16344. texture._depthStencilBuffer = depthStencilBuffer;
  16345. texture.baseWidth = width;
  16346. texture.baseHeight = height;
  16347. texture.width = width;
  16348. texture.height = height;
  16349. texture.isReady = true;
  16350. texture.samples = 1;
  16351. texture.generateMipMaps = generateMipMaps;
  16352. texture.samplingMode = samplingMode;
  16353. texture.type = type;
  16354. texture._generateDepthBuffer = generateDepthBuffer;
  16355. texture._generateStencilBuffer = generateStencilBuffer;
  16356. texture._attachments = attachments;
  16357. this._internalTexturesCache.push(texture);
  16358. }
  16359. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16360. // Depth texture
  16361. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16362. gl.activeTexture(gl.TEXTURE0);
  16363. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16364. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16365. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16366. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16367. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16368. 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);
  16369. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16370. depthTexture._framebuffer = framebuffer;
  16371. depthTexture.baseWidth = width;
  16372. depthTexture.baseHeight = height;
  16373. depthTexture.width = width;
  16374. depthTexture.height = height;
  16375. depthTexture.isReady = true;
  16376. depthTexture.samples = 1;
  16377. depthTexture.generateMipMaps = generateMipMaps;
  16378. depthTexture.samplingMode = gl.NEAREST;
  16379. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16380. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16381. textures.push(depthTexture);
  16382. this._internalTexturesCache.push(depthTexture);
  16383. }
  16384. gl.drawBuffers(attachments);
  16385. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16386. this.bindUnboundFramebuffer(null);
  16387. this.resetTextureCache();
  16388. return textures;
  16389. };
  16390. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16391. if (samples === void 0) { samples = 1; }
  16392. var depthStencilBuffer = null;
  16393. var gl = this._gl;
  16394. // Create the depth/stencil buffer
  16395. if (generateStencilBuffer) {
  16396. depthStencilBuffer = gl.createRenderbuffer();
  16397. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16398. if (samples > 1) {
  16399. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16400. }
  16401. else {
  16402. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16403. }
  16404. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16405. }
  16406. else if (generateDepthBuffer) {
  16407. depthStencilBuffer = gl.createRenderbuffer();
  16408. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16409. if (samples > 1) {
  16410. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16411. }
  16412. else {
  16413. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16414. }
  16415. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16416. }
  16417. return depthStencilBuffer;
  16418. };
  16419. /**
  16420. * Updates the sample count of a render target texture
  16421. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16422. * @param texture defines the texture to update
  16423. * @param samples defines the sample count to set
  16424. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16425. */
  16426. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16427. if (this.webGLVersion < 2 || !texture) {
  16428. return 1;
  16429. }
  16430. if (texture.samples === samples) {
  16431. return samples;
  16432. }
  16433. var gl = this._gl;
  16434. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16435. // Dispose previous render buffers
  16436. if (texture._depthStencilBuffer) {
  16437. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16438. texture._depthStencilBuffer = null;
  16439. }
  16440. if (texture._MSAAFramebuffer) {
  16441. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16442. texture._MSAAFramebuffer = null;
  16443. }
  16444. if (texture._MSAARenderBuffer) {
  16445. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16446. texture._MSAARenderBuffer = null;
  16447. }
  16448. if (samples > 1) {
  16449. var framebuffer = gl.createFramebuffer();
  16450. if (!framebuffer) {
  16451. throw new Error("Unable to create multi sampled framebuffer");
  16452. }
  16453. texture._MSAAFramebuffer = framebuffer;
  16454. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16455. var colorRenderbuffer = gl.createRenderbuffer();
  16456. if (!colorRenderbuffer) {
  16457. throw new Error("Unable to create multi sampled framebuffer");
  16458. }
  16459. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16460. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16461. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16462. texture._MSAARenderBuffer = colorRenderbuffer;
  16463. }
  16464. else {
  16465. this.bindUnboundFramebuffer(texture._framebuffer);
  16466. }
  16467. texture.samples = samples;
  16468. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16469. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16470. this.bindUnboundFramebuffer(null);
  16471. return samples;
  16472. };
  16473. /**
  16474. * Update the sample count for a given multiple render target texture
  16475. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16476. * @param textures defines the textures to update
  16477. * @param samples defines the sample count to set
  16478. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16479. */
  16480. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16481. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16482. return 1;
  16483. }
  16484. if (textures[0].samples === samples) {
  16485. return samples;
  16486. }
  16487. var gl = this._gl;
  16488. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16489. // Dispose previous render buffers
  16490. if (textures[0]._depthStencilBuffer) {
  16491. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16492. textures[0]._depthStencilBuffer = null;
  16493. }
  16494. if (textures[0]._MSAAFramebuffer) {
  16495. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16496. textures[0]._MSAAFramebuffer = null;
  16497. }
  16498. for (var i = 0; i < textures.length; i++) {
  16499. if (textures[i]._MSAARenderBuffer) {
  16500. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16501. textures[i]._MSAARenderBuffer = null;
  16502. }
  16503. }
  16504. if (samples > 1) {
  16505. var framebuffer = gl.createFramebuffer();
  16506. if (!framebuffer) {
  16507. throw new Error("Unable to create multi sampled framebuffer");
  16508. }
  16509. this.bindUnboundFramebuffer(framebuffer);
  16510. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16511. var attachments = [];
  16512. for (var i = 0; i < textures.length; i++) {
  16513. var texture = textures[i];
  16514. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16515. var colorRenderbuffer = gl.createRenderbuffer();
  16516. if (!colorRenderbuffer) {
  16517. throw new Error("Unable to create multi sampled framebuffer");
  16518. }
  16519. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16520. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16521. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16522. texture._MSAAFramebuffer = framebuffer;
  16523. texture._MSAARenderBuffer = colorRenderbuffer;
  16524. texture.samples = samples;
  16525. texture._depthStencilBuffer = depthStencilBuffer;
  16526. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16527. attachments.push(attachment);
  16528. }
  16529. gl.drawBuffers(attachments);
  16530. }
  16531. else {
  16532. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16533. }
  16534. this.bindUnboundFramebuffer(null);
  16535. return samples;
  16536. };
  16537. /** @hidden */
  16538. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16539. if (faceIndex === void 0) { faceIndex = 0; }
  16540. if (lod === void 0) { lod = 0; }
  16541. var gl = this._gl;
  16542. var target = gl.TEXTURE_2D;
  16543. if (texture.isCube) {
  16544. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16545. }
  16546. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16547. };
  16548. /** @hidden */
  16549. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16550. if (faceIndex === void 0) { faceIndex = 0; }
  16551. if (lod === void 0) { lod = 0; }
  16552. var gl = this._gl;
  16553. var textureType = this._getWebGLTextureType(texture.type);
  16554. var format = this._getInternalFormat(texture.format);
  16555. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16556. this._unpackFlipY(texture.invertY);
  16557. var target = gl.TEXTURE_2D;
  16558. if (texture.isCube) {
  16559. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16560. }
  16561. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16562. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16563. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16564. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16565. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16566. };
  16567. /** @hidden */
  16568. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16569. if (faceIndex === void 0) { faceIndex = 0; }
  16570. if (lod === void 0) { lod = 0; }
  16571. var gl = this._gl;
  16572. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16573. this._bindTextureDirectly(bindTarget, texture, true);
  16574. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16575. this._bindTextureDirectly(bindTarget, null, true);
  16576. };
  16577. /** @hidden */
  16578. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16579. if (faceIndex === void 0) { faceIndex = 0; }
  16580. if (lod === void 0) { lod = 0; }
  16581. var gl = this._gl;
  16582. var textureType = this._getWebGLTextureType(texture.type);
  16583. var format = this._getInternalFormat(texture.format);
  16584. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16585. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16586. this._bindTextureDirectly(bindTarget, texture, true);
  16587. this._unpackFlipY(texture.invertY);
  16588. var target = gl.TEXTURE_2D;
  16589. if (texture.isCube) {
  16590. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16591. }
  16592. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16593. this._bindTextureDirectly(bindTarget, null, true);
  16594. };
  16595. /**
  16596. * Creates a new render target cube texture
  16597. * @param size defines the size of the texture
  16598. * @param options defines the options used to create the texture
  16599. * @returns a new render target cube texture stored in an InternalTexture
  16600. */
  16601. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16602. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16603. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16604. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16605. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16606. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16607. }
  16608. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16609. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16610. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16611. }
  16612. var gl = this._gl;
  16613. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16614. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16615. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16616. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16617. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16618. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16619. }
  16620. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16621. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16622. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16623. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16624. for (var face = 0; face < 6; face++) {
  16625. 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);
  16626. }
  16627. // Create the framebuffer
  16628. var framebuffer = gl.createFramebuffer();
  16629. this.bindUnboundFramebuffer(framebuffer);
  16630. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16631. // MipMaps
  16632. if (fullOptions.generateMipMaps) {
  16633. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16634. }
  16635. // Unbind
  16636. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16637. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16638. this.bindUnboundFramebuffer(null);
  16639. texture._framebuffer = framebuffer;
  16640. texture.width = size;
  16641. texture.height = size;
  16642. texture.isReady = true;
  16643. texture.isCube = true;
  16644. texture.samples = 1;
  16645. texture.generateMipMaps = fullOptions.generateMipMaps;
  16646. texture.samplingMode = fullOptions.samplingMode;
  16647. texture.type = fullOptions.type;
  16648. texture.format = fullOptions.format;
  16649. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16650. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16651. this._internalTexturesCache.push(texture);
  16652. return texture;
  16653. };
  16654. /**
  16655. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16656. * @param rootUrl defines the url where the file to load is located
  16657. * @param scene defines the current scene
  16658. * @param lodScale defines scale to apply to the mip map selection
  16659. * @param lodOffset defines offset to apply to the mip map selection
  16660. * @param onLoad defines an optional callback raised when the texture is loaded
  16661. * @param onError defines an optional callback raised if there is an issue to load the texture
  16662. * @param format defines the format of the data
  16663. * @param forcedExtension defines the extension to use to pick the right loader
  16664. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16665. * @returns the cube texture as an InternalTexture
  16666. */
  16667. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16668. var _this = this;
  16669. if (onLoad === void 0) { onLoad = null; }
  16670. if (onError === void 0) { onError = null; }
  16671. if (forcedExtension === void 0) { forcedExtension = null; }
  16672. if (createPolynomials === void 0) { createPolynomials = true; }
  16673. var callback = function (loadData) {
  16674. if (!loadData) {
  16675. if (onLoad) {
  16676. onLoad(null);
  16677. }
  16678. return;
  16679. }
  16680. var texture = loadData.texture;
  16681. if (!createPolynomials) {
  16682. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16683. }
  16684. else if (loadData.info.sphericalPolynomial) {
  16685. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16686. }
  16687. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16688. if (_this._caps.textureLOD) {
  16689. // Do not add extra process if texture lod is supported.
  16690. if (onLoad) {
  16691. onLoad(texture);
  16692. }
  16693. return;
  16694. }
  16695. var mipSlices = 3;
  16696. var gl = _this._gl;
  16697. var width = loadData.width;
  16698. if (!width) {
  16699. return;
  16700. }
  16701. var textures = [];
  16702. for (var i = 0; i < mipSlices; i++) {
  16703. //compute LOD from even spacing in smoothness (matching shader calculation)
  16704. var smoothness = i / (mipSlices - 1);
  16705. var roughness = 1 - smoothness;
  16706. var minLODIndex = lodOffset; // roughness = 0
  16707. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16708. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16709. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16710. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16711. glTextureFromLod.type = texture.type;
  16712. glTextureFromLod.format = texture.format;
  16713. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16714. glTextureFromLod.height = glTextureFromLod.width;
  16715. glTextureFromLod.isCube = true;
  16716. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16717. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16718. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16719. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16720. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16721. if (loadData.isDDS) {
  16722. var info = loadData.info;
  16723. var data = loadData.data;
  16724. _this._unpackFlipY(info.isCompressed);
  16725. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16726. }
  16727. else {
  16728. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16729. }
  16730. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16731. // Wrap in a base texture for easy binding.
  16732. var lodTexture = new BABYLON.BaseTexture(scene);
  16733. lodTexture.isCube = true;
  16734. lodTexture._texture = glTextureFromLod;
  16735. glTextureFromLod.isReady = true;
  16736. textures.push(lodTexture);
  16737. }
  16738. texture._lodTextureHigh = textures[2];
  16739. texture._lodTextureMid = textures[1];
  16740. texture._lodTextureLow = textures[0];
  16741. if (onLoad) {
  16742. onLoad(texture);
  16743. }
  16744. };
  16745. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16746. };
  16747. /**
  16748. * Creates a cube texture
  16749. * @param rootUrl defines the url where the files to load is located
  16750. * @param scene defines the current scene
  16751. * @param files defines the list of files to load (1 per face)
  16752. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16753. * @param onLoad defines an optional callback raised when the texture is loaded
  16754. * @param onError defines an optional callback raised if there is an issue to load the texture
  16755. * @param format defines the format of the data
  16756. * @param forcedExtension defines the extension to use to pick the right loader
  16757. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16758. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16759. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16760. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16761. * @returns the cube texture as an InternalTexture
  16762. */
  16763. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16764. var _this = this;
  16765. if (onLoad === void 0) { onLoad = null; }
  16766. if (onError === void 0) { onError = null; }
  16767. if (forcedExtension === void 0) { forcedExtension = null; }
  16768. if (createPolynomials === void 0) { createPolynomials = false; }
  16769. if (lodScale === void 0) { lodScale = 0; }
  16770. if (lodOffset === void 0) { lodOffset = 0; }
  16771. if (fallback === void 0) { fallback = null; }
  16772. var gl = this._gl;
  16773. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16774. texture.isCube = true;
  16775. texture.url = rootUrl;
  16776. texture.generateMipMaps = !noMipmap;
  16777. texture._lodGenerationScale = lodScale;
  16778. texture._lodGenerationOffset = lodOffset;
  16779. if (!this._doNotHandleContextLost) {
  16780. texture._extension = forcedExtension;
  16781. texture._files = files;
  16782. }
  16783. var lastDot = rootUrl.lastIndexOf('.');
  16784. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16785. var loader = null;
  16786. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16787. var availableLoader = _a[_i];
  16788. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16789. loader = availableLoader;
  16790. break;
  16791. }
  16792. }
  16793. var onInternalError = function (request, exception) {
  16794. if (loader) {
  16795. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16796. if (fallbackUrl) {
  16797. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16798. }
  16799. }
  16800. if (onError && request) {
  16801. onError(request.status + " " + request.statusText, exception);
  16802. }
  16803. };
  16804. if (loader) {
  16805. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16806. var onloaddata = function (data) {
  16807. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16808. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16809. };
  16810. if (files && files.length === 6) {
  16811. if (loader.supportCascades) {
  16812. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16813. }
  16814. else if (onError) {
  16815. onError("Textures type does not support cascades.");
  16816. }
  16817. }
  16818. else {
  16819. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16820. }
  16821. }
  16822. else {
  16823. if (!files) {
  16824. throw new Error("Cannot load cubemap because files were not defined");
  16825. }
  16826. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16827. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16828. var height = width;
  16829. _this._prepareWorkingCanvas();
  16830. if (!_this._workingCanvas || !_this._workingContext) {
  16831. return;
  16832. }
  16833. _this._workingCanvas.width = width;
  16834. _this._workingCanvas.height = height;
  16835. var faces = [
  16836. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16837. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16838. ];
  16839. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16840. _this._unpackFlipY(false);
  16841. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16842. for (var index = 0; index < faces.length; index++) {
  16843. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16844. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16845. }
  16846. if (!noMipmap) {
  16847. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16848. }
  16849. _this._setCubeMapTextureParams(!noMipmap);
  16850. texture.width = width;
  16851. texture.height = height;
  16852. texture.isReady = true;
  16853. if (format) {
  16854. texture.format = format;
  16855. }
  16856. texture.onLoadedObservable.notifyObservers(texture);
  16857. texture.onLoadedObservable.clear();
  16858. if (onLoad) {
  16859. onLoad();
  16860. }
  16861. }, files, onError);
  16862. }
  16863. this._internalTexturesCache.push(texture);
  16864. return texture;
  16865. };
  16866. /**
  16867. * @hidden
  16868. */
  16869. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16870. var gl = this._gl;
  16871. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16872. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16873. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16874. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16875. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16876. // this.resetTextureCache();
  16877. };
  16878. /**
  16879. * Update a raw cube texture
  16880. * @param texture defines the texture to udpdate
  16881. * @param data defines the data to store
  16882. * @param format defines the data format
  16883. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16884. * @param invertY defines if data must be stored with Y axis inverted
  16885. * @param compression defines the compression used (null by default)
  16886. * @param level defines which level of the texture to update
  16887. */
  16888. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16889. if (compression === void 0) { compression = null; }
  16890. if (level === void 0) { level = 0; }
  16891. texture._bufferViewArray = data;
  16892. texture.format = format;
  16893. texture.type = type;
  16894. texture.invertY = invertY;
  16895. texture._compression = compression;
  16896. var gl = this._gl;
  16897. var textureType = this._getWebGLTextureType(type);
  16898. var internalFormat = this._getInternalFormat(format);
  16899. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16900. var needConversion = false;
  16901. if (internalFormat === gl.RGB) {
  16902. internalFormat = gl.RGBA;
  16903. needConversion = true;
  16904. }
  16905. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16906. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16907. if (texture.width % 4 !== 0) {
  16908. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16909. }
  16910. // Data are known to be in +X +Y +Z -X -Y -Z
  16911. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16912. var faceData = data[faceIndex];
  16913. if (compression) {
  16914. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16915. }
  16916. else {
  16917. if (needConversion) {
  16918. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16919. }
  16920. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16921. }
  16922. }
  16923. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16924. if (isPot && texture.generateMipMaps && level === 0) {
  16925. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16926. }
  16927. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16928. // this.resetTextureCache();
  16929. texture.isReady = true;
  16930. };
  16931. /**
  16932. * Creates a new raw cube texture
  16933. * @param data defines the array of data to use to create each face
  16934. * @param size defines the size of the textures
  16935. * @param format defines the format of the data
  16936. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16937. * @param generateMipMaps defines if the engine should generate the mip levels
  16938. * @param invertY defines if data must be stored with Y axis inverted
  16939. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16940. * @param compression defines the compression used (null by default)
  16941. * @returns the cube texture as an InternalTexture
  16942. */
  16943. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16944. if (compression === void 0) { compression = null; }
  16945. var gl = this._gl;
  16946. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16947. texture.isCube = true;
  16948. texture.format = format;
  16949. texture.type = type;
  16950. if (!this._doNotHandleContextLost) {
  16951. texture._bufferViewArray = data;
  16952. }
  16953. var textureType = this._getWebGLTextureType(type);
  16954. var internalFormat = this._getInternalFormat(format);
  16955. if (internalFormat === gl.RGB) {
  16956. internalFormat = gl.RGBA;
  16957. }
  16958. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16959. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16960. generateMipMaps = false;
  16961. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16962. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16963. }
  16964. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16965. generateMipMaps = false;
  16966. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16967. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16968. }
  16969. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16970. generateMipMaps = false;
  16971. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16972. }
  16973. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16974. generateMipMaps = false;
  16975. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16976. }
  16977. var width = size;
  16978. var height = width;
  16979. texture.width = width;
  16980. texture.height = height;
  16981. // Double check on POT to generate Mips.
  16982. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16983. if (!isPot) {
  16984. generateMipMaps = false;
  16985. }
  16986. // Upload data if needed. The texture won't be ready until then.
  16987. if (data) {
  16988. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16989. }
  16990. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16991. // Filters
  16992. if (data && generateMipMaps) {
  16993. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16994. }
  16995. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16996. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16997. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16998. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16999. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17000. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17001. texture.generateMipMaps = generateMipMaps;
  17002. return texture;
  17003. };
  17004. /**
  17005. * Creates a new raw cube texture from a specified url
  17006. * @param url defines the url where the data is located
  17007. * @param scene defines the current scene
  17008. * @param size defines the size of the textures
  17009. * @param format defines the format of the data
  17010. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17011. * @param noMipmap defines if the engine should avoid generating the mip levels
  17012. * @param callback defines a callback used to extract texture data from loaded data
  17013. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17014. * @param onLoad defines a callback called when texture is loaded
  17015. * @param onError defines a callback called if there is an error
  17016. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17017. * @param invertY defines if data must be stored with Y axis inverted
  17018. * @returns the cube texture as an InternalTexture
  17019. */
  17020. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17021. var _this = this;
  17022. if (onLoad === void 0) { onLoad = null; }
  17023. if (onError === void 0) { onError = null; }
  17024. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17025. if (invertY === void 0) { invertY = false; }
  17026. var gl = this._gl;
  17027. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17028. scene._addPendingData(texture);
  17029. texture.url = url;
  17030. this._internalTexturesCache.push(texture);
  17031. var onerror = function (request, exception) {
  17032. scene._removePendingData(texture);
  17033. if (onError && request) {
  17034. onError(request.status + " " + request.statusText, exception);
  17035. }
  17036. };
  17037. var internalCallback = function (data) {
  17038. var width = texture.width;
  17039. var faceDataArrays = callback(data);
  17040. if (!faceDataArrays) {
  17041. return;
  17042. }
  17043. if (mipmapGenerator) {
  17044. var textureType = _this._getWebGLTextureType(type);
  17045. var internalFormat = _this._getInternalFormat(format);
  17046. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17047. var needConversion = false;
  17048. if (internalFormat === gl.RGB) {
  17049. internalFormat = gl.RGBA;
  17050. needConversion = true;
  17051. }
  17052. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17053. _this._unpackFlipY(false);
  17054. var mipData = mipmapGenerator(faceDataArrays);
  17055. for (var level = 0; level < mipData.length; level++) {
  17056. var mipSize = width >> level;
  17057. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17058. var mipFaceData = mipData[level][faceIndex];
  17059. if (needConversion) {
  17060. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17061. }
  17062. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17063. }
  17064. }
  17065. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17066. }
  17067. else {
  17068. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17069. }
  17070. texture.isReady = true;
  17071. // this.resetTextureCache();
  17072. scene._removePendingData(texture);
  17073. if (onLoad) {
  17074. onLoad();
  17075. }
  17076. };
  17077. this._loadFile(url, function (data) {
  17078. internalCallback(data);
  17079. }, undefined, scene.offlineProvider, true, onerror);
  17080. return texture;
  17081. };
  17082. /**
  17083. * Update a raw 3D texture
  17084. * @param texture defines the texture to update
  17085. * @param data defines the data to store
  17086. * @param format defines the data format
  17087. * @param invertY defines if data must be stored with Y axis inverted
  17088. * @param compression defines the used compression (can be null)
  17089. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17090. */
  17091. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17092. if (compression === void 0) { compression = null; }
  17093. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17094. var internalType = this._getWebGLTextureType(textureType);
  17095. var internalFormat = this._getInternalFormat(format);
  17096. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17097. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17098. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17099. if (!this._doNotHandleContextLost) {
  17100. texture._bufferView = data;
  17101. texture.format = format;
  17102. texture.invertY = invertY;
  17103. texture._compression = compression;
  17104. }
  17105. if (texture.width % 4 !== 0) {
  17106. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17107. }
  17108. if (compression && data) {
  17109. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17110. }
  17111. else {
  17112. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17113. }
  17114. if (texture.generateMipMaps) {
  17115. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17116. }
  17117. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17118. // this.resetTextureCache();
  17119. texture.isReady = true;
  17120. };
  17121. /**
  17122. * Creates a new raw 3D texture
  17123. * @param data defines the data used to create the texture
  17124. * @param width defines the width of the texture
  17125. * @param height defines the height of the texture
  17126. * @param depth defines the depth of the texture
  17127. * @param format defines the format of the texture
  17128. * @param generateMipMaps defines if the engine must generate mip levels
  17129. * @param invertY defines if data must be stored with Y axis inverted
  17130. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17131. * @param compression defines the compressed used (can be null)
  17132. * @param textureType defines the compressed used (can be null)
  17133. * @returns a new raw 3D texture (stored in an InternalTexture)
  17134. */
  17135. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17136. if (compression === void 0) { compression = null; }
  17137. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17138. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17139. texture.baseWidth = width;
  17140. texture.baseHeight = height;
  17141. texture.baseDepth = depth;
  17142. texture.width = width;
  17143. texture.height = height;
  17144. texture.depth = depth;
  17145. texture.format = format;
  17146. texture.type = textureType;
  17147. texture.generateMipMaps = generateMipMaps;
  17148. texture.samplingMode = samplingMode;
  17149. texture.is3D = true;
  17150. if (!this._doNotHandleContextLost) {
  17151. texture._bufferView = data;
  17152. }
  17153. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17154. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17155. // Filters
  17156. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17157. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17158. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17159. if (generateMipMaps) {
  17160. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17161. }
  17162. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17163. this._internalTexturesCache.push(texture);
  17164. return texture;
  17165. };
  17166. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17167. var gl = this._gl;
  17168. if (!gl) {
  17169. return;
  17170. }
  17171. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17172. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17173. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17174. if (!noMipmap && !isCompressed) {
  17175. gl.generateMipmap(gl.TEXTURE_2D);
  17176. }
  17177. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17178. // this.resetTextureCache();
  17179. if (scene) {
  17180. scene._removePendingData(texture);
  17181. }
  17182. texture.onLoadedObservable.notifyObservers(texture);
  17183. texture.onLoadedObservable.clear();
  17184. };
  17185. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17186. var _this = this;
  17187. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17188. var maxTextureSize = this.getCaps().maxTextureSize;
  17189. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17190. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17191. var gl = this._gl;
  17192. if (!gl) {
  17193. return;
  17194. }
  17195. if (!texture._webGLTexture) {
  17196. // this.resetTextureCache();
  17197. if (scene) {
  17198. scene._removePendingData(texture);
  17199. }
  17200. return;
  17201. }
  17202. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17203. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17204. texture.baseWidth = width;
  17205. texture.baseHeight = height;
  17206. texture.width = potWidth;
  17207. texture.height = potHeight;
  17208. texture.isReady = true;
  17209. if (processFunction(potWidth, potHeight, function () {
  17210. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17211. })) {
  17212. // Returning as texture needs extra async steps
  17213. return;
  17214. }
  17215. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17216. };
  17217. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17218. // Create new RGBA data container.
  17219. var rgbaData;
  17220. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17221. rgbaData = new Float32Array(width * height * 4);
  17222. }
  17223. else {
  17224. rgbaData = new Uint32Array(width * height * 4);
  17225. }
  17226. // Convert each pixel.
  17227. for (var x = 0; x < width; x++) {
  17228. for (var y = 0; y < height; y++) {
  17229. var index = (y * width + x) * 3;
  17230. var newIndex = (y * width + x) * 4;
  17231. // Map Old Value to new value.
  17232. rgbaData[newIndex + 0] = rgbData[index + 0];
  17233. rgbaData[newIndex + 1] = rgbData[index + 1];
  17234. rgbaData[newIndex + 2] = rgbData[index + 2];
  17235. // Add fully opaque alpha channel.
  17236. rgbaData[newIndex + 3] = 1;
  17237. }
  17238. }
  17239. return rgbaData;
  17240. };
  17241. /** @hidden */
  17242. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17243. var gl = this._gl;
  17244. if (texture._framebuffer) {
  17245. gl.deleteFramebuffer(texture._framebuffer);
  17246. texture._framebuffer = null;
  17247. }
  17248. if (texture._depthStencilBuffer) {
  17249. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17250. texture._depthStencilBuffer = null;
  17251. }
  17252. if (texture._MSAAFramebuffer) {
  17253. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17254. texture._MSAAFramebuffer = null;
  17255. }
  17256. if (texture._MSAARenderBuffer) {
  17257. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17258. texture._MSAARenderBuffer = null;
  17259. }
  17260. };
  17261. /** @hidden */
  17262. Engine.prototype._releaseTexture = function (texture) {
  17263. var gl = this._gl;
  17264. this._releaseFramebufferObjects(texture);
  17265. gl.deleteTexture(texture._webGLTexture);
  17266. // Unbind channels
  17267. this.unbindAllTextures();
  17268. var index = this._internalTexturesCache.indexOf(texture);
  17269. if (index !== -1) {
  17270. this._internalTexturesCache.splice(index, 1);
  17271. }
  17272. // Integrated fixed lod samplers.
  17273. if (texture._lodTextureHigh) {
  17274. texture._lodTextureHigh.dispose();
  17275. }
  17276. if (texture._lodTextureMid) {
  17277. texture._lodTextureMid.dispose();
  17278. }
  17279. if (texture._lodTextureLow) {
  17280. texture._lodTextureLow.dispose();
  17281. }
  17282. // Set output texture of post process to null if the texture has been released/disposed
  17283. this.scenes.forEach(function (scene) {
  17284. scene.postProcesses.forEach(function (postProcess) {
  17285. if (postProcess._outputTexture == texture) {
  17286. postProcess._outputTexture = null;
  17287. }
  17288. });
  17289. scene.cameras.forEach(function (camera) {
  17290. camera._postProcesses.forEach(function (postProcess) {
  17291. if (postProcess) {
  17292. if (postProcess._outputTexture == texture) {
  17293. postProcess._outputTexture = null;
  17294. }
  17295. }
  17296. });
  17297. });
  17298. });
  17299. };
  17300. Engine.prototype.setProgram = function (program) {
  17301. if (this._currentProgram !== program) {
  17302. this._gl.useProgram(program);
  17303. this._currentProgram = program;
  17304. }
  17305. };
  17306. /**
  17307. * Binds an effect to the webGL context
  17308. * @param effect defines the effect to bind
  17309. */
  17310. Engine.prototype.bindSamplers = function (effect) {
  17311. this.setProgram(effect.getProgram());
  17312. var samplers = effect.getSamplers();
  17313. for (var index = 0; index < samplers.length; index++) {
  17314. var uniform = effect.getUniform(samplers[index]);
  17315. if (uniform) {
  17316. this._boundUniforms[index] = uniform;
  17317. }
  17318. }
  17319. this._currentEffect = null;
  17320. };
  17321. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17322. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17323. return;
  17324. }
  17325. // Remove
  17326. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17327. // Bind last to it
  17328. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17329. // Bind to dummy
  17330. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17331. };
  17332. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17333. if (!internalTexture) {
  17334. return -1;
  17335. }
  17336. internalTexture._initialSlot = channel;
  17337. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17338. if (channel !== internalTexture._designatedSlot) {
  17339. this._textureCollisions.addCount(1, false);
  17340. }
  17341. }
  17342. else {
  17343. if (channel !== internalTexture._designatedSlot) {
  17344. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17345. return internalTexture._designatedSlot;
  17346. }
  17347. else {
  17348. // No slot for this texture, let's pick a new one (if we find a free slot)
  17349. if (this._nextFreeTextureSlots.length) {
  17350. return this._nextFreeTextureSlots[0];
  17351. }
  17352. // We need to recycle the oldest bound texture, sorry.
  17353. this._textureCollisions.addCount(1, false);
  17354. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17355. }
  17356. }
  17357. }
  17358. return channel;
  17359. };
  17360. Engine.prototype._linkTrackers = function (previous, next) {
  17361. previous.next = next;
  17362. next.previous = previous;
  17363. };
  17364. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17365. var currentSlot = internalTexture._designatedSlot;
  17366. if (currentSlot === -1) {
  17367. return -1;
  17368. }
  17369. internalTexture._designatedSlot = -1;
  17370. if (this.disableTextureBindingOptimization) {
  17371. return -1;
  17372. }
  17373. // Remove from bound list
  17374. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17375. // Free the slot
  17376. this._boundTexturesCache[currentSlot] = null;
  17377. this._nextFreeTextureSlots.push(currentSlot);
  17378. return currentSlot;
  17379. };
  17380. Engine.prototype._activateCurrentTexture = function () {
  17381. if (this._currentTextureChannel !== this._activeChannel) {
  17382. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17383. this._currentTextureChannel = this._activeChannel;
  17384. }
  17385. };
  17386. /** @hidden */
  17387. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17388. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17389. if (force === void 0) { force = false; }
  17390. var wasPreviouslyBound = false;
  17391. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17392. this._activeChannel = texture._designatedSlot;
  17393. }
  17394. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17395. var isTextureForRendering = texture && texture._initialSlot > -1;
  17396. if (currentTextureBound !== texture || force) {
  17397. if (currentTextureBound) {
  17398. this._removeDesignatedSlot(currentTextureBound);
  17399. }
  17400. this._activateCurrentTexture();
  17401. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17402. this._boundTexturesCache[this._activeChannel] = texture;
  17403. if (texture) {
  17404. if (!this.disableTextureBindingOptimization) {
  17405. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17406. if (slotIndex > -1) {
  17407. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17408. }
  17409. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17410. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17411. }
  17412. texture._designatedSlot = this._activeChannel;
  17413. }
  17414. }
  17415. else if (forTextureDataUpdate) {
  17416. wasPreviouslyBound = true;
  17417. this._activateCurrentTexture();
  17418. }
  17419. if (isTextureForRendering && !forTextureDataUpdate) {
  17420. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17421. }
  17422. return wasPreviouslyBound;
  17423. };
  17424. /** @hidden */
  17425. Engine.prototype._bindTexture = function (channel, texture) {
  17426. if (channel < 0) {
  17427. return;
  17428. }
  17429. if (texture) {
  17430. channel = this._getCorrectTextureChannel(channel, texture);
  17431. }
  17432. this._activeChannel = channel;
  17433. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17434. };
  17435. /**
  17436. * Sets a texture to the webGL context from a postprocess
  17437. * @param channel defines the channel to use
  17438. * @param postProcess defines the source postprocess
  17439. */
  17440. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17441. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17442. };
  17443. /**
  17444. * Binds the output of the passed in post process to the texture channel specified
  17445. * @param channel The channel the texture should be bound to
  17446. * @param postProcess The post process which's output should be bound
  17447. */
  17448. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17449. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17450. };
  17451. /**
  17452. * Unbind all textures from the webGL context
  17453. */
  17454. Engine.prototype.unbindAllTextures = function () {
  17455. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17456. this._activeChannel = channel;
  17457. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17458. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17459. if (this.webGLVersion > 1) {
  17460. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17461. }
  17462. }
  17463. };
  17464. /**
  17465. * Sets a texture to the according uniform.
  17466. * @param channel The texture channel
  17467. * @param uniform The uniform to set
  17468. * @param texture The texture to apply
  17469. */
  17470. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17471. if (channel < 0) {
  17472. return;
  17473. }
  17474. if (uniform) {
  17475. this._boundUniforms[channel] = uniform;
  17476. }
  17477. this._setTexture(channel, texture);
  17478. };
  17479. /**
  17480. * Sets a depth stencil texture from a render target to the according uniform.
  17481. * @param channel The texture channel
  17482. * @param uniform The uniform to set
  17483. * @param texture The render target texture containing the depth stencil texture to apply
  17484. */
  17485. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17486. if (channel < 0) {
  17487. return;
  17488. }
  17489. if (uniform) {
  17490. this._boundUniforms[channel] = uniform;
  17491. }
  17492. if (!texture || !texture.depthStencilTexture) {
  17493. this._setTexture(channel, null);
  17494. }
  17495. else {
  17496. this._setTexture(channel, texture, false, true);
  17497. }
  17498. };
  17499. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17500. var uniform = this._boundUniforms[sourceSlot];
  17501. if (uniform._currentState === destination) {
  17502. return;
  17503. }
  17504. this._gl.uniform1i(uniform, destination);
  17505. uniform._currentState = destination;
  17506. };
  17507. Engine.prototype._getTextureWrapMode = function (mode) {
  17508. switch (mode) {
  17509. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17510. return this._gl.REPEAT;
  17511. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17512. return this._gl.CLAMP_TO_EDGE;
  17513. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17514. return this._gl.MIRRORED_REPEAT;
  17515. }
  17516. return this._gl.REPEAT;
  17517. };
  17518. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17519. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17520. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17521. // Not ready?
  17522. if (!texture) {
  17523. if (this._boundTexturesCache[channel] != null) {
  17524. this._activeChannel = channel;
  17525. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17526. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17527. if (this.webGLVersion > 1) {
  17528. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17529. }
  17530. }
  17531. return false;
  17532. }
  17533. // Video
  17534. if (texture.video) {
  17535. this._activeChannel = channel;
  17536. texture.update();
  17537. }
  17538. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17539. texture.delayLoad();
  17540. return false;
  17541. }
  17542. var internalTexture;
  17543. if (depthStencilTexture) {
  17544. internalTexture = texture.depthStencilTexture;
  17545. }
  17546. else if (texture.isReady()) {
  17547. internalTexture = texture.getInternalTexture();
  17548. }
  17549. else if (texture.isCube) {
  17550. internalTexture = this.emptyCubeTexture;
  17551. }
  17552. else if (texture.is3D) {
  17553. internalTexture = this.emptyTexture3D;
  17554. }
  17555. else {
  17556. internalTexture = this.emptyTexture;
  17557. }
  17558. if (!isPartOfTextureArray) {
  17559. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17560. }
  17561. var needToBind = true;
  17562. if (this._boundTexturesCache[channel] === internalTexture) {
  17563. this._moveBoundTextureOnTop(internalTexture);
  17564. if (!isPartOfTextureArray) {
  17565. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17566. }
  17567. needToBind = false;
  17568. }
  17569. this._activeChannel = channel;
  17570. if (internalTexture && internalTexture.is3D) {
  17571. if (needToBind) {
  17572. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17573. }
  17574. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17575. internalTexture._cachedWrapU = texture.wrapU;
  17576. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17577. }
  17578. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17579. internalTexture._cachedWrapV = texture.wrapV;
  17580. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17581. }
  17582. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17583. internalTexture._cachedWrapR = texture.wrapR;
  17584. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17585. }
  17586. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17587. }
  17588. else if (internalTexture && internalTexture.isCube) {
  17589. if (needToBind) {
  17590. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17591. }
  17592. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17593. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17594. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17595. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17596. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17597. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17598. }
  17599. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17600. }
  17601. else {
  17602. if (needToBind) {
  17603. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17604. }
  17605. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17606. internalTexture._cachedWrapU = texture.wrapU;
  17607. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17608. }
  17609. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17610. internalTexture._cachedWrapV = texture.wrapV;
  17611. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17612. }
  17613. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17614. }
  17615. return true;
  17616. };
  17617. /**
  17618. * Sets an array of texture to the webGL context
  17619. * @param channel defines the channel where the texture array must be set
  17620. * @param uniform defines the associated uniform location
  17621. * @param textures defines the array of textures to bind
  17622. */
  17623. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17624. if (channel < 0 || !uniform) {
  17625. return;
  17626. }
  17627. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17628. this._textureUnits = new Int32Array(textures.length);
  17629. }
  17630. for (var i = 0; i < textures.length; i++) {
  17631. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17632. }
  17633. this._gl.uniform1iv(uniform, this._textureUnits);
  17634. for (var index = 0; index < textures.length; index++) {
  17635. this._setTexture(this._textureUnits[index], textures[index], true);
  17636. }
  17637. };
  17638. /** @hidden */
  17639. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17640. var internalTexture = texture.getInternalTexture();
  17641. if (!internalTexture) {
  17642. return;
  17643. }
  17644. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17645. var value = texture.anisotropicFilteringLevel;
  17646. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17647. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17648. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17649. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17650. }
  17651. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17652. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17653. internalTexture._cachedAnisotropicFilteringLevel = value;
  17654. }
  17655. };
  17656. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17657. this._bindTextureDirectly(target, texture, true, true);
  17658. this._gl.texParameterf(target, parameter, value);
  17659. };
  17660. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17661. if (texture) {
  17662. this._bindTextureDirectly(target, texture, true, true);
  17663. }
  17664. this._gl.texParameteri(target, parameter, value);
  17665. };
  17666. /**
  17667. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17668. * @param x defines the x coordinate of the rectangle where pixels must be read
  17669. * @param y defines the y coordinate of the rectangle where pixels must be read
  17670. * @param width defines the width of the rectangle where pixels must be read
  17671. * @param height defines the height of the rectangle where pixels must be read
  17672. * @returns a Uint8Array containing RGBA colors
  17673. */
  17674. Engine.prototype.readPixels = function (x, y, width, height) {
  17675. var data = new Uint8Array(height * width * 4);
  17676. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17677. return data;
  17678. };
  17679. /**
  17680. * Add an externaly attached data from its key.
  17681. * This method call will fail and return false, if such key already exists.
  17682. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17683. * @param key the unique key that identifies the data
  17684. * @param data the data object to associate to the key for this Engine instance
  17685. * @return true if no such key were already present and the data was added successfully, false otherwise
  17686. */
  17687. Engine.prototype.addExternalData = function (key, data) {
  17688. if (!this._externalData) {
  17689. this._externalData = new BABYLON.StringDictionary();
  17690. }
  17691. return this._externalData.add(key, data);
  17692. };
  17693. /**
  17694. * Get an externaly attached data from its key
  17695. * @param key the unique key that identifies the data
  17696. * @return the associated data, if present (can be null), or undefined if not present
  17697. */
  17698. Engine.prototype.getExternalData = function (key) {
  17699. if (!this._externalData) {
  17700. this._externalData = new BABYLON.StringDictionary();
  17701. }
  17702. return this._externalData.get(key);
  17703. };
  17704. /**
  17705. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17706. * @param key the unique key that identifies the data
  17707. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17708. * @return the associated data, can be null if the factory returned null.
  17709. */
  17710. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17711. if (!this._externalData) {
  17712. this._externalData = new BABYLON.StringDictionary();
  17713. }
  17714. return this._externalData.getOrAddWithFactory(key, factory);
  17715. };
  17716. /**
  17717. * Remove an externaly attached data from the Engine instance
  17718. * @param key the unique key that identifies the data
  17719. * @return true if the data was successfully removed, false if it doesn't exist
  17720. */
  17721. Engine.prototype.removeExternalData = function (key) {
  17722. if (!this._externalData) {
  17723. this._externalData = new BABYLON.StringDictionary();
  17724. }
  17725. return this._externalData.remove(key);
  17726. };
  17727. /**
  17728. * Unbind all vertex attributes from the webGL context
  17729. */
  17730. Engine.prototype.unbindAllAttributes = function () {
  17731. if (this._mustWipeVertexAttributes) {
  17732. this._mustWipeVertexAttributes = false;
  17733. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17734. this._gl.disableVertexAttribArray(i);
  17735. this._vertexAttribArraysEnabled[i] = false;
  17736. this._currentBufferPointers[i].active = false;
  17737. }
  17738. return;
  17739. }
  17740. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17741. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17742. continue;
  17743. }
  17744. this._gl.disableVertexAttribArray(i);
  17745. this._vertexAttribArraysEnabled[i] = false;
  17746. this._currentBufferPointers[i].active = false;
  17747. }
  17748. };
  17749. /**
  17750. * 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
  17751. */
  17752. Engine.prototype.releaseEffects = function () {
  17753. for (var name in this._compiledEffects) {
  17754. this._deleteProgram(this._compiledEffects[name]._program);
  17755. }
  17756. this._compiledEffects = {};
  17757. };
  17758. /**
  17759. * Dispose and release all associated resources
  17760. */
  17761. Engine.prototype.dispose = function () {
  17762. this.hideLoadingUI();
  17763. this.stopRenderLoop();
  17764. // Release postProcesses
  17765. while (this.postProcesses.length) {
  17766. this.postProcesses[0].dispose();
  17767. }
  17768. // Empty texture
  17769. if (this._emptyTexture) {
  17770. this._releaseTexture(this._emptyTexture);
  17771. this._emptyTexture = null;
  17772. }
  17773. if (this._emptyCubeTexture) {
  17774. this._releaseTexture(this._emptyCubeTexture);
  17775. this._emptyCubeTexture = null;
  17776. }
  17777. // Rescale PP
  17778. if (this._rescalePostProcess) {
  17779. this._rescalePostProcess.dispose();
  17780. }
  17781. // Release scenes
  17782. while (this.scenes.length) {
  17783. this.scenes[0].dispose();
  17784. }
  17785. // Release audio engine
  17786. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17787. Engine.audioEngine.dispose();
  17788. }
  17789. // Release effects
  17790. this.releaseEffects();
  17791. // Unbind
  17792. this.unbindAllAttributes();
  17793. this._boundUniforms = [];
  17794. if (this._dummyFramebuffer) {
  17795. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17796. }
  17797. //WebVR
  17798. this.disableVR();
  17799. // Events
  17800. if (BABYLON.Tools.IsWindowObjectExist()) {
  17801. window.removeEventListener("blur", this._onBlur);
  17802. window.removeEventListener("focus", this._onFocus);
  17803. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17804. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17805. if (this._renderingCanvas) {
  17806. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17807. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17808. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17809. if (!this._doNotHandleContextLost) {
  17810. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17811. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17812. }
  17813. }
  17814. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17815. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17816. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17817. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17818. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17819. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17820. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17821. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17822. if (this._onVrDisplayConnect) {
  17823. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17824. if (this._onVrDisplayDisconnect) {
  17825. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17826. }
  17827. if (this._onVrDisplayPresentChange) {
  17828. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17829. }
  17830. this._onVrDisplayConnect = null;
  17831. this._onVrDisplayDisconnect = null;
  17832. }
  17833. }
  17834. // Remove from Instances
  17835. var index = Engine.Instances.indexOf(this);
  17836. if (index >= 0) {
  17837. Engine.Instances.splice(index, 1);
  17838. }
  17839. this._workingCanvas = null;
  17840. this._workingContext = null;
  17841. this._currentBufferPointers = [];
  17842. this._renderingCanvas = null;
  17843. this._currentProgram = null;
  17844. this._bindedRenderFunction = null;
  17845. this.onResizeObservable.clear();
  17846. this.onCanvasBlurObservable.clear();
  17847. this.onCanvasFocusObservable.clear();
  17848. this.onCanvasPointerOutObservable.clear();
  17849. this.onBeginFrameObservable.clear();
  17850. this.onEndFrameObservable.clear();
  17851. BABYLON.Effect.ResetCache();
  17852. // Abort active requests
  17853. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17854. var request = _a[_i];
  17855. request.abort();
  17856. }
  17857. };
  17858. // Loading screen
  17859. /**
  17860. * Display the loading screen
  17861. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17862. */
  17863. Engine.prototype.displayLoadingUI = function () {
  17864. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17865. return;
  17866. }
  17867. var loadingScreen = this.loadingScreen;
  17868. if (loadingScreen) {
  17869. loadingScreen.displayLoadingUI();
  17870. }
  17871. };
  17872. /**
  17873. * Hide the loading screen
  17874. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17875. */
  17876. Engine.prototype.hideLoadingUI = function () {
  17877. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17878. return;
  17879. }
  17880. var loadingScreen = this.loadingScreen;
  17881. if (loadingScreen) {
  17882. loadingScreen.hideLoadingUI();
  17883. }
  17884. };
  17885. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17886. /**
  17887. * Gets the current loading screen object
  17888. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17889. */
  17890. get: function () {
  17891. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17892. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17893. }
  17894. return this._loadingScreen;
  17895. },
  17896. /**
  17897. * Sets the current loading screen object
  17898. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17899. */
  17900. set: function (loadingScreen) {
  17901. this._loadingScreen = loadingScreen;
  17902. },
  17903. enumerable: true,
  17904. configurable: true
  17905. });
  17906. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17907. /**
  17908. * Sets the current loading screen text
  17909. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17910. */
  17911. set: function (text) {
  17912. this.loadingScreen.loadingUIText = text;
  17913. },
  17914. enumerable: true,
  17915. configurable: true
  17916. });
  17917. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17918. /**
  17919. * Sets the current loading screen background color
  17920. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17921. */
  17922. set: function (color) {
  17923. this.loadingScreen.loadingUIBackgroundColor = color;
  17924. },
  17925. enumerable: true,
  17926. configurable: true
  17927. });
  17928. /**
  17929. * Attach a new callback raised when context lost event is fired
  17930. * @param callback defines the callback to call
  17931. */
  17932. Engine.prototype.attachContextLostEvent = function (callback) {
  17933. if (this._renderingCanvas) {
  17934. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17935. }
  17936. };
  17937. /**
  17938. * Attach a new callback raised when context restored event is fired
  17939. * @param callback defines the callback to call
  17940. */
  17941. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17942. if (this._renderingCanvas) {
  17943. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17944. }
  17945. };
  17946. /**
  17947. * Gets the source code of the vertex shader associated with a specific webGL program
  17948. * @param program defines the program to use
  17949. * @returns a string containing the source code of the vertex shader associated with the program
  17950. */
  17951. Engine.prototype.getVertexShaderSource = function (program) {
  17952. var shaders = this._gl.getAttachedShaders(program);
  17953. if (!shaders) {
  17954. return null;
  17955. }
  17956. return this._gl.getShaderSource(shaders[0]);
  17957. };
  17958. /**
  17959. * Gets the source code of the fragment shader associated with a specific webGL program
  17960. * @param program defines the program to use
  17961. * @returns a string containing the source code of the fragment shader associated with the program
  17962. */
  17963. Engine.prototype.getFragmentShaderSource = function (program) {
  17964. var shaders = this._gl.getAttachedShaders(program);
  17965. if (!shaders) {
  17966. return null;
  17967. }
  17968. return this._gl.getShaderSource(shaders[1]);
  17969. };
  17970. /**
  17971. * Get the current error code of the webGL context
  17972. * @returns the error code
  17973. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17974. */
  17975. Engine.prototype.getError = function () {
  17976. return this._gl.getError();
  17977. };
  17978. // FPS
  17979. /**
  17980. * Gets the current framerate
  17981. * @returns a number representing the framerate
  17982. */
  17983. Engine.prototype.getFps = function () {
  17984. return this._fps;
  17985. };
  17986. /**
  17987. * Gets the time spent between current and previous frame
  17988. * @returns a number representing the delta time in ms
  17989. */
  17990. Engine.prototype.getDeltaTime = function () {
  17991. return this._deltaTime;
  17992. };
  17993. Engine.prototype._measureFps = function () {
  17994. this._performanceMonitor.sampleFrame();
  17995. this._fps = this._performanceMonitor.averageFPS;
  17996. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17997. };
  17998. /** @hidden */
  17999. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18000. if (faceIndex === void 0) { faceIndex = -1; }
  18001. if (level === void 0) { level = 0; }
  18002. if (buffer === void 0) { buffer = null; }
  18003. var gl = this._gl;
  18004. if (!this._dummyFramebuffer) {
  18005. var dummy = gl.createFramebuffer();
  18006. if (!dummy) {
  18007. throw new Error("Unable to create dummy framebuffer");
  18008. }
  18009. this._dummyFramebuffer = dummy;
  18010. }
  18011. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18012. if (faceIndex > -1) {
  18013. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18014. }
  18015. else {
  18016. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18017. }
  18018. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18019. switch (readType) {
  18020. case gl.UNSIGNED_BYTE:
  18021. if (!buffer) {
  18022. buffer = new Uint8Array(4 * width * height);
  18023. }
  18024. readType = gl.UNSIGNED_BYTE;
  18025. break;
  18026. default:
  18027. if (!buffer) {
  18028. buffer = new Float32Array(4 * width * height);
  18029. }
  18030. readType = gl.FLOAT;
  18031. break;
  18032. }
  18033. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18034. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18035. return buffer;
  18036. };
  18037. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18038. if (this._webGLVersion > 1) {
  18039. return this._caps.colorBufferFloat;
  18040. }
  18041. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18042. };
  18043. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18044. if (this._webGLVersion > 1) {
  18045. return this._caps.colorBufferFloat;
  18046. }
  18047. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18048. };
  18049. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18050. Engine.prototype._canRenderToFramebuffer = function (type) {
  18051. var gl = this._gl;
  18052. //clear existing errors
  18053. while (gl.getError() !== gl.NO_ERROR) { }
  18054. var successful = true;
  18055. var texture = gl.createTexture();
  18056. gl.bindTexture(gl.TEXTURE_2D, texture);
  18057. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18058. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18059. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18060. var fb = gl.createFramebuffer();
  18061. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18062. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18063. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18064. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18065. successful = successful && (gl.getError() === gl.NO_ERROR);
  18066. //try render by clearing frame buffer's color buffer
  18067. if (successful) {
  18068. gl.clear(gl.COLOR_BUFFER_BIT);
  18069. successful = successful && (gl.getError() === gl.NO_ERROR);
  18070. }
  18071. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18072. if (successful) {
  18073. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18074. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18075. var readFormat = gl.RGBA;
  18076. var readType = gl.UNSIGNED_BYTE;
  18077. var buffer = new Uint8Array(4);
  18078. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18079. successful = successful && (gl.getError() === gl.NO_ERROR);
  18080. }
  18081. //clean up
  18082. gl.deleteTexture(texture);
  18083. gl.deleteFramebuffer(fb);
  18084. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18085. //clear accumulated errors
  18086. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18087. return successful;
  18088. };
  18089. /** @hidden */
  18090. Engine.prototype._getWebGLTextureType = function (type) {
  18091. if (this._webGLVersion === 1) {
  18092. switch (type) {
  18093. case Engine.TEXTURETYPE_FLOAT:
  18094. return this._gl.FLOAT;
  18095. case Engine.TEXTURETYPE_HALF_FLOAT:
  18096. return this._gl.HALF_FLOAT_OES;
  18097. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18098. return this._gl.UNSIGNED_BYTE;
  18099. }
  18100. return this._gl.UNSIGNED_BYTE;
  18101. }
  18102. switch (type) {
  18103. case Engine.TEXTURETYPE_BYTE:
  18104. return this._gl.BYTE;
  18105. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18106. return this._gl.UNSIGNED_BYTE;
  18107. case Engine.TEXTURETYPE_SHORT:
  18108. return this._gl.SHORT;
  18109. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18110. return this._gl.UNSIGNED_SHORT;
  18111. case Engine.TEXTURETYPE_INT:
  18112. return this._gl.INT;
  18113. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18114. return this._gl.UNSIGNED_INT;
  18115. case Engine.TEXTURETYPE_FLOAT:
  18116. return this._gl.FLOAT;
  18117. case Engine.TEXTURETYPE_HALF_FLOAT:
  18118. return this._gl.HALF_FLOAT;
  18119. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18120. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18121. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18122. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18123. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18124. return this._gl.UNSIGNED_SHORT_5_6_5;
  18125. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18126. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18127. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18128. return this._gl.UNSIGNED_INT_24_8;
  18129. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18130. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18131. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18132. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18133. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18134. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18135. }
  18136. return this._gl.UNSIGNED_BYTE;
  18137. };
  18138. Engine.prototype._getInternalFormat = function (format) {
  18139. var internalFormat = this._gl.RGBA;
  18140. switch (format) {
  18141. case Engine.TEXTUREFORMAT_ALPHA:
  18142. internalFormat = this._gl.ALPHA;
  18143. break;
  18144. case Engine.TEXTUREFORMAT_LUMINANCE:
  18145. internalFormat = this._gl.LUMINANCE;
  18146. break;
  18147. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18148. internalFormat = this._gl.LUMINANCE_ALPHA;
  18149. break;
  18150. case Engine.TEXTUREFORMAT_RED:
  18151. internalFormat = this._gl.RED;
  18152. break;
  18153. case Engine.TEXTUREFORMAT_RG:
  18154. internalFormat = this._gl.RG;
  18155. break;
  18156. case Engine.TEXTUREFORMAT_RGB:
  18157. internalFormat = this._gl.RGB;
  18158. break;
  18159. case Engine.TEXTUREFORMAT_RGBA:
  18160. internalFormat = this._gl.RGBA;
  18161. break;
  18162. }
  18163. if (this._webGLVersion > 1) {
  18164. switch (format) {
  18165. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18166. internalFormat = this._gl.RED_INTEGER;
  18167. break;
  18168. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18169. internalFormat = this._gl.RG_INTEGER;
  18170. break;
  18171. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18172. internalFormat = this._gl.RGB_INTEGER;
  18173. break;
  18174. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18175. internalFormat = this._gl.RGBA_INTEGER;
  18176. break;
  18177. }
  18178. }
  18179. return internalFormat;
  18180. };
  18181. /** @hidden */
  18182. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18183. if (this._webGLVersion === 1) {
  18184. if (format !== undefined) {
  18185. switch (format) {
  18186. case Engine.TEXTUREFORMAT_ALPHA:
  18187. return this._gl.ALPHA;
  18188. case Engine.TEXTUREFORMAT_LUMINANCE:
  18189. return this._gl.LUMINANCE;
  18190. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18191. return this._gl.LUMINANCE_ALPHA;
  18192. }
  18193. }
  18194. return this._gl.RGBA;
  18195. }
  18196. switch (type) {
  18197. case Engine.TEXTURETYPE_BYTE:
  18198. switch (format) {
  18199. case Engine.TEXTUREFORMAT_RED:
  18200. return this._gl.R8_SNORM;
  18201. case Engine.TEXTUREFORMAT_RG:
  18202. return this._gl.RG8_SNORM;
  18203. case Engine.TEXTUREFORMAT_RGB:
  18204. return this._gl.RGB8_SNORM;
  18205. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18206. return this._gl.R8I;
  18207. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18208. return this._gl.RG8I;
  18209. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18210. return this._gl.RGB8I;
  18211. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18212. return this._gl.RGBA8I;
  18213. default:
  18214. return this._gl.RGBA8_SNORM;
  18215. }
  18216. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18217. switch (format) {
  18218. case Engine.TEXTUREFORMAT_RED:
  18219. return this._gl.R8;
  18220. case Engine.TEXTUREFORMAT_RG:
  18221. return this._gl.RG8;
  18222. case Engine.TEXTUREFORMAT_RGB:
  18223. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18224. case Engine.TEXTUREFORMAT_RGBA:
  18225. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18226. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18227. return this._gl.R8UI;
  18228. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18229. return this._gl.RG8UI;
  18230. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18231. return this._gl.RGB8UI;
  18232. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18233. return this._gl.RGBA8UI;
  18234. default:
  18235. return this._gl.RGBA8;
  18236. }
  18237. case Engine.TEXTURETYPE_SHORT:
  18238. switch (format) {
  18239. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18240. return this._gl.R16I;
  18241. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18242. return this._gl.RG16I;
  18243. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18244. return this._gl.RGB16I;
  18245. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18246. return this._gl.RGBA16I;
  18247. default:
  18248. return this._gl.RGBA16I;
  18249. }
  18250. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18251. switch (format) {
  18252. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18253. return this._gl.R16UI;
  18254. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18255. return this._gl.RG16UI;
  18256. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18257. return this._gl.RGB16UI;
  18258. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18259. return this._gl.RGBA16UI;
  18260. default:
  18261. return this._gl.RGBA16UI;
  18262. }
  18263. case Engine.TEXTURETYPE_INT:
  18264. switch (format) {
  18265. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18266. return this._gl.R32I;
  18267. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18268. return this._gl.RG32I;
  18269. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18270. return this._gl.RGB32I;
  18271. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18272. return this._gl.RGBA32I;
  18273. default:
  18274. return this._gl.RGBA32I;
  18275. }
  18276. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18277. switch (format) {
  18278. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18279. return this._gl.R32UI;
  18280. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18281. return this._gl.RG32UI;
  18282. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18283. return this._gl.RGB32UI;
  18284. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18285. return this._gl.RGBA32UI;
  18286. default:
  18287. return this._gl.RGBA32UI;
  18288. }
  18289. case Engine.TEXTURETYPE_FLOAT:
  18290. switch (format) {
  18291. case Engine.TEXTUREFORMAT_RED:
  18292. return this._gl.R32F; // By default. Other possibility is R16F.
  18293. case Engine.TEXTUREFORMAT_RG:
  18294. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18295. case Engine.TEXTUREFORMAT_RGB:
  18296. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18297. case Engine.TEXTUREFORMAT_RGBA:
  18298. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18299. default:
  18300. return this._gl.RGBA32F;
  18301. }
  18302. case Engine.TEXTURETYPE_HALF_FLOAT:
  18303. switch (format) {
  18304. case Engine.TEXTUREFORMAT_RED:
  18305. return this._gl.R16F;
  18306. case Engine.TEXTUREFORMAT_RG:
  18307. return this._gl.RG16F;
  18308. case Engine.TEXTUREFORMAT_RGB:
  18309. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18310. case Engine.TEXTUREFORMAT_RGBA:
  18311. return this._gl.RGBA16F;
  18312. default:
  18313. return this._gl.RGBA16F;
  18314. }
  18315. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18316. return this._gl.RGB565;
  18317. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18318. return this._gl.R11F_G11F_B10F;
  18319. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18320. return this._gl.RGB9_E5;
  18321. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18322. return this._gl.RGBA4;
  18323. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18324. return this._gl.RGB5_A1;
  18325. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18326. switch (format) {
  18327. case Engine.TEXTUREFORMAT_RGBA:
  18328. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18329. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18330. return this._gl.RGB10_A2UI;
  18331. default:
  18332. return this._gl.RGB10_A2;
  18333. }
  18334. }
  18335. return this._gl.RGBA8;
  18336. };
  18337. /** @hidden */
  18338. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18339. if (type === Engine.TEXTURETYPE_FLOAT) {
  18340. return this._gl.RGBA32F;
  18341. }
  18342. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18343. return this._gl.RGBA16F;
  18344. }
  18345. return this._gl.RGBA8;
  18346. };
  18347. /** @hidden */
  18348. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18349. var _this = this;
  18350. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18351. this._activeRequests.push(request);
  18352. request.onCompleteObservable.add(function (request) {
  18353. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18354. });
  18355. return request;
  18356. };
  18357. /** @hidden */
  18358. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18359. var _this = this;
  18360. return new Promise(function (resolve, reject) {
  18361. _this._loadFile(url, function (data) {
  18362. resolve(data);
  18363. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18364. reject(exception);
  18365. });
  18366. });
  18367. };
  18368. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18369. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18370. var onload = function (data) {
  18371. loadedFiles[index] = data;
  18372. loadedFiles._internalCount++;
  18373. if (loadedFiles._internalCount === 6) {
  18374. onfinish(loadedFiles);
  18375. }
  18376. };
  18377. var onerror = function (request, exception) {
  18378. if (onErrorCallBack && request) {
  18379. onErrorCallBack(request.status + " " + request.statusText, exception);
  18380. }
  18381. };
  18382. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18383. };
  18384. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18385. if (onError === void 0) { onError = null; }
  18386. var loadedFiles = [];
  18387. loadedFiles._internalCount = 0;
  18388. for (var index = 0; index < 6; index++) {
  18389. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18390. }
  18391. };
  18392. // Statics
  18393. /**
  18394. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18395. * @returns true if the engine can be created
  18396. * @ignorenaming
  18397. */
  18398. Engine.isSupported = function () {
  18399. try {
  18400. var tempcanvas = document.createElement("canvas");
  18401. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18402. return gl != null && !!window.WebGLRenderingContext;
  18403. }
  18404. catch (e) {
  18405. return false;
  18406. }
  18407. };
  18408. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18409. Engine.ExceptionList = [
  18410. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18411. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18412. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18413. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18414. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18415. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18416. ];
  18417. /** Gets the list of created engines */
  18418. Engine.Instances = new Array();
  18419. /**
  18420. * Hidden
  18421. */
  18422. Engine._TextureLoaders = [];
  18423. // Const statics
  18424. /** Defines that alpha blending is disabled */
  18425. Engine.ALPHA_DISABLE = 0;
  18426. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18427. Engine.ALPHA_ADD = 1;
  18428. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18429. Engine.ALPHA_COMBINE = 2;
  18430. /** Defines that alpha blending to DEST - SRC * DEST */
  18431. Engine.ALPHA_SUBTRACT = 3;
  18432. /** Defines that alpha blending to SRC * DEST */
  18433. Engine.ALPHA_MULTIPLY = 4;
  18434. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18435. Engine.ALPHA_MAXIMIZED = 5;
  18436. /** Defines that alpha blending to SRC + DEST */
  18437. Engine.ALPHA_ONEONE = 6;
  18438. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18439. Engine.ALPHA_PREMULTIPLIED = 7;
  18440. /**
  18441. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18442. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18443. */
  18444. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18445. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18446. Engine.ALPHA_INTERPOLATE = 9;
  18447. /**
  18448. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18449. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18450. */
  18451. Engine.ALPHA_SCREENMODE = 10;
  18452. /** Defines that the ressource is not delayed*/
  18453. Engine.DELAYLOADSTATE_NONE = 0;
  18454. /** Defines that the ressource was successfully delay loaded */
  18455. Engine.DELAYLOADSTATE_LOADED = 1;
  18456. /** Defines that the ressource is currently delay loading */
  18457. Engine.DELAYLOADSTATE_LOADING = 2;
  18458. /** Defines that the ressource is delayed and has not started loading */
  18459. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18460. // Depht or Stencil test Constants.
  18461. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18462. Engine.NEVER = 0x0200;
  18463. /** 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 */
  18464. Engine.ALWAYS = 0x0207;
  18465. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18466. Engine.LESS = 0x0201;
  18467. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18468. Engine.EQUAL = 0x0202;
  18469. /** 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 */
  18470. Engine.LEQUAL = 0x0203;
  18471. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18472. Engine.GREATER = 0x0204;
  18473. /** 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 */
  18474. Engine.GEQUAL = 0x0206;
  18475. /** 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 */
  18476. Engine.NOTEQUAL = 0x0205;
  18477. // Stencil Actions Constants.
  18478. /** Passed to stencilOperation to specify that stencil value must be kept */
  18479. Engine.KEEP = 0x1E00;
  18480. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18481. Engine.REPLACE = 0x1E01;
  18482. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18483. Engine.INCR = 0x1E02;
  18484. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18485. Engine.DECR = 0x1E03;
  18486. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18487. Engine.INVERT = 0x150A;
  18488. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18489. Engine.INCR_WRAP = 0x8507;
  18490. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18491. Engine.DECR_WRAP = 0x8508;
  18492. /** Texture is not repeating outside of 0..1 UVs */
  18493. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18494. /** Texture is repeating outside of 0..1 UVs */
  18495. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18496. /** Texture is repeating and mirrored */
  18497. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18498. /** ALPHA */
  18499. Engine.TEXTUREFORMAT_ALPHA = 0;
  18500. /** LUMINANCE */
  18501. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18502. /** LUMINANCE_ALPHA */
  18503. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18504. /** RGB */
  18505. Engine.TEXTUREFORMAT_RGB = 4;
  18506. /** RGBA */
  18507. Engine.TEXTUREFORMAT_RGBA = 5;
  18508. /** RED */
  18509. Engine.TEXTUREFORMAT_RED = 6;
  18510. /** RED (2nd reference) */
  18511. Engine.TEXTUREFORMAT_R = 6;
  18512. /** RG */
  18513. Engine.TEXTUREFORMAT_RG = 7;
  18514. /** RED_INTEGER */
  18515. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18516. /** RED_INTEGER (2nd reference) */
  18517. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18518. /** RG_INTEGER */
  18519. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18520. /** RGB_INTEGER */
  18521. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18522. /** RGBA_INTEGER */
  18523. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18524. /** UNSIGNED_BYTE */
  18525. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18526. /** UNSIGNED_BYTE (2nd reference) */
  18527. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18528. /** FLOAT */
  18529. Engine.TEXTURETYPE_FLOAT = 1;
  18530. /** HALF_FLOAT */
  18531. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18532. /** BYTE */
  18533. Engine.TEXTURETYPE_BYTE = 3;
  18534. /** SHORT */
  18535. Engine.TEXTURETYPE_SHORT = 4;
  18536. /** UNSIGNED_SHORT */
  18537. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18538. /** INT */
  18539. Engine.TEXTURETYPE_INT = 6;
  18540. /** UNSIGNED_INT */
  18541. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18542. /** UNSIGNED_SHORT_4_4_4_4 */
  18543. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18544. /** UNSIGNED_SHORT_5_5_5_1 */
  18545. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18546. /** UNSIGNED_SHORT_5_6_5 */
  18547. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18548. /** UNSIGNED_INT_2_10_10_10_REV */
  18549. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18550. /** UNSIGNED_INT_24_8 */
  18551. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18552. /** UNSIGNED_INT_10F_11F_11F_REV */
  18553. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18554. /** UNSIGNED_INT_5_9_9_9_REV */
  18555. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18556. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18557. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18558. /** nearest is mag = nearest and min = nearest and mip = linear */
  18559. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18560. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18561. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18562. /** Trilinear is mag = linear and min = linear and mip = linear */
  18563. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18564. /** nearest is mag = nearest and min = nearest and mip = linear */
  18565. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18566. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18567. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18568. /** Trilinear is mag = linear and min = linear and mip = linear */
  18569. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18570. /** mag = nearest and min = nearest and mip = nearest */
  18571. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18572. /** mag = nearest and min = linear and mip = nearest */
  18573. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18574. /** mag = nearest and min = linear and mip = linear */
  18575. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18576. /** mag = nearest and min = linear and mip = none */
  18577. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18578. /** mag = nearest and min = nearest and mip = none */
  18579. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18580. /** mag = linear and min = nearest and mip = nearest */
  18581. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18582. /** mag = linear and min = nearest and mip = linear */
  18583. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18584. /** mag = linear and min = linear and mip = none */
  18585. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18586. /** mag = linear and min = nearest and mip = none */
  18587. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18588. /** Explicit coordinates mode */
  18589. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18590. /** Spherical coordinates mode */
  18591. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18592. /** Planar coordinates mode */
  18593. Engine.TEXTURE_PLANAR_MODE = 2;
  18594. /** Cubic coordinates mode */
  18595. Engine.TEXTURE_CUBIC_MODE = 3;
  18596. /** Projection coordinates mode */
  18597. Engine.TEXTURE_PROJECTION_MODE = 4;
  18598. /** Skybox coordinates mode */
  18599. Engine.TEXTURE_SKYBOX_MODE = 5;
  18600. /** Inverse Cubic coordinates mode */
  18601. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18602. /** Equirectangular coordinates mode */
  18603. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18604. /** Equirectangular Fixed coordinates mode */
  18605. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18606. /** Equirectangular Fixed Mirrored coordinates mode */
  18607. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18608. // Texture rescaling mode
  18609. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18610. Engine.SCALEMODE_FLOOR = 1;
  18611. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18612. Engine.SCALEMODE_NEAREST = 2;
  18613. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18614. Engine.SCALEMODE_CEILING = 3;
  18615. // Updatable statics so stick with vars here
  18616. /**
  18617. * Gets or sets the epsilon value used by collision engine
  18618. */
  18619. Engine.CollisionsEpsilon = 0.001;
  18620. /**
  18621. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18622. */
  18623. Engine.CodeRepository = "src/";
  18624. /**
  18625. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18626. */
  18627. Engine.ShadersRepository = "src/Shaders/";
  18628. return Engine;
  18629. }());
  18630. BABYLON.Engine = Engine;
  18631. })(BABYLON || (BABYLON = {}));
  18632. //# sourceMappingURL=babylon.engine.js.map
  18633. var BABYLON;
  18634. (function (BABYLON) {
  18635. /**
  18636. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18637. */
  18638. var Node = /** @class */ (function () {
  18639. /**
  18640. * Creates a new Node
  18641. * @param name the name and id to be given to this node
  18642. * @param scene the scene this node will be added to
  18643. * @param addToRootNodes the node will be added to scene.rootNodes
  18644. */
  18645. function Node(name, scene, addToRootNodes) {
  18646. if (scene === void 0) { scene = null; }
  18647. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18648. /**
  18649. * Gets or sets a string used to store user defined state for the node
  18650. */
  18651. this.state = "";
  18652. /**
  18653. * Gets or sets an object used to store user defined information for the node
  18654. */
  18655. this.metadata = null;
  18656. /**
  18657. * Gets or sets a boolean used to define if the node must be serialized
  18658. */
  18659. this.doNotSerialize = false;
  18660. /** @hidden */
  18661. this._isDisposed = false;
  18662. /**
  18663. * Gets a list of Animations associated with the node
  18664. */
  18665. this.animations = new Array();
  18666. this._ranges = {};
  18667. this._isEnabled = true;
  18668. this._isParentEnabled = true;
  18669. this._isReady = true;
  18670. /** @hidden */
  18671. this._currentRenderId = -1;
  18672. this._parentRenderId = -1;
  18673. this._childRenderId = -1;
  18674. /** @hidden */
  18675. this._worldMatrix = BABYLON.Matrix.Identity();
  18676. /** @hidden */
  18677. this._worldMatrixDeterminant = 0;
  18678. /** @hidden */
  18679. this._sceneRootNodesIndex = -1;
  18680. this._animationPropertiesOverride = null;
  18681. /**
  18682. * An event triggered when the mesh is disposed
  18683. */
  18684. this.onDisposeObservable = new BABYLON.Observable();
  18685. // Behaviors
  18686. this._behaviors = new Array();
  18687. this.name = name;
  18688. this.id = name;
  18689. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18690. this.uniqueId = this._scene.getUniqueId();
  18691. this._initCache();
  18692. if (addToRootNodes) {
  18693. this.addToSceneRootNodes();
  18694. }
  18695. }
  18696. /**
  18697. * Add a new node constructor
  18698. * @param type defines the type name of the node to construct
  18699. * @param constructorFunc defines the constructor function
  18700. */
  18701. Node.AddNodeConstructor = function (type, constructorFunc) {
  18702. this._NodeConstructors[type] = constructorFunc;
  18703. };
  18704. /**
  18705. * Returns a node constructor based on type name
  18706. * @param type defines the type name
  18707. * @param name defines the new node name
  18708. * @param scene defines the hosting scene
  18709. * @param options defines optional options to transmit to constructors
  18710. * @returns the new constructor or null
  18711. */
  18712. Node.Construct = function (type, name, scene, options) {
  18713. var constructorFunc = this._NodeConstructors[type];
  18714. if (!constructorFunc) {
  18715. return null;
  18716. }
  18717. return constructorFunc(name, scene, options);
  18718. };
  18719. /**
  18720. * Gets a boolean indicating if the node has been disposed
  18721. * @returns true if the node was disposed
  18722. */
  18723. Node.prototype.isDisposed = function () {
  18724. return this._isDisposed;
  18725. };
  18726. Object.defineProperty(Node.prototype, "parent", {
  18727. get: function () {
  18728. return this._parentNode;
  18729. },
  18730. /**
  18731. * Gets or sets the parent of the node
  18732. */
  18733. set: function (parent) {
  18734. if (this._parentNode === parent) {
  18735. return;
  18736. }
  18737. var previousParentNode = this._parentNode;
  18738. // Remove self from list of children of parent
  18739. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18740. var index = this._parentNode._children.indexOf(this);
  18741. if (index !== -1) {
  18742. this._parentNode._children.splice(index, 1);
  18743. }
  18744. if (!parent) {
  18745. this.addToSceneRootNodes();
  18746. }
  18747. }
  18748. // Store new parent
  18749. this._parentNode = parent;
  18750. // Add as child to new parent
  18751. if (this._parentNode) {
  18752. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18753. this._parentNode._children = new Array();
  18754. }
  18755. this._parentNode._children.push(this);
  18756. if (!previousParentNode) {
  18757. this.removeFromSceneRootNodes();
  18758. }
  18759. }
  18760. // Enabled state
  18761. this._syncParentEnabledState();
  18762. },
  18763. enumerable: true,
  18764. configurable: true
  18765. });
  18766. Node.prototype.addToSceneRootNodes = function () {
  18767. if (this._sceneRootNodesIndex === -1) {
  18768. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18769. this._scene.rootNodes.push(this);
  18770. }
  18771. };
  18772. Node.prototype.removeFromSceneRootNodes = function () {
  18773. if (this._sceneRootNodesIndex !== -1) {
  18774. var rootNodes = this._scene.rootNodes;
  18775. var lastIdx = rootNodes.length - 1;
  18776. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18777. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18778. this._scene.rootNodes.pop();
  18779. this._sceneRootNodesIndex = -1;
  18780. }
  18781. };
  18782. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18783. /**
  18784. * Gets or sets the animation properties override
  18785. */
  18786. get: function () {
  18787. if (!this._animationPropertiesOverride) {
  18788. return this._scene.animationPropertiesOverride;
  18789. }
  18790. return this._animationPropertiesOverride;
  18791. },
  18792. set: function (value) {
  18793. this._animationPropertiesOverride = value;
  18794. },
  18795. enumerable: true,
  18796. configurable: true
  18797. });
  18798. /**
  18799. * Gets a string idenfifying the name of the class
  18800. * @returns "Node" string
  18801. */
  18802. Node.prototype.getClassName = function () {
  18803. return "Node";
  18804. };
  18805. Object.defineProperty(Node.prototype, "onDispose", {
  18806. /**
  18807. * Sets a callback that will be raised when the node will be disposed
  18808. */
  18809. set: function (callback) {
  18810. if (this._onDisposeObserver) {
  18811. this.onDisposeObservable.remove(this._onDisposeObserver);
  18812. }
  18813. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18814. },
  18815. enumerable: true,
  18816. configurable: true
  18817. });
  18818. /**
  18819. * Gets the scene of the node
  18820. * @returns a scene
  18821. */
  18822. Node.prototype.getScene = function () {
  18823. return this._scene;
  18824. };
  18825. /**
  18826. * Gets the engine of the node
  18827. * @returns a Engine
  18828. */
  18829. Node.prototype.getEngine = function () {
  18830. return this._scene.getEngine();
  18831. };
  18832. /**
  18833. * Attach a behavior to the node
  18834. * @see http://doc.babylonjs.com/features/behaviour
  18835. * @param behavior defines the behavior to attach
  18836. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18837. * @returns the current Node
  18838. */
  18839. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18840. var _this = this;
  18841. if (attachImmediately === void 0) { attachImmediately = false; }
  18842. var index = this._behaviors.indexOf(behavior);
  18843. if (index !== -1) {
  18844. return this;
  18845. }
  18846. behavior.init();
  18847. if (this._scene.isLoading && !attachImmediately) {
  18848. // We defer the attach when the scene will be loaded
  18849. this._scene.onDataLoadedObservable.addOnce(function () {
  18850. behavior.attach(_this);
  18851. });
  18852. }
  18853. else {
  18854. behavior.attach(this);
  18855. }
  18856. this._behaviors.push(behavior);
  18857. return this;
  18858. };
  18859. /**
  18860. * Remove an attached behavior
  18861. * @see http://doc.babylonjs.com/features/behaviour
  18862. * @param behavior defines the behavior to attach
  18863. * @returns the current Node
  18864. */
  18865. Node.prototype.removeBehavior = function (behavior) {
  18866. var index = this._behaviors.indexOf(behavior);
  18867. if (index === -1) {
  18868. return this;
  18869. }
  18870. this._behaviors[index].detach();
  18871. this._behaviors.splice(index, 1);
  18872. return this;
  18873. };
  18874. Object.defineProperty(Node.prototype, "behaviors", {
  18875. /**
  18876. * Gets the list of attached behaviors
  18877. * @see http://doc.babylonjs.com/features/behaviour
  18878. */
  18879. get: function () {
  18880. return this._behaviors;
  18881. },
  18882. enumerable: true,
  18883. configurable: true
  18884. });
  18885. /**
  18886. * Gets an attached behavior by name
  18887. * @param name defines the name of the behavior to look for
  18888. * @see http://doc.babylonjs.com/features/behaviour
  18889. * @returns null if behavior was not found else the requested behavior
  18890. */
  18891. Node.prototype.getBehaviorByName = function (name) {
  18892. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18893. var behavior = _a[_i];
  18894. if (behavior.name === name) {
  18895. return behavior;
  18896. }
  18897. }
  18898. return null;
  18899. };
  18900. /**
  18901. * Returns the latest update of the World matrix
  18902. * @returns a Matrix
  18903. */
  18904. Node.prototype.getWorldMatrix = function () {
  18905. if (this._currentRenderId !== this._scene.getRenderId()) {
  18906. this.computeWorldMatrix();
  18907. }
  18908. return this._worldMatrix;
  18909. };
  18910. /** @hidden */
  18911. Node.prototype._getWorldMatrixDeterminant = function () {
  18912. return this._worldMatrixDeterminant;
  18913. };
  18914. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18915. /**
  18916. * Returns directly the latest state of the mesh World matrix.
  18917. * A Matrix is returned.
  18918. */
  18919. get: function () {
  18920. return this._worldMatrix;
  18921. },
  18922. enumerable: true,
  18923. configurable: true
  18924. });
  18925. // override it in derived class if you add new variables to the cache
  18926. // and call the parent class method
  18927. /** @hidden */
  18928. Node.prototype._initCache = function () {
  18929. this._cache = {};
  18930. this._cache.parent = undefined;
  18931. };
  18932. /** @hidden */
  18933. Node.prototype.updateCache = function (force) {
  18934. if (!force && this.isSynchronized()) {
  18935. return;
  18936. }
  18937. this._cache.parent = this.parent;
  18938. this._updateCache();
  18939. };
  18940. // override it in derived class if you add new variables to the cache
  18941. // and call the parent class method if !ignoreParentClass
  18942. /** @hidden */
  18943. Node.prototype._updateCache = function (ignoreParentClass) {
  18944. };
  18945. // override it in derived class if you add new variables to the cache
  18946. /** @hidden */
  18947. Node.prototype._isSynchronized = function () {
  18948. return true;
  18949. };
  18950. /** @hidden */
  18951. Node.prototype._markSyncedWithParent = function () {
  18952. if (this._parentNode) {
  18953. this._parentRenderId = this._parentNode._childRenderId;
  18954. }
  18955. };
  18956. /** @hidden */
  18957. Node.prototype.isSynchronizedWithParent = function () {
  18958. if (!this._parentNode) {
  18959. return true;
  18960. }
  18961. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18962. return false;
  18963. }
  18964. return this._parentNode.isSynchronized();
  18965. };
  18966. /** @hidden */
  18967. Node.prototype.isSynchronized = function () {
  18968. if (this._cache.parent != this._parentNode) {
  18969. this._cache.parent = this._parentNode;
  18970. return false;
  18971. }
  18972. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18973. return false;
  18974. }
  18975. return this._isSynchronized();
  18976. };
  18977. /**
  18978. * Is this node ready to be used/rendered
  18979. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18980. * @return true if the node is ready
  18981. */
  18982. Node.prototype.isReady = function (completeCheck) {
  18983. if (completeCheck === void 0) { completeCheck = false; }
  18984. return this._isReady;
  18985. };
  18986. /**
  18987. * Is this node enabled?
  18988. * 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
  18989. * @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
  18990. * @return whether this node (and its parent) is enabled
  18991. */
  18992. Node.prototype.isEnabled = function (checkAncestors) {
  18993. if (checkAncestors === void 0) { checkAncestors = true; }
  18994. if (checkAncestors === false) {
  18995. return this._isEnabled;
  18996. }
  18997. if (!this._isEnabled) {
  18998. return false;
  18999. }
  19000. return this._isParentEnabled;
  19001. };
  19002. /** @hidden */
  19003. Node.prototype._syncParentEnabledState = function () {
  19004. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19005. if (this._children) {
  19006. this._children.forEach(function (c) {
  19007. c._syncParentEnabledState(); // Force children to update accordingly
  19008. });
  19009. }
  19010. };
  19011. /**
  19012. * Set the enabled state of this node
  19013. * @param value defines the new enabled state
  19014. */
  19015. Node.prototype.setEnabled = function (value) {
  19016. this._isEnabled = value;
  19017. this._syncParentEnabledState();
  19018. };
  19019. /**
  19020. * Is this node a descendant of the given node?
  19021. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19022. * @param ancestor defines the parent node to inspect
  19023. * @returns a boolean indicating if this node is a descendant of the given node
  19024. */
  19025. Node.prototype.isDescendantOf = function (ancestor) {
  19026. if (this.parent) {
  19027. if (this.parent === ancestor) {
  19028. return true;
  19029. }
  19030. return this.parent.isDescendantOf(ancestor);
  19031. }
  19032. return false;
  19033. };
  19034. /** @hidden */
  19035. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19036. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19037. if (!this._children) {
  19038. return;
  19039. }
  19040. for (var index = 0; index < this._children.length; index++) {
  19041. var item = this._children[index];
  19042. if (!predicate || predicate(item)) {
  19043. results.push(item);
  19044. }
  19045. if (!directDescendantsOnly) {
  19046. item._getDescendants(results, false, predicate);
  19047. }
  19048. }
  19049. };
  19050. /**
  19051. * Will return all nodes that have this node as ascendant
  19052. * @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
  19053. * @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
  19054. * @return all children nodes of all types
  19055. */
  19056. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19057. var results = new Array();
  19058. this._getDescendants(results, directDescendantsOnly, predicate);
  19059. return results;
  19060. };
  19061. /**
  19062. * Get all child-meshes of this node
  19063. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19064. * @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
  19065. * @returns an array of AbstractMesh
  19066. */
  19067. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19068. var results = [];
  19069. this._getDescendants(results, directDescendantsOnly, function (node) {
  19070. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19071. });
  19072. return results;
  19073. };
  19074. /**
  19075. * Get all child-transformNodes of this node
  19076. * @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
  19077. * @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
  19078. * @returns an array of TransformNode
  19079. */
  19080. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19081. var results = [];
  19082. this._getDescendants(results, directDescendantsOnly, function (node) {
  19083. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19084. });
  19085. return results;
  19086. };
  19087. /**
  19088. * Get all direct children of this node
  19089. * @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
  19090. * @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)
  19091. * @returns an array of Node
  19092. */
  19093. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19094. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19095. return this.getDescendants(directDescendantsOnly, predicate);
  19096. };
  19097. /** @hidden */
  19098. Node.prototype._setReady = function (state) {
  19099. if (state === this._isReady) {
  19100. return;
  19101. }
  19102. if (!state) {
  19103. this._isReady = false;
  19104. return;
  19105. }
  19106. if (this.onReady) {
  19107. this.onReady(this);
  19108. }
  19109. this._isReady = true;
  19110. };
  19111. /**
  19112. * Get an animation by name
  19113. * @param name defines the name of the animation to look for
  19114. * @returns null if not found else the requested animation
  19115. */
  19116. Node.prototype.getAnimationByName = function (name) {
  19117. for (var i = 0; i < this.animations.length; i++) {
  19118. var animation = this.animations[i];
  19119. if (animation.name === name) {
  19120. return animation;
  19121. }
  19122. }
  19123. return null;
  19124. };
  19125. /**
  19126. * Creates an animation range for this node
  19127. * @param name defines the name of the range
  19128. * @param from defines the starting key
  19129. * @param to defines the end key
  19130. */
  19131. Node.prototype.createAnimationRange = function (name, from, to) {
  19132. // check name not already in use
  19133. if (!this._ranges[name]) {
  19134. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19135. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19136. if (this.animations[i]) {
  19137. this.animations[i].createRange(name, from, to);
  19138. }
  19139. }
  19140. }
  19141. };
  19142. /**
  19143. * Delete a specific animation range
  19144. * @param name defines the name of the range to delete
  19145. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19146. */
  19147. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19148. if (deleteFrames === void 0) { deleteFrames = true; }
  19149. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19150. if (this.animations[i]) {
  19151. this.animations[i].deleteRange(name, deleteFrames);
  19152. }
  19153. }
  19154. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19155. };
  19156. /**
  19157. * Get an animation range by name
  19158. * @param name defines the name of the animation range to look for
  19159. * @returns null if not found else the requested animation range
  19160. */
  19161. Node.prototype.getAnimationRange = function (name) {
  19162. return this._ranges[name];
  19163. };
  19164. /**
  19165. * Will start the animation sequence
  19166. * @param name defines the range frames for animation sequence
  19167. * @param loop defines if the animation should loop (false by default)
  19168. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19169. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19170. * @returns the object created for this animation. If range does not exist, it will return null
  19171. */
  19172. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19173. var range = this.getAnimationRange(name);
  19174. if (!range) {
  19175. return null;
  19176. }
  19177. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19178. };
  19179. /**
  19180. * Serialize animation ranges into a JSON compatible object
  19181. * @returns serialization object
  19182. */
  19183. Node.prototype.serializeAnimationRanges = function () {
  19184. var serializationRanges = [];
  19185. for (var name in this._ranges) {
  19186. var localRange = this._ranges[name];
  19187. if (!localRange) {
  19188. continue;
  19189. }
  19190. var range = {};
  19191. range.name = name;
  19192. range.from = localRange.from;
  19193. range.to = localRange.to;
  19194. serializationRanges.push(range);
  19195. }
  19196. return serializationRanges;
  19197. };
  19198. /**
  19199. * Computes the world matrix of the node
  19200. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19201. * @returns the world matrix
  19202. */
  19203. Node.prototype.computeWorldMatrix = function (force) {
  19204. if (!this._worldMatrix) {
  19205. this._worldMatrix = BABYLON.Matrix.Identity();
  19206. }
  19207. return this._worldMatrix;
  19208. };
  19209. /**
  19210. * Releases resources associated with this node.
  19211. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19212. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19213. */
  19214. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19215. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19216. if (!doNotRecurse) {
  19217. var nodes = this.getDescendants(true);
  19218. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19219. var node = nodes_1[_i];
  19220. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19221. }
  19222. }
  19223. else {
  19224. var transformNodes = this.getChildTransformNodes(true);
  19225. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19226. var transformNode = transformNodes_1[_a];
  19227. transformNode.parent = null;
  19228. transformNode.computeWorldMatrix(true);
  19229. }
  19230. }
  19231. if (!this.parent) {
  19232. this.removeFromSceneRootNodes();
  19233. }
  19234. else {
  19235. this.parent = null;
  19236. }
  19237. // Callback
  19238. this.onDisposeObservable.notifyObservers(this);
  19239. this.onDisposeObservable.clear();
  19240. // Behaviors
  19241. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19242. var behavior = _c[_b];
  19243. behavior.detach();
  19244. }
  19245. this._behaviors = [];
  19246. this._isDisposed = true;
  19247. };
  19248. /**
  19249. * Parse animation range data from a serialization object and store them into a given node
  19250. * @param node defines where to store the animation ranges
  19251. * @param parsedNode defines the serialization object to read data from
  19252. * @param scene defines the hosting scene
  19253. */
  19254. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19255. if (parsedNode.ranges) {
  19256. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19257. var data = parsedNode.ranges[index];
  19258. node.createAnimationRange(data.name, data.from, data.to);
  19259. }
  19260. }
  19261. };
  19262. Node._NodeConstructors = {};
  19263. __decorate([
  19264. BABYLON.serialize()
  19265. ], Node.prototype, "name", void 0);
  19266. __decorate([
  19267. BABYLON.serialize()
  19268. ], Node.prototype, "id", void 0);
  19269. __decorate([
  19270. BABYLON.serialize()
  19271. ], Node.prototype, "uniqueId", void 0);
  19272. __decorate([
  19273. BABYLON.serialize()
  19274. ], Node.prototype, "state", void 0);
  19275. __decorate([
  19276. BABYLON.serialize()
  19277. ], Node.prototype, "metadata", void 0);
  19278. return Node;
  19279. }());
  19280. BABYLON.Node = Node;
  19281. })(BABYLON || (BABYLON = {}));
  19282. //# sourceMappingURL=babylon.node.js.map
  19283. var BABYLON;
  19284. (function (BABYLON) {
  19285. /**
  19286. * Class used to store bounding sphere information
  19287. */
  19288. var BoundingSphere = /** @class */ (function () {
  19289. /**
  19290. * Creates a new bounding sphere
  19291. * @param min defines the minimum vector (in local space)
  19292. * @param max defines the maximum vector (in local space)
  19293. * @param worldMatrix defines the new world matrix
  19294. */
  19295. function BoundingSphere(min, max, worldMatrix) {
  19296. /**
  19297. * Gets the center of the bounding sphere in local space
  19298. */
  19299. this.center = BABYLON.Vector3.Zero();
  19300. /**
  19301. * Gets the center of the bounding sphere in world space
  19302. */
  19303. this.centerWorld = BABYLON.Vector3.Zero();
  19304. /**
  19305. * Gets the minimum vector in local space
  19306. */
  19307. this.minimum = BABYLON.Vector3.Zero();
  19308. /**
  19309. * Gets the maximum vector in local space
  19310. */
  19311. this.maximum = BABYLON.Vector3.Zero();
  19312. this.reConstruct(min, max, worldMatrix);
  19313. }
  19314. /**
  19315. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19316. * @param min defines the new minimum vector (in local space)
  19317. * @param max defines the new maximum vector (in local space)
  19318. * @param worldMatrix defines the new world matrix
  19319. */
  19320. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19321. this.minimum.copyFrom(min);
  19322. this.maximum.copyFrom(max);
  19323. var distance = BABYLON.Vector3.Distance(min, max);
  19324. max.addToRef(min, this.center).scaleInPlace(0.5);
  19325. this.radius = distance * 0.5;
  19326. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19327. };
  19328. /**
  19329. * Scale the current bounding sphere by applying a scale factor
  19330. * @param factor defines the scale factor to apply
  19331. * @returns the current bounding box
  19332. */
  19333. BoundingSphere.prototype.scale = function (factor) {
  19334. var newRadius = this.radius * factor;
  19335. var tmpVectors = BoundingSphere.TmpVector3;
  19336. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19337. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19338. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19339. this.reConstruct(min, max, this._worldMatrix);
  19340. return this;
  19341. };
  19342. /**
  19343. * Gets the world matrix of the bounding box
  19344. * @returns a matrix
  19345. */
  19346. BoundingSphere.prototype.getWorldMatrix = function () {
  19347. return this._worldMatrix;
  19348. };
  19349. // Methods
  19350. /** @hidden */
  19351. BoundingSphere.prototype._update = function (worldMatrix) {
  19352. if (!worldMatrix.isIdentity()) {
  19353. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19354. var tempVector = BoundingSphere.TmpVector3[0];
  19355. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19356. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19357. }
  19358. else {
  19359. this.centerWorld.copyFrom(this.center);
  19360. this.radiusWorld = this.radius;
  19361. }
  19362. };
  19363. /**
  19364. * Tests if the bounding sphere is intersecting the frustum planes
  19365. * @param frustumPlanes defines the frustum planes to test
  19366. * @returns true if there is an intersection
  19367. */
  19368. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19369. for (var i = 0; i < 6; i++) {
  19370. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19371. return false;
  19372. }
  19373. }
  19374. return true;
  19375. };
  19376. /**
  19377. * Tests if a point is inside the bounding sphere
  19378. * @param point defines the point to test
  19379. * @returns true if the point is inside the bounding sphere
  19380. */
  19381. BoundingSphere.prototype.intersectsPoint = function (point) {
  19382. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19383. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19384. return false;
  19385. }
  19386. return true;
  19387. };
  19388. // Statics
  19389. /**
  19390. * Checks if two sphere intersct
  19391. * @param sphere0 sphere 0
  19392. * @param sphere1 sphere 1
  19393. * @returns true if the speres intersect
  19394. */
  19395. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19396. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19397. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19398. if (radiusSum * radiusSum < squareDistance) {
  19399. return false;
  19400. }
  19401. return true;
  19402. };
  19403. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19404. return BoundingSphere;
  19405. }());
  19406. BABYLON.BoundingSphere = BoundingSphere;
  19407. })(BABYLON || (BABYLON = {}));
  19408. //# sourceMappingURL=babylon.boundingSphere.js.map
  19409. var BABYLON;
  19410. (function (BABYLON) {
  19411. /**
  19412. * Class used to store bounding box information
  19413. */
  19414. var BoundingBox = /** @class */ (function () {
  19415. /**
  19416. * Creates a new bounding box
  19417. * @param min defines the minimum vector (in local space)
  19418. * @param max defines the maximum vector (in local space)
  19419. * @param worldMatrix defines the new world matrix
  19420. */
  19421. function BoundingBox(min, max, worldMatrix) {
  19422. /**
  19423. * Gets the 8 vectors representing the bounding box in local space
  19424. */
  19425. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19426. /**
  19427. * Gets the center of the bounding box in local space
  19428. */
  19429. this.center = BABYLON.Vector3.Zero();
  19430. /**
  19431. * Gets the center of the bounding box in world space
  19432. */
  19433. this.centerWorld = BABYLON.Vector3.Zero();
  19434. /**
  19435. * Gets the extend size in local space
  19436. */
  19437. this.extendSize = BABYLON.Vector3.Zero();
  19438. /**
  19439. * Gets the extend size in world space
  19440. */
  19441. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19442. /**
  19443. * Gets the OBB (object bounding box) directions
  19444. */
  19445. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19446. /**
  19447. * Gets the 8 vectors representing the bounding box in world space
  19448. */
  19449. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19450. /**
  19451. * Gets the minimum vector in world space
  19452. */
  19453. this.minimumWorld = BABYLON.Vector3.Zero();
  19454. /**
  19455. * Gets the maximum vector in world space
  19456. */
  19457. this.maximumWorld = BABYLON.Vector3.Zero();
  19458. /**
  19459. * Gets the minimum vector in local space
  19460. */
  19461. this.minimum = BABYLON.Vector3.Zero();
  19462. /**
  19463. * Gets the maximum vector in local space
  19464. */
  19465. this.maximum = BABYLON.Vector3.Zero();
  19466. this.reConstruct(min, max, worldMatrix);
  19467. }
  19468. // Methods
  19469. /**
  19470. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19471. * @param min defines the new minimum vector (in local space)
  19472. * @param max defines the new maximum vector (in local space)
  19473. * @param worldMatrix defines the new world matrix
  19474. */
  19475. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19476. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19477. var vectors = this.vectors;
  19478. this.minimum.copyFromFloats(minX, minY, minZ);
  19479. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19480. vectors[0].copyFromFloats(minX, minY, minZ);
  19481. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19482. vectors[2].copyFromFloats(maxX, minY, minZ);
  19483. vectors[3].copyFromFloats(minX, maxY, minZ);
  19484. vectors[4].copyFromFloats(minX, minY, maxZ);
  19485. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19486. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19487. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19488. // OBB
  19489. max.addToRef(min, this.center).scaleInPlace(0.5);
  19490. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19491. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19492. };
  19493. /**
  19494. * Scale the current bounding box by applying a scale factor
  19495. * @param factor defines the scale factor to apply
  19496. * @returns the current bounding box
  19497. */
  19498. BoundingBox.prototype.scale = function (factor) {
  19499. var tmpVectors = BoundingBox.TmpVector3;
  19500. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19501. var len = diff.length();
  19502. diff.normalizeFromLength(len);
  19503. var distance = len * factor;
  19504. var newRadius = diff.scaleInPlace(distance * 0.5);
  19505. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19506. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19507. this.reConstruct(min, max, this._worldMatrix);
  19508. return this;
  19509. };
  19510. /**
  19511. * Gets the world matrix of the bounding box
  19512. * @returns a matrix
  19513. */
  19514. BoundingBox.prototype.getWorldMatrix = function () {
  19515. return this._worldMatrix;
  19516. };
  19517. /** @hidden */
  19518. BoundingBox.prototype._update = function (world) {
  19519. var minWorld = this.minimumWorld;
  19520. var maxWorld = this.maximumWorld;
  19521. var directions = this.directions;
  19522. var vectorsWorld = this.vectorsWorld;
  19523. var vectors = this.vectors;
  19524. if (!world.isIdentity()) {
  19525. minWorld.setAll(Number.MAX_VALUE);
  19526. maxWorld.setAll(-Number.MAX_VALUE);
  19527. for (var index = 0; index < 8; ++index) {
  19528. var v = vectorsWorld[index];
  19529. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19530. minWorld.minimizeInPlace(v);
  19531. maxWorld.maximizeInPlace(v);
  19532. }
  19533. // Extend
  19534. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19535. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19536. }
  19537. else {
  19538. minWorld.copyFrom(this.minimum);
  19539. maxWorld.copyFrom(this.maximum);
  19540. for (var index = 0; index < 8; ++index) {
  19541. vectorsWorld[index].copyFrom(vectors[index]);
  19542. }
  19543. // Extend
  19544. this.extendSizeWorld.copyFrom(this.extendSize);
  19545. this.centerWorld.copyFrom(this.center);
  19546. }
  19547. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19548. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19549. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19550. this._worldMatrix = world;
  19551. };
  19552. /**
  19553. * Tests if the bounding box is intersecting the frustum planes
  19554. * @param frustumPlanes defines the frustum planes to test
  19555. * @returns true if there is an intersection
  19556. */
  19557. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19558. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19559. };
  19560. /**
  19561. * Tests if the bounding box is entirely inside the frustum planes
  19562. * @param frustumPlanes defines the frustum planes to test
  19563. * @returns true if there is an inclusion
  19564. */
  19565. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19566. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19567. };
  19568. /**
  19569. * Tests if a point is inside the bounding box
  19570. * @param point defines the point to test
  19571. * @returns true if the point is inside the bounding box
  19572. */
  19573. BoundingBox.prototype.intersectsPoint = function (point) {
  19574. var min = this.minimumWorld;
  19575. var max = this.maximumWorld;
  19576. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19577. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19578. var delta = -BABYLON.Epsilon;
  19579. if (maxX - pointX < delta || delta > pointX - minX) {
  19580. return false;
  19581. }
  19582. if (maxY - pointY < delta || delta > pointY - minY) {
  19583. return false;
  19584. }
  19585. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19586. return false;
  19587. }
  19588. return true;
  19589. };
  19590. /**
  19591. * Tests if the bounding box intersects with a bounding sphere
  19592. * @param sphere defines the sphere to test
  19593. * @returns true if there is an intersection
  19594. */
  19595. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19596. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19597. };
  19598. /**
  19599. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19600. * @param min defines the min vector to use
  19601. * @param max defines the max vector to use
  19602. * @returns true if there is an intersection
  19603. */
  19604. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19605. var myMin = this.minimumWorld;
  19606. var myMax = this.maximumWorld;
  19607. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19608. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19609. if (myMaxX < minX || myMinX > maxX) {
  19610. return false;
  19611. }
  19612. if (myMaxY < minY || myMinY > maxY) {
  19613. return false;
  19614. }
  19615. if (myMaxZ < minZ || myMinZ > maxZ) {
  19616. return false;
  19617. }
  19618. return true;
  19619. };
  19620. // Statics
  19621. /**
  19622. * Tests if two bounding boxes are intersections
  19623. * @param box0 defines the first box to test
  19624. * @param box1 defines the second box to test
  19625. * @returns true if there is an intersection
  19626. */
  19627. BoundingBox.Intersects = function (box0, box1) {
  19628. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19629. };
  19630. /**
  19631. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19632. * @param minPoint defines the minimum vector of the bounding box
  19633. * @param maxPoint defines the maximum vector of the bounding box
  19634. * @param sphereCenter defines the sphere center
  19635. * @param sphereRadius defines the sphere radius
  19636. * @returns true if there is an intersection
  19637. */
  19638. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19639. var vector = BoundingBox.TmpVector3[0];
  19640. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19641. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19642. return (num <= (sphereRadius * sphereRadius));
  19643. };
  19644. /**
  19645. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19646. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19647. * @param frustumPlanes defines the frustum planes to test
  19648. * @return true if there is an inclusion
  19649. */
  19650. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19651. for (var p = 0; p < 6; ++p) {
  19652. var frustumPlane = frustumPlanes[p];
  19653. for (var i = 0; i < 8; ++i) {
  19654. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19655. return false;
  19656. }
  19657. }
  19658. }
  19659. return true;
  19660. };
  19661. /**
  19662. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19663. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19664. * @param frustumPlanes defines the frustum planes to test
  19665. * @return true if there is an intersection
  19666. */
  19667. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19668. for (var p = 0; p < 6; ++p) {
  19669. var canReturnFalse = true;
  19670. var frustumPlane = frustumPlanes[p];
  19671. for (var i = 0; i < 8; ++i) {
  19672. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19673. canReturnFalse = false;
  19674. break;
  19675. }
  19676. }
  19677. if (canReturnFalse) {
  19678. return false;
  19679. }
  19680. }
  19681. return true;
  19682. };
  19683. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19684. return BoundingBox;
  19685. }());
  19686. BABYLON.BoundingBox = BoundingBox;
  19687. })(BABYLON || (BABYLON = {}));
  19688. //# sourceMappingURL=babylon.boundingBox.js.map
  19689. var BABYLON;
  19690. (function (BABYLON) {
  19691. var _result0 = { min: 0, max: 0 };
  19692. var _result1 = { min: 0, max: 0 };
  19693. var computeBoxExtents = function (axis, box, result) {
  19694. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19695. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19696. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19697. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19698. var r = r0 + r1 + r2;
  19699. result.min = p - r;
  19700. result.max = p + r;
  19701. };
  19702. var axisOverlap = function (axis, box0, box1) {
  19703. computeBoxExtents(axis, box0, _result0);
  19704. computeBoxExtents(axis, box1, _result1);
  19705. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19706. };
  19707. /**
  19708. * Info for a bounding data of a mesh
  19709. */
  19710. var BoundingInfo = /** @class */ (function () {
  19711. /**
  19712. * Constructs bounding info
  19713. * @param minimum min vector of the bounding box/sphere
  19714. * @param maximum max vector of the bounding box/sphere
  19715. * @param worldMatrix defines the new world matrix
  19716. */
  19717. function BoundingInfo(minimum, maximum, worldMatrix) {
  19718. this._isLocked = false;
  19719. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19720. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19721. }
  19722. /**
  19723. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19724. * @param min defines the new minimum vector (in local space)
  19725. * @param max defines the new maximum vector (in local space)
  19726. * @param worldMatrix defines the new world matrix
  19727. */
  19728. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19729. this.boundingBox.reConstruct(min, max, worldMatrix);
  19730. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19731. };
  19732. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19733. /**
  19734. * min vector of the bounding box/sphere
  19735. */
  19736. get: function () {
  19737. return this.boundingBox.minimum;
  19738. },
  19739. enumerable: true,
  19740. configurable: true
  19741. });
  19742. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19743. /**
  19744. * max vector of the bounding box/sphere
  19745. */
  19746. get: function () {
  19747. return this.boundingBox.maximum;
  19748. },
  19749. enumerable: true,
  19750. configurable: true
  19751. });
  19752. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19753. /**
  19754. * If the info is locked and won't be updated to avoid perf overhead
  19755. */
  19756. get: function () {
  19757. return this._isLocked;
  19758. },
  19759. set: function (value) {
  19760. this._isLocked = value;
  19761. },
  19762. enumerable: true,
  19763. configurable: true
  19764. });
  19765. // Methods
  19766. /**
  19767. * Updates the bounding sphere and box
  19768. * @param world world matrix to be used to update
  19769. */
  19770. BoundingInfo.prototype.update = function (world) {
  19771. if (this._isLocked) {
  19772. return;
  19773. }
  19774. this.boundingBox._update(world);
  19775. this.boundingSphere._update(world);
  19776. };
  19777. /**
  19778. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19779. * @param center New center of the bounding info
  19780. * @param extend New extend of the bounding info
  19781. * @returns the current bounding info
  19782. */
  19783. BoundingInfo.prototype.centerOn = function (center, extend) {
  19784. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19785. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19786. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19787. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19788. return this;
  19789. };
  19790. /**
  19791. * Scale the current bounding info by applying a scale factor
  19792. * @param factor defines the scale factor to apply
  19793. * @returns the current bounding info
  19794. */
  19795. BoundingInfo.prototype.scale = function (factor) {
  19796. this.boundingBox.scale(factor);
  19797. this.boundingSphere.scale(factor);
  19798. return this;
  19799. };
  19800. /**
  19801. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19802. * @param frustumPlanes defines the frustum to test
  19803. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19804. * @returns true if the bounding info is in the frustum planes
  19805. */
  19806. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19807. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19808. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19809. return false;
  19810. }
  19811. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19812. return true;
  19813. }
  19814. return this.boundingBox.isInFrustum(frustumPlanes);
  19815. };
  19816. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19817. /**
  19818. * Gets the world distance between the min and max points of the bounding box
  19819. */
  19820. get: function () {
  19821. var boundingBox = this.boundingBox;
  19822. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19823. return diag.length();
  19824. },
  19825. enumerable: true,
  19826. configurable: true
  19827. });
  19828. /**
  19829. * Checks if a cullable object (mesh...) is in the camera frustum
  19830. * Unlike isInFrustum this cheks the full bounding box
  19831. * @param frustumPlanes Camera near/planes
  19832. * @returns true if the object is in frustum otherwise false
  19833. */
  19834. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19835. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19836. };
  19837. /** @hidden */
  19838. BoundingInfo.prototype._checkCollision = function (collider) {
  19839. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19840. };
  19841. /**
  19842. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19843. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19844. * @param point the point to check intersection with
  19845. * @returns if the point intersects
  19846. */
  19847. BoundingInfo.prototype.intersectsPoint = function (point) {
  19848. if (!this.boundingSphere.centerWorld) {
  19849. return false;
  19850. }
  19851. if (!this.boundingSphere.intersectsPoint(point)) {
  19852. return false;
  19853. }
  19854. if (!this.boundingBox.intersectsPoint(point)) {
  19855. return false;
  19856. }
  19857. return true;
  19858. };
  19859. /**
  19860. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19861. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19862. * @param boundingInfo the bounding info to check intersection with
  19863. * @param precise if the intersection should be done using OBB
  19864. * @returns if the bounding info intersects
  19865. */
  19866. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19867. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19868. return false;
  19869. }
  19870. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19871. return false;
  19872. }
  19873. if (!precise) {
  19874. return true;
  19875. }
  19876. var box0 = this.boundingBox;
  19877. var box1 = boundingInfo.boundingBox;
  19878. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19879. return false;
  19880. }
  19881. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19882. return false;
  19883. }
  19884. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19885. return false;
  19886. }
  19887. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19888. return false;
  19889. }
  19890. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19891. return false;
  19892. }
  19893. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19894. return false;
  19895. }
  19896. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19897. return false;
  19898. }
  19899. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19900. return false;
  19901. }
  19902. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19903. return false;
  19904. }
  19905. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19906. return false;
  19907. }
  19908. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19909. return false;
  19910. }
  19911. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19912. return false;
  19913. }
  19914. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19915. return false;
  19916. }
  19917. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19918. return false;
  19919. }
  19920. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19921. return false;
  19922. }
  19923. return true;
  19924. };
  19925. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  19926. return BoundingInfo;
  19927. }());
  19928. BABYLON.BoundingInfo = BoundingInfo;
  19929. })(BABYLON || (BABYLON = {}));
  19930. //# sourceMappingURL=babylon.boundingInfo.js.map
  19931. var BABYLON;
  19932. (function (BABYLON) {
  19933. /**
  19934. * 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.
  19935. * @see https://doc.babylonjs.com/how_to/transformnode
  19936. */
  19937. var TransformNode = /** @class */ (function (_super) {
  19938. __extends(TransformNode, _super);
  19939. function TransformNode(name, scene, isPure) {
  19940. if (scene === void 0) { scene = null; }
  19941. if (isPure === void 0) { isPure = true; }
  19942. var _this = _super.call(this, name, scene) || this;
  19943. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19944. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19945. _this._up = new BABYLON.Vector3(0, 1, 0);
  19946. _this._right = new BABYLON.Vector3(1, 0, 0);
  19947. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19948. // Properties
  19949. _this._position = BABYLON.Vector3.Zero();
  19950. _this._rotation = BABYLON.Vector3.Zero();
  19951. _this._scaling = BABYLON.Vector3.One();
  19952. _this._isDirty = false;
  19953. /**
  19954. * Set the billboard mode. Default is 0.
  19955. *
  19956. * | Value | Type | Description |
  19957. * | --- | --- | --- |
  19958. * | 0 | BILLBOARDMODE_NONE | |
  19959. * | 1 | BILLBOARDMODE_X | |
  19960. * | 2 | BILLBOARDMODE_Y | |
  19961. * | 4 | BILLBOARDMODE_Z | |
  19962. * | 7 | BILLBOARDMODE_ALL | |
  19963. *
  19964. */
  19965. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19966. /**
  19967. * 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
  19968. */
  19969. _this.scalingDeterminant = 1;
  19970. /**
  19971. * Sets the distance of the object to max, often used by skybox
  19972. */
  19973. _this.infiniteDistance = false;
  19974. /**
  19975. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19976. * By default the system will update normals to compensate
  19977. */
  19978. _this.ignoreNonUniformScaling = false;
  19979. _this._localWorld = BABYLON.Matrix.Zero();
  19980. _this._absolutePosition = BABYLON.Vector3.Zero();
  19981. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19982. _this._postMultiplyPivotMatrix = false;
  19983. _this._isWorldMatrixFrozen = false;
  19984. /** @hidden */
  19985. _this._indexInSceneTransformNodesArray = -1;
  19986. /**
  19987. * An event triggered after the world matrix is updated
  19988. */
  19989. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19990. _this._nonUniformScaling = false;
  19991. if (isPure) {
  19992. _this.getScene().addTransformNode(_this);
  19993. }
  19994. return _this;
  19995. }
  19996. /**
  19997. * Gets a string identifying the name of the class
  19998. * @returns "TransformNode" string
  19999. */
  20000. TransformNode.prototype.getClassName = function () {
  20001. return "TransformNode";
  20002. };
  20003. Object.defineProperty(TransformNode.prototype, "position", {
  20004. /**
  20005. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20006. */
  20007. get: function () {
  20008. return this._position;
  20009. },
  20010. set: function (newPosition) {
  20011. this._position = newPosition;
  20012. this._isDirty = true;
  20013. },
  20014. enumerable: true,
  20015. configurable: true
  20016. });
  20017. Object.defineProperty(TransformNode.prototype, "rotation", {
  20018. /**
  20019. * 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)).
  20020. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20021. */
  20022. get: function () {
  20023. return this._rotation;
  20024. },
  20025. set: function (newRotation) {
  20026. this._rotation = newRotation;
  20027. this._isDirty = true;
  20028. },
  20029. enumerable: true,
  20030. configurable: true
  20031. });
  20032. Object.defineProperty(TransformNode.prototype, "scaling", {
  20033. /**
  20034. * 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)).
  20035. */
  20036. get: function () {
  20037. return this._scaling;
  20038. },
  20039. set: function (newScaling) {
  20040. this._scaling = newScaling;
  20041. this._isDirty = true;
  20042. },
  20043. enumerable: true,
  20044. configurable: true
  20045. });
  20046. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20047. /**
  20048. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20049. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20050. */
  20051. get: function () {
  20052. return this._rotationQuaternion;
  20053. },
  20054. set: function (quaternion) {
  20055. this._rotationQuaternion = quaternion;
  20056. //reset the rotation vector.
  20057. if (quaternion) {
  20058. this.rotation.setAll(0.0);
  20059. }
  20060. },
  20061. enumerable: true,
  20062. configurable: true
  20063. });
  20064. Object.defineProperty(TransformNode.prototype, "forward", {
  20065. /**
  20066. * The forward direction of that transform in world space.
  20067. */
  20068. get: function () {
  20069. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20070. },
  20071. enumerable: true,
  20072. configurable: true
  20073. });
  20074. Object.defineProperty(TransformNode.prototype, "up", {
  20075. /**
  20076. * The up direction of that transform in world space.
  20077. */
  20078. get: function () {
  20079. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20080. },
  20081. enumerable: true,
  20082. configurable: true
  20083. });
  20084. Object.defineProperty(TransformNode.prototype, "right", {
  20085. /**
  20086. * The right direction of that transform in world space.
  20087. */
  20088. get: function () {
  20089. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20090. },
  20091. enumerable: true,
  20092. configurable: true
  20093. });
  20094. /**
  20095. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20096. * @param matrix the matrix to copy the pose from
  20097. * @returns this TransformNode.
  20098. */
  20099. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20100. this._poseMatrix.copyFrom(matrix);
  20101. return this;
  20102. };
  20103. /**
  20104. * Returns the mesh Pose matrix.
  20105. * @returns the pose matrix
  20106. */
  20107. TransformNode.prototype.getPoseMatrix = function () {
  20108. return this._poseMatrix;
  20109. };
  20110. /** @hidden */
  20111. TransformNode.prototype._isSynchronized = function () {
  20112. if (this._isDirty) {
  20113. return false;
  20114. }
  20115. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20116. return false;
  20117. }
  20118. if (this._cache.pivotMatrixUpdated) {
  20119. return false;
  20120. }
  20121. if (this.infiniteDistance) {
  20122. return false;
  20123. }
  20124. if (!this._cache.position.equals(this._position)) {
  20125. return false;
  20126. }
  20127. if (this._rotationQuaternion) {
  20128. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20129. return false;
  20130. }
  20131. }
  20132. if (!this._cache.rotation.equals(this._rotation)) {
  20133. return false;
  20134. }
  20135. if (!this._cache.scaling.equals(this._scaling)) {
  20136. return false;
  20137. }
  20138. return true;
  20139. };
  20140. /** @hidden */
  20141. TransformNode.prototype._initCache = function () {
  20142. _super.prototype._initCache.call(this);
  20143. this._cache.localMatrixUpdated = false;
  20144. this._cache.position = BABYLON.Vector3.Zero();
  20145. this._cache.scaling = BABYLON.Vector3.Zero();
  20146. this._cache.rotation = BABYLON.Vector3.Zero();
  20147. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20148. this._cache.billboardMode = -1;
  20149. };
  20150. /**
  20151. * Flag the transform node as dirty (Forcing it to update everything)
  20152. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20153. * @returns this transform node
  20154. */
  20155. TransformNode.prototype.markAsDirty = function (property) {
  20156. if (property === "rotation") {
  20157. this.rotationQuaternion = null;
  20158. }
  20159. this._currentRenderId = Number.MAX_VALUE;
  20160. this._isDirty = true;
  20161. return this;
  20162. };
  20163. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20164. /**
  20165. * Returns the current mesh absolute position.
  20166. * Returns a Vector3.
  20167. */
  20168. get: function () {
  20169. return this._absolutePosition;
  20170. },
  20171. enumerable: true,
  20172. configurable: true
  20173. });
  20174. /**
  20175. * Sets a new matrix to apply before all other transformation
  20176. * @param matrix defines the transform matrix
  20177. * @returns the current TransformNode
  20178. */
  20179. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20180. return this.setPivotMatrix(matrix, false);
  20181. };
  20182. /**
  20183. * Sets a new pivot matrix to the current node
  20184. * @param matrix defines the new pivot matrix to use
  20185. * @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
  20186. * @returns the current TransformNode
  20187. */
  20188. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20189. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20190. this._pivotMatrix.copyFrom(matrix);
  20191. this._cache.pivotMatrixUpdated = true;
  20192. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20193. if (this._postMultiplyPivotMatrix) {
  20194. if (!this._pivotMatrixInverse) {
  20195. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20196. }
  20197. else {
  20198. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20199. }
  20200. }
  20201. return this;
  20202. };
  20203. /**
  20204. * Returns the mesh pivot matrix.
  20205. * Default : Identity.
  20206. * @returns the matrix
  20207. */
  20208. TransformNode.prototype.getPivotMatrix = function () {
  20209. return this._pivotMatrix;
  20210. };
  20211. /**
  20212. * Prevents the World matrix to be computed any longer.
  20213. * @returns the TransformNode.
  20214. */
  20215. TransformNode.prototype.freezeWorldMatrix = function () {
  20216. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20217. this.computeWorldMatrix(true);
  20218. this._isWorldMatrixFrozen = true;
  20219. return this;
  20220. };
  20221. /**
  20222. * Allows back the World matrix computation.
  20223. * @returns the TransformNode.
  20224. */
  20225. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20226. this._isWorldMatrixFrozen = false;
  20227. this.computeWorldMatrix(true);
  20228. return this;
  20229. };
  20230. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20231. /**
  20232. * True if the World matrix has been frozen.
  20233. */
  20234. get: function () {
  20235. return this._isWorldMatrixFrozen;
  20236. },
  20237. enumerable: true,
  20238. configurable: true
  20239. });
  20240. /**
  20241. * Retuns the mesh absolute position in the World.
  20242. * @returns a Vector3.
  20243. */
  20244. TransformNode.prototype.getAbsolutePosition = function () {
  20245. this.computeWorldMatrix();
  20246. return this._absolutePosition;
  20247. };
  20248. /**
  20249. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20250. * @param absolutePosition the absolute position to set
  20251. * @returns the TransformNode.
  20252. */
  20253. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20254. if (!absolutePosition) {
  20255. return this;
  20256. }
  20257. var absolutePositionX;
  20258. var absolutePositionY;
  20259. var absolutePositionZ;
  20260. if (absolutePosition.x === undefined) {
  20261. if (arguments.length < 3) {
  20262. return this;
  20263. }
  20264. absolutePositionX = arguments[0];
  20265. absolutePositionY = arguments[1];
  20266. absolutePositionZ = arguments[2];
  20267. }
  20268. else {
  20269. absolutePositionX = absolutePosition.x;
  20270. absolutePositionY = absolutePosition.y;
  20271. absolutePositionZ = absolutePosition.z;
  20272. }
  20273. if (this.parent) {
  20274. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20275. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20276. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20277. }
  20278. else {
  20279. this.position.x = absolutePositionX;
  20280. this.position.y = absolutePositionY;
  20281. this.position.z = absolutePositionZ;
  20282. }
  20283. return this;
  20284. };
  20285. /**
  20286. * Sets the mesh position in its local space.
  20287. * @param vector3 the position to set in localspace
  20288. * @returns the TransformNode.
  20289. */
  20290. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20291. this.computeWorldMatrix();
  20292. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20293. return this;
  20294. };
  20295. /**
  20296. * Returns the mesh position in the local space from the current World matrix values.
  20297. * @returns a new Vector3.
  20298. */
  20299. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20300. this.computeWorldMatrix();
  20301. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20302. this._localWorld.invertToRef(invLocalWorldMatrix);
  20303. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20304. };
  20305. /**
  20306. * Translates the mesh along the passed Vector3 in its local space.
  20307. * @param vector3 the distance to translate in localspace
  20308. * @returns the TransformNode.
  20309. */
  20310. TransformNode.prototype.locallyTranslate = function (vector3) {
  20311. this.computeWorldMatrix(true);
  20312. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20313. return this;
  20314. };
  20315. /**
  20316. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20317. * @param targetPoint the position (must be in same space as current mesh) to look at
  20318. * @param yawCor optional yaw (y-axis) correction in radians
  20319. * @param pitchCor optional pitch (x-axis) correction in radians
  20320. * @param rollCor optional roll (z-axis) correction in radians
  20321. * @param space the choosen space of the target
  20322. * @returns the TransformNode.
  20323. */
  20324. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20325. if (yawCor === void 0) { yawCor = 0; }
  20326. if (pitchCor === void 0) { pitchCor = 0; }
  20327. if (rollCor === void 0) { rollCor = 0; }
  20328. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20329. var dv = TransformNode._lookAtVectorCache;
  20330. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20331. targetPoint.subtractToRef(pos, dv);
  20332. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20333. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20334. var pitch = Math.atan2(dv.y, len);
  20335. if (this.rotationQuaternion) {
  20336. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20337. }
  20338. else {
  20339. this.rotation.x = pitch + pitchCor;
  20340. this.rotation.y = yaw + yawCor;
  20341. this.rotation.z = rollCor;
  20342. }
  20343. return this;
  20344. };
  20345. /**
  20346. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20347. * This Vector3 is expressed in the World space.
  20348. * @param localAxis axis to rotate
  20349. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20350. */
  20351. TransformNode.prototype.getDirection = function (localAxis) {
  20352. var result = BABYLON.Vector3.Zero();
  20353. this.getDirectionToRef(localAxis, result);
  20354. return result;
  20355. };
  20356. /**
  20357. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20358. * localAxis is expressed in the mesh local space.
  20359. * result is computed in the Wordl space from the mesh World matrix.
  20360. * @param localAxis axis to rotate
  20361. * @param result the resulting transformnode
  20362. * @returns this TransformNode.
  20363. */
  20364. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20365. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20366. return this;
  20367. };
  20368. /**
  20369. * Sets a new pivot point to the current node
  20370. * @param point defines the new pivot point to use
  20371. * @param space defines if the point is in world or local space (local by default)
  20372. * @returns the current TransformNode
  20373. */
  20374. TransformNode.prototype.setPivotPoint = function (point, space) {
  20375. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20376. if (this.getScene().getRenderId() == 0) {
  20377. this.computeWorldMatrix(true);
  20378. }
  20379. var wm = this.getWorldMatrix();
  20380. if (space == BABYLON.Space.WORLD) {
  20381. var tmat = BABYLON.Tmp.Matrix[0];
  20382. wm.invertToRef(tmat);
  20383. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20384. }
  20385. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20386. };
  20387. /**
  20388. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20389. * @returns the pivot point
  20390. */
  20391. TransformNode.prototype.getPivotPoint = function () {
  20392. var point = BABYLON.Vector3.Zero();
  20393. this.getPivotPointToRef(point);
  20394. return point;
  20395. };
  20396. /**
  20397. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20398. * @param result the vector3 to store the result
  20399. * @returns this TransformNode.
  20400. */
  20401. TransformNode.prototype.getPivotPointToRef = function (result) {
  20402. result.x = -this._pivotMatrix.m[12];
  20403. result.y = -this._pivotMatrix.m[13];
  20404. result.z = -this._pivotMatrix.m[14];
  20405. return this;
  20406. };
  20407. /**
  20408. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20409. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20410. */
  20411. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20412. var point = BABYLON.Vector3.Zero();
  20413. this.getAbsolutePivotPointToRef(point);
  20414. return point;
  20415. };
  20416. /**
  20417. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20418. * @param result vector3 to store the result
  20419. * @returns this TransformNode.
  20420. */
  20421. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20422. result.x = this._pivotMatrix.m[12];
  20423. result.y = this._pivotMatrix.m[13];
  20424. result.z = this._pivotMatrix.m[14];
  20425. this.getPivotPointToRef(result);
  20426. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20427. return this;
  20428. };
  20429. /**
  20430. * Defines the passed node as the parent of the current node.
  20431. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20432. * @param node the node ot set as the parent
  20433. * @returns this TransformNode.
  20434. */
  20435. TransformNode.prototype.setParent = function (node) {
  20436. if (!node && !this.parent) {
  20437. return this;
  20438. }
  20439. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20440. var position = BABYLON.Tmp.Vector3[0];
  20441. var scale = BABYLON.Tmp.Vector3[1];
  20442. if (!node) {
  20443. if (this.parent && this.parent.computeWorldMatrix) {
  20444. this.parent.computeWorldMatrix(true);
  20445. }
  20446. this.computeWorldMatrix(true);
  20447. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20448. }
  20449. else {
  20450. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20451. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20452. this.computeWorldMatrix(true);
  20453. node.computeWorldMatrix(true);
  20454. node.getWorldMatrix().invertToRef(invParentMatrix);
  20455. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20456. diffMatrix.decompose(scale, quatRotation, position);
  20457. }
  20458. if (this.rotationQuaternion) {
  20459. this.rotationQuaternion.copyFrom(quatRotation);
  20460. }
  20461. else {
  20462. quatRotation.toEulerAnglesToRef(this.rotation);
  20463. }
  20464. this.scaling.copyFrom(scale);
  20465. this.position.copyFrom(position);
  20466. this.parent = node;
  20467. return this;
  20468. };
  20469. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20470. /**
  20471. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20472. */
  20473. get: function () {
  20474. return this._nonUniformScaling;
  20475. },
  20476. enumerable: true,
  20477. configurable: true
  20478. });
  20479. /** @hidden */
  20480. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20481. if (this._nonUniformScaling === value) {
  20482. return false;
  20483. }
  20484. this._nonUniformScaling = value;
  20485. return true;
  20486. };
  20487. /**
  20488. * Attach the current TransformNode to another TransformNode associated with a bone
  20489. * @param bone Bone affecting the TransformNode
  20490. * @param affectedTransformNode TransformNode associated with the bone
  20491. * @returns this object
  20492. */
  20493. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20494. this._transformToBoneReferal = affectedTransformNode;
  20495. this.parent = bone;
  20496. if (bone.getWorldMatrix().determinant() < 0) {
  20497. this.scalingDeterminant *= -1;
  20498. }
  20499. return this;
  20500. };
  20501. /**
  20502. * Detach the transform node if its associated with a bone
  20503. * @returns this object
  20504. */
  20505. TransformNode.prototype.detachFromBone = function () {
  20506. if (!this.parent) {
  20507. return this;
  20508. }
  20509. if (this.parent.getWorldMatrix().determinant() < 0) {
  20510. this.scalingDeterminant *= -1;
  20511. }
  20512. this._transformToBoneReferal = null;
  20513. this.parent = null;
  20514. return this;
  20515. };
  20516. /**
  20517. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20518. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20519. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20520. * The passed axis is also normalized.
  20521. * @param axis the axis to rotate around
  20522. * @param amount the amount to rotate in radians
  20523. * @param space Space to rotate in (Default: local)
  20524. * @returns the TransformNode.
  20525. */
  20526. TransformNode.prototype.rotate = function (axis, amount, space) {
  20527. axis.normalize();
  20528. if (!this.rotationQuaternion) {
  20529. this.rotationQuaternion = this.rotation.toQuaternion();
  20530. this.rotation.setAll(0);
  20531. }
  20532. var rotationQuaternion;
  20533. if (!space || space === BABYLON.Space.LOCAL) {
  20534. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20535. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20536. }
  20537. else {
  20538. if (this.parent) {
  20539. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20540. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20541. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20542. }
  20543. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20544. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20545. }
  20546. return this;
  20547. };
  20548. /**
  20549. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20550. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20551. * The passed axis is also normalized. .
  20552. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20553. * @param point the point to rotate around
  20554. * @param axis the axis to rotate around
  20555. * @param amount the amount to rotate in radians
  20556. * @returns the TransformNode
  20557. */
  20558. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20559. axis.normalize();
  20560. if (!this.rotationQuaternion) {
  20561. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20562. this.rotation.setAll(0);
  20563. }
  20564. var tmpVector = BABYLON.Tmp.Vector3[0];
  20565. var finalScale = BABYLON.Tmp.Vector3[1];
  20566. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20567. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20568. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20569. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20570. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20571. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20572. point.subtractToRef(this.position, tmpVector);
  20573. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20574. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20575. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20576. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20577. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20578. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20579. this.position.addInPlace(finalTranslation);
  20580. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20581. return this;
  20582. };
  20583. /**
  20584. * Translates the mesh along the axis vector for the passed distance in the given space.
  20585. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20586. * @param axis the axis to translate in
  20587. * @param distance the distance to translate
  20588. * @param space Space to rotate in (Default: local)
  20589. * @returns the TransformNode.
  20590. */
  20591. TransformNode.prototype.translate = function (axis, distance, space) {
  20592. var displacementVector = axis.scale(distance);
  20593. if (!space || space === BABYLON.Space.LOCAL) {
  20594. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20595. this.setPositionWithLocalVector(tempV3);
  20596. }
  20597. else {
  20598. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20599. }
  20600. return this;
  20601. };
  20602. /**
  20603. * Adds a rotation step to the mesh current rotation.
  20604. * x, y, z are Euler angles expressed in radians.
  20605. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20606. * This means this rotation is made in the mesh local space only.
  20607. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20608. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20609. * ```javascript
  20610. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20611. * ```
  20612. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20613. * 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.
  20614. * @param x Rotation to add
  20615. * @param y Rotation to add
  20616. * @param z Rotation to add
  20617. * @returns the TransformNode.
  20618. */
  20619. TransformNode.prototype.addRotation = function (x, y, z) {
  20620. var rotationQuaternion;
  20621. if (this.rotationQuaternion) {
  20622. rotationQuaternion = this.rotationQuaternion;
  20623. }
  20624. else {
  20625. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20626. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20627. }
  20628. var accumulation = BABYLON.Tmp.Quaternion[0];
  20629. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20630. rotationQuaternion.multiplyInPlace(accumulation);
  20631. if (!this.rotationQuaternion) {
  20632. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20633. }
  20634. return this;
  20635. };
  20636. /**
  20637. * Computes the world matrix of the node
  20638. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20639. * @returns the world matrix
  20640. */
  20641. TransformNode.prototype.computeWorldMatrix = function (force) {
  20642. if (this._isWorldMatrixFrozen) {
  20643. return this._worldMatrix;
  20644. }
  20645. if (!force && this.isSynchronized()) {
  20646. this._currentRenderId = this.getScene().getRenderId();
  20647. return this._worldMatrix;
  20648. }
  20649. this._updateCache();
  20650. this._cache.position.copyFrom(this.position);
  20651. this._cache.scaling.copyFrom(this.scaling);
  20652. this._cache.pivotMatrixUpdated = false;
  20653. this._cache.billboardMode = this.billboardMode;
  20654. this._currentRenderId = this.getScene().getRenderId();
  20655. this._childRenderId = this.getScene().getRenderId();
  20656. this._isDirty = false;
  20657. // Scaling
  20658. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20659. // Rotation
  20660. //rotate, if quaternion is set and rotation was used
  20661. if (this.rotationQuaternion) {
  20662. var len = this.rotation.length();
  20663. if (len) {
  20664. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20665. this.rotation.copyFromFloats(0, 0, 0);
  20666. }
  20667. }
  20668. if (this.rotationQuaternion) {
  20669. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20670. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20671. }
  20672. else {
  20673. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20674. this._cache.rotation.copyFrom(this.rotation);
  20675. }
  20676. // Translation
  20677. var camera = this.getScene().activeCamera;
  20678. if (this.infiniteDistance && !this.parent && camera) {
  20679. var cameraWorldMatrix = camera.getWorldMatrix();
  20680. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20681. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20682. }
  20683. else {
  20684. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20685. }
  20686. // Composing transformations
  20687. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20688. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20689. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20690. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20691. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20692. // Need to decompose each rotation here
  20693. var currentPosition = BABYLON.Tmp.Vector3[3];
  20694. if (this.parent && this.parent.getWorldMatrix) {
  20695. if (this._transformToBoneReferal) {
  20696. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20697. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20698. }
  20699. else {
  20700. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20701. }
  20702. }
  20703. else {
  20704. currentPosition.copyFrom(this.position);
  20705. }
  20706. currentPosition.subtractInPlace(camera.globalPosition);
  20707. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20708. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20709. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20710. }
  20711. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20712. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20713. }
  20714. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20715. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20716. }
  20717. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20718. }
  20719. else {
  20720. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20721. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20722. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20723. }
  20724. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20725. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20726. }
  20727. // Post multiply inverse of pivotMatrix
  20728. if (this._postMultiplyPivotMatrix) {
  20729. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20730. }
  20731. // Local world
  20732. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20733. // Parent
  20734. if (this.parent && this.parent.getWorldMatrix) {
  20735. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20736. if (this._transformToBoneReferal) {
  20737. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20738. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20739. }
  20740. else {
  20741. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20742. }
  20743. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20744. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20745. this._worldMatrix.copyFrom(this._localWorld);
  20746. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20747. }
  20748. else {
  20749. if (this._transformToBoneReferal) {
  20750. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20751. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20752. }
  20753. else {
  20754. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20755. }
  20756. }
  20757. this._markSyncedWithParent();
  20758. }
  20759. else {
  20760. this._worldMatrix.copyFrom(this._localWorld);
  20761. }
  20762. // Normal matrix
  20763. if (!this.ignoreNonUniformScaling) {
  20764. if (this.scaling.isNonUniform) {
  20765. this._updateNonUniformScalingState(true);
  20766. }
  20767. else if (this.parent && this.parent._nonUniformScaling) {
  20768. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20769. }
  20770. else {
  20771. this._updateNonUniformScalingState(false);
  20772. }
  20773. }
  20774. else {
  20775. this._updateNonUniformScalingState(false);
  20776. }
  20777. this._afterComputeWorldMatrix();
  20778. // Absolute position
  20779. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20780. // Callbacks
  20781. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20782. if (!this._poseMatrix) {
  20783. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20784. }
  20785. // Cache the determinant
  20786. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20787. return this._worldMatrix;
  20788. };
  20789. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20790. };
  20791. /**
  20792. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20793. * @param func callback function to add
  20794. *
  20795. * @returns the TransformNode.
  20796. */
  20797. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20798. this.onAfterWorldMatrixUpdateObservable.add(func);
  20799. return this;
  20800. };
  20801. /**
  20802. * Removes a registered callback function.
  20803. * @param func callback function to remove
  20804. * @returns the TransformNode.
  20805. */
  20806. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20807. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20808. return this;
  20809. };
  20810. /**
  20811. * Gets the position of the current mesh in camera space
  20812. * @param camera defines the camera to use
  20813. * @returns a position
  20814. */
  20815. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20816. if (camera === void 0) { camera = null; }
  20817. if (!camera) {
  20818. camera = this.getScene().activeCamera;
  20819. }
  20820. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20821. };
  20822. /**
  20823. * Returns the distance from the mesh to the active camera
  20824. * @param camera defines the camera to use
  20825. * @returns the distance
  20826. */
  20827. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20828. if (camera === void 0) { camera = null; }
  20829. if (!camera) {
  20830. camera = this.getScene().activeCamera;
  20831. }
  20832. return this.absolutePosition.subtract(camera.position).length();
  20833. };
  20834. /**
  20835. * Clone the current transform node
  20836. * @param name Name of the new clone
  20837. * @param newParent New parent for the clone
  20838. * @param doNotCloneChildren Do not clone children hierarchy
  20839. * @returns the new transform node
  20840. */
  20841. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20842. var _this = this;
  20843. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20844. result.name = name;
  20845. result.id = name;
  20846. if (newParent) {
  20847. result.parent = newParent;
  20848. }
  20849. if (!doNotCloneChildren) {
  20850. // Children
  20851. var directDescendants = this.getDescendants(true);
  20852. for (var index = 0; index < directDescendants.length; index++) {
  20853. var child = directDescendants[index];
  20854. if (child.clone) {
  20855. child.clone(name + "." + child.name, result);
  20856. }
  20857. }
  20858. }
  20859. return result;
  20860. };
  20861. /**
  20862. * Serializes the objects information.
  20863. * @param currentSerializationObject defines the object to serialize in
  20864. * @returns the serialized object
  20865. */
  20866. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20867. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20868. serializationObject.type = this.getClassName();
  20869. // Parent
  20870. if (this.parent) {
  20871. serializationObject.parentId = this.parent.id;
  20872. }
  20873. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20874. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20875. }
  20876. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20877. serializationObject.isEnabled = this.isEnabled();
  20878. // Parent
  20879. if (this.parent) {
  20880. serializationObject.parentId = this.parent.id;
  20881. }
  20882. return serializationObject;
  20883. };
  20884. // Statics
  20885. /**
  20886. * Returns a new TransformNode object parsed from the source provided.
  20887. * @param parsedTransformNode is the source.
  20888. * @param scene the scne the object belongs to
  20889. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20890. * @returns a new TransformNode object parsed from the source provided.
  20891. */
  20892. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20893. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20894. if (BABYLON.Tags) {
  20895. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20896. }
  20897. if (parsedTransformNode.localMatrix) {
  20898. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20899. }
  20900. else if (parsedTransformNode.pivotMatrix) {
  20901. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20902. }
  20903. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20904. // Parent
  20905. if (parsedTransformNode.parentId) {
  20906. transformNode._waitingParentId = parsedTransformNode.parentId;
  20907. }
  20908. return transformNode;
  20909. };
  20910. /**
  20911. * Releases resources associated with this transform node.
  20912. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20913. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20914. */
  20915. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20916. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20917. // Animations
  20918. this.getScene().stopAnimation(this);
  20919. // Remove from scene
  20920. this.getScene().removeTransformNode(this);
  20921. this.onAfterWorldMatrixUpdateObservable.clear();
  20922. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20923. };
  20924. // Statics
  20925. /**
  20926. * Object will not rotate to face the camera
  20927. */
  20928. TransformNode.BILLBOARDMODE_NONE = 0;
  20929. /**
  20930. * Object will rotate to face the camera but only on the x axis
  20931. */
  20932. TransformNode.BILLBOARDMODE_X = 1;
  20933. /**
  20934. * Object will rotate to face the camera but only on the y axis
  20935. */
  20936. TransformNode.BILLBOARDMODE_Y = 2;
  20937. /**
  20938. * Object will rotate to face the camera but only on the z axis
  20939. */
  20940. TransformNode.BILLBOARDMODE_Z = 4;
  20941. /**
  20942. * Object will rotate to face the camera
  20943. */
  20944. TransformNode.BILLBOARDMODE_ALL = 7;
  20945. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20946. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20947. __decorate([
  20948. BABYLON.serializeAsVector3("position")
  20949. ], TransformNode.prototype, "_position", void 0);
  20950. __decorate([
  20951. BABYLON.serializeAsVector3("rotation")
  20952. ], TransformNode.prototype, "_rotation", void 0);
  20953. __decorate([
  20954. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20955. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20956. __decorate([
  20957. BABYLON.serializeAsVector3("scaling")
  20958. ], TransformNode.prototype, "_scaling", void 0);
  20959. __decorate([
  20960. BABYLON.serialize()
  20961. ], TransformNode.prototype, "billboardMode", void 0);
  20962. __decorate([
  20963. BABYLON.serialize()
  20964. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20965. __decorate([
  20966. BABYLON.serialize()
  20967. ], TransformNode.prototype, "infiniteDistance", void 0);
  20968. __decorate([
  20969. BABYLON.serialize()
  20970. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20971. return TransformNode;
  20972. }(BABYLON.Node));
  20973. BABYLON.TransformNode = TransformNode;
  20974. })(BABYLON || (BABYLON = {}));
  20975. //# sourceMappingURL=babylon.transformNode.js.map
  20976. var BABYLON;
  20977. (function (BABYLON) {
  20978. /** @hidden */
  20979. var _FacetDataStorage = /** @class */ (function () {
  20980. function _FacetDataStorage() {
  20981. this.facetNb = 0; // facet number
  20982. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20983. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20984. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20985. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20986. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20987. this.subDiv = {
  20988. max: 1,
  20989. X: 1,
  20990. Y: 1,
  20991. Z: 1
  20992. };
  20993. this.facetDepthSort = false; // is the facet depth sort to be computed
  20994. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20995. }
  20996. return _FacetDataStorage;
  20997. }());
  20998. /**
  20999. * Class used to store all common mesh properties
  21000. */
  21001. var AbstractMesh = /** @class */ (function (_super) {
  21002. __extends(AbstractMesh, _super);
  21003. // Constructor
  21004. /**
  21005. * Creates a new AbstractMesh
  21006. * @param name defines the name of the mesh
  21007. * @param scene defines the hosting scene
  21008. */
  21009. function AbstractMesh(name, scene) {
  21010. if (scene === void 0) { scene = null; }
  21011. var _this = _super.call(this, name, scene, false) || this;
  21012. _this._facetData = new _FacetDataStorage();
  21013. /** Gets ot sets the culling strategy to use to find visible meshes */
  21014. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21015. // Events
  21016. /**
  21017. * An event triggered when this mesh collides with another one
  21018. */
  21019. _this.onCollideObservable = new BABYLON.Observable();
  21020. /**
  21021. * An event triggered when the collision's position changes
  21022. */
  21023. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21024. /**
  21025. * An event triggered when material is changed
  21026. */
  21027. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21028. // Properties
  21029. /**
  21030. * Gets or sets the orientation for POV movement & rotation
  21031. */
  21032. _this.definedFacingForward = true;
  21033. _this._visibility = 1.0;
  21034. /** Gets or sets the alpha index used to sort transparent meshes
  21035. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21036. */
  21037. _this.alphaIndex = Number.MAX_VALUE;
  21038. /**
  21039. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21040. */
  21041. _this.isVisible = true;
  21042. /**
  21043. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21044. */
  21045. _this.isPickable = true;
  21046. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21047. _this.showSubMeshesBoundingBox = false;
  21048. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21049. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21050. */
  21051. _this.isBlocker = false;
  21052. /**
  21053. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21054. */
  21055. _this.enablePointerMoveEvents = false;
  21056. /**
  21057. * Specifies the rendering group id for this mesh (0 by default)
  21058. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21059. */
  21060. _this.renderingGroupId = 0;
  21061. _this._receiveShadows = false;
  21062. /** Defines color to use when rendering outline */
  21063. _this.outlineColor = BABYLON.Color3.Red();
  21064. /** Define width to use when rendering outline */
  21065. _this.outlineWidth = 0.02;
  21066. /** Defines color to use when rendering overlay */
  21067. _this.overlayColor = BABYLON.Color3.Red();
  21068. /** Defines alpha to use when rendering overlay */
  21069. _this.overlayAlpha = 0.5;
  21070. _this._hasVertexAlpha = false;
  21071. _this._useVertexColors = true;
  21072. _this._computeBonesUsingShaders = true;
  21073. _this._numBoneInfluencers = 4;
  21074. _this._applyFog = true;
  21075. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21076. _this.useOctreeForRenderingSelection = true;
  21077. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21078. _this.useOctreeForPicking = true;
  21079. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21080. _this.useOctreeForCollisions = true;
  21081. _this._layerMask = 0x0FFFFFFF;
  21082. /**
  21083. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21084. */
  21085. _this.alwaysSelectAsActiveMesh = false;
  21086. /**
  21087. * Gets or sets the current action manager
  21088. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21089. */
  21090. _this.actionManager = null;
  21091. // Collisions
  21092. _this._checkCollisions = false;
  21093. _this._collisionMask = -1;
  21094. _this._collisionGroup = -1;
  21095. /**
  21096. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21097. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21098. */
  21099. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21100. /**
  21101. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21102. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21103. */
  21104. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21105. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21106. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21107. // Edges
  21108. /**
  21109. * Defines edge width used when edgesRenderer is enabled
  21110. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21111. */
  21112. _this.edgesWidth = 1;
  21113. /**
  21114. * Defines edge color used when edgesRenderer is enabled
  21115. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21116. */
  21117. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21118. /** @hidden */
  21119. _this._renderId = 0;
  21120. /** @hidden */
  21121. _this._intersectionsInProgress = new Array();
  21122. /** @hidden */
  21123. _this._unIndexed = false;
  21124. /** @hidden */
  21125. _this._lightSources = new Array();
  21126. /**
  21127. * An event triggered when the mesh is rebuilt.
  21128. */
  21129. _this.onRebuildObservable = new BABYLON.Observable();
  21130. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21131. if (collidedMesh === void 0) { collidedMesh = null; }
  21132. //TODO move this to the collision coordinator!
  21133. if (_this.getScene().workerCollisions) {
  21134. newPosition.multiplyInPlace(_this._collider._radius);
  21135. }
  21136. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21137. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21138. _this.position.addInPlace(_this._diffPositionForCollisions);
  21139. }
  21140. if (collidedMesh) {
  21141. _this.onCollideObservable.notifyObservers(collidedMesh);
  21142. }
  21143. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21144. };
  21145. _this.getScene().addMesh(_this);
  21146. _this._resyncLightSources();
  21147. return _this;
  21148. }
  21149. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21150. /**
  21151. * No billboard
  21152. */
  21153. get: function () {
  21154. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21155. },
  21156. enumerable: true,
  21157. configurable: true
  21158. });
  21159. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21160. /** Billboard on X axis */
  21161. get: function () {
  21162. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21163. },
  21164. enumerable: true,
  21165. configurable: true
  21166. });
  21167. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21168. /** Billboard on Y axis */
  21169. get: function () {
  21170. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21171. },
  21172. enumerable: true,
  21173. configurable: true
  21174. });
  21175. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21176. /** Billboard on Z axis */
  21177. get: function () {
  21178. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21179. },
  21180. enumerable: true,
  21181. configurable: true
  21182. });
  21183. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21184. /** Billboard on all axes */
  21185. get: function () {
  21186. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21187. },
  21188. enumerable: true,
  21189. configurable: true
  21190. });
  21191. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21192. /**
  21193. * Gets the number of facets in the mesh
  21194. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21195. */
  21196. get: function () {
  21197. return this._facetData.facetNb;
  21198. },
  21199. enumerable: true,
  21200. configurable: true
  21201. });
  21202. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21203. /**
  21204. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21205. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21206. */
  21207. get: function () {
  21208. return this._facetData.partitioningSubdivisions;
  21209. },
  21210. set: function (nb) {
  21211. this._facetData.partitioningSubdivisions = nb;
  21212. },
  21213. enumerable: true,
  21214. configurable: true
  21215. });
  21216. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21217. /**
  21218. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21219. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21220. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21221. */
  21222. get: function () {
  21223. return this._facetData.partitioningBBoxRatio;
  21224. },
  21225. set: function (ratio) {
  21226. this._facetData.partitioningBBoxRatio = ratio;
  21227. },
  21228. enumerable: true,
  21229. configurable: true
  21230. });
  21231. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21232. /**
  21233. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21234. * Works only for updatable meshes.
  21235. * Doesn't work with multi-materials
  21236. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21237. */
  21238. get: function () {
  21239. return this._facetData.facetDepthSort;
  21240. },
  21241. set: function (sort) {
  21242. this._facetData.facetDepthSort = sort;
  21243. },
  21244. enumerable: true,
  21245. configurable: true
  21246. });
  21247. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21248. /**
  21249. * The location (Vector3) where the facet depth sort must be computed from.
  21250. * By default, the active camera position.
  21251. * Used only when facet depth sort is enabled
  21252. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21253. */
  21254. get: function () {
  21255. return this._facetData.facetDepthSortFrom;
  21256. },
  21257. set: function (location) {
  21258. this._facetData.facetDepthSortFrom = location;
  21259. },
  21260. enumerable: true,
  21261. configurable: true
  21262. });
  21263. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21264. /**
  21265. * gets a boolean indicating if facetData is enabled
  21266. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21267. */
  21268. get: function () {
  21269. return this._facetData.facetDataEnabled;
  21270. },
  21271. enumerable: true,
  21272. configurable: true
  21273. });
  21274. /** @hidden */
  21275. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21276. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21277. return false;
  21278. }
  21279. this._markSubMeshesAsMiscDirty();
  21280. return true;
  21281. };
  21282. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21283. /** Set a function to call when this mesh collides with another one */
  21284. set: function (callback) {
  21285. if (this._onCollideObserver) {
  21286. this.onCollideObservable.remove(this._onCollideObserver);
  21287. }
  21288. this._onCollideObserver = this.onCollideObservable.add(callback);
  21289. },
  21290. enumerable: true,
  21291. configurable: true
  21292. });
  21293. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21294. /** Set a function to call when the collision's position changes */
  21295. set: function (callback) {
  21296. if (this._onCollisionPositionChangeObserver) {
  21297. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21298. }
  21299. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21300. },
  21301. enumerable: true,
  21302. configurable: true
  21303. });
  21304. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21305. /**
  21306. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21307. */
  21308. get: function () {
  21309. return this._visibility;
  21310. },
  21311. /**
  21312. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21313. */
  21314. set: function (value) {
  21315. if (this._visibility === value) {
  21316. return;
  21317. }
  21318. this._visibility = value;
  21319. this._markSubMeshesAsMiscDirty();
  21320. },
  21321. enumerable: true,
  21322. configurable: true
  21323. });
  21324. Object.defineProperty(AbstractMesh.prototype, "material", {
  21325. /** Gets or sets current material */
  21326. get: function () {
  21327. return this._material;
  21328. },
  21329. set: function (value) {
  21330. if (this._material === value) {
  21331. return;
  21332. }
  21333. // remove from material mesh map id needed
  21334. if (this._material && this._material.meshMap) {
  21335. this._material.meshMap[this.uniqueId] = undefined;
  21336. }
  21337. this._material = value;
  21338. if (value && value.meshMap) {
  21339. value.meshMap[this.uniqueId] = this;
  21340. }
  21341. if (this.onMaterialChangedObservable.hasObservers) {
  21342. this.onMaterialChangedObservable.notifyObservers(this);
  21343. }
  21344. if (!this.subMeshes) {
  21345. return;
  21346. }
  21347. this._unBindEffect();
  21348. },
  21349. enumerable: true,
  21350. configurable: true
  21351. });
  21352. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21353. /**
  21354. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21355. * @see http://doc.babylonjs.com/babylon101/shadows
  21356. */
  21357. get: function () {
  21358. return this._receiveShadows;
  21359. },
  21360. set: function (value) {
  21361. if (this._receiveShadows === value) {
  21362. return;
  21363. }
  21364. this._receiveShadows = value;
  21365. this._markSubMeshesAsLightDirty();
  21366. },
  21367. enumerable: true,
  21368. configurable: true
  21369. });
  21370. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21371. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21372. get: function () {
  21373. return this._hasVertexAlpha;
  21374. },
  21375. set: function (value) {
  21376. if (this._hasVertexAlpha === value) {
  21377. return;
  21378. }
  21379. this._hasVertexAlpha = value;
  21380. this._markSubMeshesAsAttributesDirty();
  21381. this._markSubMeshesAsMiscDirty();
  21382. },
  21383. enumerable: true,
  21384. configurable: true
  21385. });
  21386. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21387. /** 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) */
  21388. get: function () {
  21389. return this._useVertexColors;
  21390. },
  21391. set: function (value) {
  21392. if (this._useVertexColors === value) {
  21393. return;
  21394. }
  21395. this._useVertexColors = value;
  21396. this._markSubMeshesAsAttributesDirty();
  21397. },
  21398. enumerable: true,
  21399. configurable: true
  21400. });
  21401. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21402. /**
  21403. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21404. */
  21405. get: function () {
  21406. return this._computeBonesUsingShaders;
  21407. },
  21408. set: function (value) {
  21409. if (this._computeBonesUsingShaders === value) {
  21410. return;
  21411. }
  21412. this._computeBonesUsingShaders = value;
  21413. this._markSubMeshesAsAttributesDirty();
  21414. },
  21415. enumerable: true,
  21416. configurable: true
  21417. });
  21418. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21419. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21420. get: function () {
  21421. return this._numBoneInfluencers;
  21422. },
  21423. set: function (value) {
  21424. if (this._numBoneInfluencers === value) {
  21425. return;
  21426. }
  21427. this._numBoneInfluencers = value;
  21428. this._markSubMeshesAsAttributesDirty();
  21429. },
  21430. enumerable: true,
  21431. configurable: true
  21432. });
  21433. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21434. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21435. get: function () {
  21436. return this._applyFog;
  21437. },
  21438. set: function (value) {
  21439. if (this._applyFog === value) {
  21440. return;
  21441. }
  21442. this._applyFog = value;
  21443. this._markSubMeshesAsMiscDirty();
  21444. },
  21445. enumerable: true,
  21446. configurable: true
  21447. });
  21448. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21449. /**
  21450. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21451. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21452. */
  21453. get: function () {
  21454. return this._layerMask;
  21455. },
  21456. set: function (value) {
  21457. if (value === this._layerMask) {
  21458. return;
  21459. }
  21460. this._layerMask = value;
  21461. this._resyncLightSources();
  21462. },
  21463. enumerable: true,
  21464. configurable: true
  21465. });
  21466. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21467. /**
  21468. * Gets or sets a collision mask used to mask collisions (default is -1).
  21469. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21470. */
  21471. get: function () {
  21472. return this._collisionMask;
  21473. },
  21474. set: function (mask) {
  21475. this._collisionMask = !isNaN(mask) ? mask : -1;
  21476. },
  21477. enumerable: true,
  21478. configurable: true
  21479. });
  21480. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21481. /**
  21482. * Gets or sets the current collision group mask (-1 by default).
  21483. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21484. */
  21485. get: function () {
  21486. return this._collisionGroup;
  21487. },
  21488. set: function (mask) {
  21489. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21490. },
  21491. enumerable: true,
  21492. configurable: true
  21493. });
  21494. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21495. /** @hidden */
  21496. get: function () {
  21497. return null;
  21498. },
  21499. enumerable: true,
  21500. configurable: true
  21501. });
  21502. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21503. get: function () {
  21504. return this._skeleton;
  21505. },
  21506. /**
  21507. * Gets or sets a skeleton to apply skining transformations
  21508. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21509. */
  21510. set: function (value) {
  21511. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21512. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21513. }
  21514. if (value && value.needInitialSkinMatrix) {
  21515. value._registerMeshWithPoseMatrix(this);
  21516. }
  21517. this._skeleton = value;
  21518. if (!this._skeleton) {
  21519. this._bonesTransformMatrices = null;
  21520. }
  21521. this._markSubMeshesAsAttributesDirty();
  21522. },
  21523. enumerable: true,
  21524. configurable: true
  21525. });
  21526. /**
  21527. * Returns the string "AbstractMesh"
  21528. * @returns "AbstractMesh"
  21529. */
  21530. AbstractMesh.prototype.getClassName = function () {
  21531. return "AbstractMesh";
  21532. };
  21533. /**
  21534. * Gets a string representation of the current mesh
  21535. * @param fullDetails defines a boolean indicating if full details must be included
  21536. * @returns a string representation of the current mesh
  21537. */
  21538. AbstractMesh.prototype.toString = function (fullDetails) {
  21539. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21540. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21541. if (this._skeleton) {
  21542. ret += ", skeleton: " + this._skeleton.name;
  21543. }
  21544. if (fullDetails) {
  21545. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21546. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21547. }
  21548. return ret;
  21549. };
  21550. /** @hidden */
  21551. AbstractMesh.prototype._rebuild = function () {
  21552. this.onRebuildObservable.notifyObservers(this);
  21553. if (this._occlusionQuery) {
  21554. this._occlusionQuery = null;
  21555. }
  21556. if (!this.subMeshes) {
  21557. return;
  21558. }
  21559. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21560. var subMesh = _a[_i];
  21561. subMesh._rebuild();
  21562. }
  21563. };
  21564. /** @hidden */
  21565. AbstractMesh.prototype._resyncLightSources = function () {
  21566. this._lightSources.length = 0;
  21567. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21568. var light = _a[_i];
  21569. if (!light.isEnabled()) {
  21570. continue;
  21571. }
  21572. if (light.canAffectMesh(this)) {
  21573. this._lightSources.push(light);
  21574. }
  21575. }
  21576. this._markSubMeshesAsLightDirty();
  21577. };
  21578. /** @hidden */
  21579. AbstractMesh.prototype._resyncLighSource = function (light) {
  21580. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21581. var index = this._lightSources.indexOf(light);
  21582. if (index === -1) {
  21583. if (!isIn) {
  21584. return;
  21585. }
  21586. this._lightSources.push(light);
  21587. }
  21588. else {
  21589. if (isIn) {
  21590. return;
  21591. }
  21592. this._lightSources.splice(index, 1);
  21593. }
  21594. this._markSubMeshesAsLightDirty();
  21595. };
  21596. /** @hidden */
  21597. AbstractMesh.prototype._unBindEffect = function () {
  21598. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21599. var subMesh = _a[_i];
  21600. subMesh.setEffect(null);
  21601. }
  21602. };
  21603. /** @hidden */
  21604. AbstractMesh.prototype._removeLightSource = function (light) {
  21605. var index = this._lightSources.indexOf(light);
  21606. if (index === -1) {
  21607. return;
  21608. }
  21609. this._lightSources.splice(index, 1);
  21610. this._markSubMeshesAsLightDirty();
  21611. };
  21612. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21613. if (!this.subMeshes) {
  21614. return;
  21615. }
  21616. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21617. var subMesh = _a[_i];
  21618. if (subMesh._materialDefines) {
  21619. func(subMesh._materialDefines);
  21620. }
  21621. }
  21622. };
  21623. /** @hidden */
  21624. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21625. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21626. };
  21627. /** @hidden */
  21628. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21629. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21630. };
  21631. /** @hidden */
  21632. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21633. if (!this.subMeshes) {
  21634. return;
  21635. }
  21636. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21637. var subMesh = _a[_i];
  21638. var material = subMesh.getMaterial();
  21639. if (material) {
  21640. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21641. }
  21642. }
  21643. };
  21644. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21645. /**
  21646. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21647. */
  21648. get: function () {
  21649. return this._scaling;
  21650. },
  21651. set: function (newScaling) {
  21652. this._scaling = newScaling;
  21653. if (this.physicsImpostor) {
  21654. this.physicsImpostor.forceUpdate();
  21655. }
  21656. },
  21657. enumerable: true,
  21658. configurable: true
  21659. });
  21660. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21661. // Methods
  21662. /**
  21663. * Returns true if the mesh is blocked. Implemented by child classes
  21664. */
  21665. get: function () {
  21666. return false;
  21667. },
  21668. enumerable: true,
  21669. configurable: true
  21670. });
  21671. /**
  21672. * Returns the mesh itself by default. Implemented by child classes
  21673. * @param camera defines the camera to use to pick the right LOD level
  21674. * @returns the currentAbstractMesh
  21675. */
  21676. AbstractMesh.prototype.getLOD = function (camera) {
  21677. return this;
  21678. };
  21679. /**
  21680. * Returns 0 by default. Implemented by child classes
  21681. * @returns an integer
  21682. */
  21683. AbstractMesh.prototype.getTotalVertices = function () {
  21684. return 0;
  21685. };
  21686. /**
  21687. * Returns null by default. Implemented by child classes
  21688. * @returns null
  21689. */
  21690. AbstractMesh.prototype.getIndices = function () {
  21691. return null;
  21692. };
  21693. /**
  21694. * Returns the array of the requested vertex data kind. Implemented by child classes
  21695. * @param kind defines the vertex data kind to use
  21696. * @returns null
  21697. */
  21698. AbstractMesh.prototype.getVerticesData = function (kind) {
  21699. return null;
  21700. };
  21701. /**
  21702. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21703. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21704. * Note that a new underlying VertexBuffer object is created each call.
  21705. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21706. * @param kind defines vertex data kind:
  21707. * * BABYLON.VertexBuffer.PositionKind
  21708. * * BABYLON.VertexBuffer.UVKind
  21709. * * BABYLON.VertexBuffer.UV2Kind
  21710. * * BABYLON.VertexBuffer.UV3Kind
  21711. * * BABYLON.VertexBuffer.UV4Kind
  21712. * * BABYLON.VertexBuffer.UV5Kind
  21713. * * BABYLON.VertexBuffer.UV6Kind
  21714. * * BABYLON.VertexBuffer.ColorKind
  21715. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21716. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21717. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21718. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21719. * @param data defines the data source
  21720. * @param updatable defines if the data must be flagged as updatable (or static)
  21721. * @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
  21722. * @returns the current mesh
  21723. */
  21724. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21725. return this;
  21726. };
  21727. /**
  21728. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21729. * If the mesh has no geometry, it is simply returned as it is.
  21730. * @param kind defines vertex data kind:
  21731. * * BABYLON.VertexBuffer.PositionKind
  21732. * * BABYLON.VertexBuffer.UVKind
  21733. * * BABYLON.VertexBuffer.UV2Kind
  21734. * * BABYLON.VertexBuffer.UV3Kind
  21735. * * BABYLON.VertexBuffer.UV4Kind
  21736. * * BABYLON.VertexBuffer.UV5Kind
  21737. * * BABYLON.VertexBuffer.UV6Kind
  21738. * * BABYLON.VertexBuffer.ColorKind
  21739. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21740. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21741. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21742. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21743. * @param data defines the data source
  21744. * @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
  21745. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21746. * @returns the current mesh
  21747. */
  21748. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21749. return this;
  21750. };
  21751. /**
  21752. * Sets the mesh indices,
  21753. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21754. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21755. * @param totalVertices Defines the total number of vertices
  21756. * @returns the current mesh
  21757. */
  21758. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21759. return this;
  21760. };
  21761. /**
  21762. * Gets a boolean indicating if specific vertex data is present
  21763. * @param kind defines the vertex data kind to use
  21764. * @returns true is data kind is present
  21765. */
  21766. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21767. return false;
  21768. };
  21769. /**
  21770. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21771. * @returns a BoundingInfo
  21772. */
  21773. AbstractMesh.prototype.getBoundingInfo = function () {
  21774. if (this._masterMesh) {
  21775. return this._masterMesh.getBoundingInfo();
  21776. }
  21777. if (!this._boundingInfo) {
  21778. // this._boundingInfo is being created here
  21779. this._updateBoundingInfo();
  21780. }
  21781. // cannot be null.
  21782. return this._boundingInfo;
  21783. };
  21784. /**
  21785. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21786. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21787. * @returns the current mesh
  21788. */
  21789. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21790. if (includeDescendants === void 0) { includeDescendants = true; }
  21791. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21792. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21793. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21794. if (maxDimension === 0) {
  21795. return this;
  21796. }
  21797. var scale = 1 / maxDimension;
  21798. this.scaling.scaleInPlace(scale);
  21799. return this;
  21800. };
  21801. /**
  21802. * Overwrite the current bounding info
  21803. * @param boundingInfo defines the new bounding info
  21804. * @returns the current mesh
  21805. */
  21806. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21807. this._boundingInfo = boundingInfo;
  21808. return this;
  21809. };
  21810. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21811. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21812. get: function () {
  21813. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21814. },
  21815. enumerable: true,
  21816. configurable: true
  21817. });
  21818. /** @hidden */
  21819. AbstractMesh.prototype._preActivate = function () {
  21820. };
  21821. /** @hidden */
  21822. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21823. };
  21824. /** @hidden */
  21825. AbstractMesh.prototype._activate = function (renderId) {
  21826. this._renderId = renderId;
  21827. };
  21828. /**
  21829. * Gets the current world matrix
  21830. * @returns a Matrix
  21831. */
  21832. AbstractMesh.prototype.getWorldMatrix = function () {
  21833. if (this._masterMesh) {
  21834. return this._masterMesh.getWorldMatrix();
  21835. }
  21836. return _super.prototype.getWorldMatrix.call(this);
  21837. };
  21838. /** @hidden */
  21839. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21840. if (this._masterMesh) {
  21841. return this._masterMesh._getWorldMatrixDeterminant();
  21842. }
  21843. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21844. };
  21845. // ================================== Point of View Movement =================================
  21846. /**
  21847. * Perform relative position change from the point of view of behind the front of the mesh.
  21848. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21849. * Supports definition of mesh facing forward or backward
  21850. * @param amountRight defines the distance on the right axis
  21851. * @param amountUp defines the distance on the up axis
  21852. * @param amountForward defines the distance on the forward axis
  21853. * @returns the current mesh
  21854. */
  21855. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21856. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21857. return this;
  21858. };
  21859. /**
  21860. * Calculate relative position change from the point of view of behind the front of the mesh.
  21861. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21862. * Supports definition of mesh facing forward or backward
  21863. * @param amountRight defines the distance on the right axis
  21864. * @param amountUp defines the distance on the up axis
  21865. * @param amountForward defines the distance on the forward axis
  21866. * @returns the new displacement vector
  21867. */
  21868. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21869. var rotMatrix = new BABYLON.Matrix();
  21870. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21871. rotQuaternion.toRotationMatrix(rotMatrix);
  21872. var translationDelta = BABYLON.Vector3.Zero();
  21873. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21874. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21875. return translationDelta;
  21876. };
  21877. // ================================== Point of View Rotation =================================
  21878. /**
  21879. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21880. * Supports definition of mesh facing forward or backward
  21881. * @param flipBack defines the flip
  21882. * @param twirlClockwise defines the twirl
  21883. * @param tiltRight defines the tilt
  21884. * @returns the current mesh
  21885. */
  21886. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21887. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21888. return this;
  21889. };
  21890. /**
  21891. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21892. * Supports definition of mesh facing forward or backward.
  21893. * @param flipBack defines the flip
  21894. * @param twirlClockwise defines the twirl
  21895. * @param tiltRight defines the tilt
  21896. * @returns the new rotation vector
  21897. */
  21898. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21899. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21900. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21901. };
  21902. /**
  21903. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21904. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21905. * @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
  21906. * @returns the new bounding vectors
  21907. */
  21908. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21909. if (includeDescendants === void 0) { includeDescendants = true; }
  21910. if (predicate === void 0) { predicate = null; }
  21911. // Ensures that all world matrix will be recomputed.
  21912. this.getScene().incrementRenderId();
  21913. this.computeWorldMatrix(true);
  21914. var min;
  21915. var max;
  21916. var boundingInfo = this.getBoundingInfo();
  21917. if (!this.subMeshes) {
  21918. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21919. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21920. }
  21921. else {
  21922. min = boundingInfo.boundingBox.minimumWorld;
  21923. max = boundingInfo.boundingBox.maximumWorld;
  21924. }
  21925. if (includeDescendants) {
  21926. var descendants = this.getDescendants(false);
  21927. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21928. var descendant = descendants_1[_i];
  21929. var childMesh = descendant;
  21930. childMesh.computeWorldMatrix(true);
  21931. // Filters meshes based on custom predicate function.
  21932. if (predicate && !predicate(childMesh)) {
  21933. continue;
  21934. }
  21935. //make sure we have the needed params to get mix and max
  21936. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21937. continue;
  21938. }
  21939. var childBoundingInfo = childMesh.getBoundingInfo();
  21940. var boundingBox = childBoundingInfo.boundingBox;
  21941. var minBox = boundingBox.minimumWorld;
  21942. var maxBox = boundingBox.maximumWorld;
  21943. BABYLON.Tools.CheckExtends(minBox, min, max);
  21944. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21945. }
  21946. }
  21947. return {
  21948. min: min,
  21949. max: max
  21950. };
  21951. };
  21952. /**
  21953. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  21954. * This means the mesh underlying bounding box and sphere are recomputed.
  21955. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  21956. * @returns the current mesh
  21957. */
  21958. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  21959. if (applySkeleton === void 0) { applySkeleton = false; }
  21960. if (this._boundingInfo && this._boundingInfo.isLocked) {
  21961. return this;
  21962. }
  21963. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  21964. return this;
  21965. };
  21966. /** @hidden */
  21967. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  21968. if (data) {
  21969. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  21970. if (this._boundingInfo) {
  21971. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  21972. }
  21973. else {
  21974. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21975. }
  21976. }
  21977. if (this.subMeshes) {
  21978. for (var index = 0; index < this.subMeshes.length; index++) {
  21979. this.subMeshes[index].refreshBoundingInfo();
  21980. }
  21981. }
  21982. this._updateBoundingInfo();
  21983. };
  21984. /** @hidden */
  21985. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  21986. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21987. if (data && applySkeleton && this.skeleton) {
  21988. data = BABYLON.Tools.Slice(data);
  21989. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  21990. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  21991. if (matricesWeightsData && matricesIndicesData) {
  21992. var needExtras = this.numBoneInfluencers > 4;
  21993. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  21994. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  21995. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  21996. var tempVector = BABYLON.Tmp.Vector3[0];
  21997. var finalMatrix = BABYLON.Tmp.Matrix[0];
  21998. var tempMatrix = BABYLON.Tmp.Matrix[1];
  21999. var matWeightIdx = 0;
  22000. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22001. finalMatrix.reset();
  22002. var inf;
  22003. var weight;
  22004. for (inf = 0; inf < 4; inf++) {
  22005. weight = matricesWeightsData[matWeightIdx + inf];
  22006. if (weight > 0) {
  22007. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22008. finalMatrix.addToSelf(tempMatrix);
  22009. }
  22010. }
  22011. if (needExtras) {
  22012. for (inf = 0; inf < 4; inf++) {
  22013. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22014. if (weight > 0) {
  22015. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22016. finalMatrix.addToSelf(tempMatrix);
  22017. }
  22018. }
  22019. }
  22020. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22021. tempVector.toArray(data, index);
  22022. }
  22023. }
  22024. }
  22025. return data;
  22026. };
  22027. /** @hidden */
  22028. AbstractMesh.prototype._updateBoundingInfo = function () {
  22029. if (this._boundingInfo) {
  22030. this._boundingInfo.update(this.worldMatrixFromCache);
  22031. }
  22032. else {
  22033. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22034. }
  22035. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22036. return this;
  22037. };
  22038. /** @hidden */
  22039. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22040. if (!this.subMeshes) {
  22041. return this;
  22042. }
  22043. var count = this.subMeshes.length;
  22044. for (var subIndex = 0; subIndex < count; subIndex++) {
  22045. var subMesh = this.subMeshes[subIndex];
  22046. if (count > 1 || !subMesh.IsGlobal) {
  22047. subMesh.updateBoundingInfo(matrix);
  22048. }
  22049. }
  22050. return this;
  22051. };
  22052. /** @hidden */
  22053. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22054. // Bounding info
  22055. this._updateBoundingInfo();
  22056. };
  22057. /**
  22058. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22059. * A mesh is in the frustum if its bounding box intersects the frustum
  22060. * @param frustumPlanes defines the frustum to test
  22061. * @returns true if the mesh is in the frustum planes
  22062. */
  22063. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22064. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22065. };
  22066. /**
  22067. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22068. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22069. * @param frustumPlanes defines the frustum to test
  22070. * @returns true if the mesh is completely in the frustum planes
  22071. */
  22072. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22073. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22074. };
  22075. /**
  22076. * True if the mesh intersects another mesh or a SolidParticle object
  22077. * @param mesh defines a target mesh or SolidParticle to test
  22078. * @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)
  22079. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22080. * @returns true if there is an intersection
  22081. */
  22082. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22083. if (precise === void 0) { precise = false; }
  22084. if (!this._boundingInfo || !mesh._boundingInfo) {
  22085. return false;
  22086. }
  22087. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22088. return true;
  22089. }
  22090. if (includeDescendants) {
  22091. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22092. var child = _a[_i];
  22093. if (child.intersectsMesh(mesh, precise, true)) {
  22094. return true;
  22095. }
  22096. }
  22097. }
  22098. return false;
  22099. };
  22100. /**
  22101. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22102. * @param point defines the point to test
  22103. * @returns true if there is an intersection
  22104. */
  22105. AbstractMesh.prototype.intersectsPoint = function (point) {
  22106. if (!this._boundingInfo) {
  22107. return false;
  22108. }
  22109. return this._boundingInfo.intersectsPoint(point);
  22110. };
  22111. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22112. // Collisions
  22113. /**
  22114. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22115. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22116. */
  22117. get: function () {
  22118. return this._checkCollisions;
  22119. },
  22120. set: function (collisionEnabled) {
  22121. this._checkCollisions = collisionEnabled;
  22122. if (this.getScene().workerCollisions) {
  22123. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22124. }
  22125. },
  22126. enumerable: true,
  22127. configurable: true
  22128. });
  22129. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22130. /**
  22131. * Gets Collider object used to compute collisions (not physics)
  22132. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22133. */
  22134. get: function () {
  22135. return this._collider;
  22136. },
  22137. enumerable: true,
  22138. configurable: true
  22139. });
  22140. /**
  22141. * Move the mesh using collision engine
  22142. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22143. * @param displacement defines the requested displacement vector
  22144. * @returns the current mesh
  22145. */
  22146. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22147. var globalPosition = this.getAbsolutePosition();
  22148. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22149. if (!this._collider) {
  22150. this._collider = new BABYLON.Collider();
  22151. }
  22152. this._collider._radius = this.ellipsoid;
  22153. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22154. return this;
  22155. };
  22156. // Collisions
  22157. /** @hidden */
  22158. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22159. this._generatePointsArray();
  22160. if (!this._positions) {
  22161. return this;
  22162. }
  22163. // Transformation
  22164. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22165. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22166. subMesh._lastColliderWorldVertices = [];
  22167. subMesh._trianglePlanes = [];
  22168. var start = subMesh.verticesStart;
  22169. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22170. for (var i = start; i < end; i++) {
  22171. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22172. }
  22173. }
  22174. // Collide
  22175. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22176. if (collider.collisionFound) {
  22177. collider.collidedMesh = this;
  22178. }
  22179. return this;
  22180. };
  22181. /** @hidden */
  22182. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22183. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22184. var len = subMeshes.length;
  22185. for (var index = 0; index < len; index++) {
  22186. var subMesh = subMeshes.data[index];
  22187. // Bounding test
  22188. if (len > 1 && !subMesh._checkCollision(collider)) {
  22189. continue;
  22190. }
  22191. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22192. }
  22193. return this;
  22194. };
  22195. /** @hidden */
  22196. AbstractMesh.prototype._checkCollision = function (collider) {
  22197. // Bounding box test
  22198. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22199. return this;
  22200. }
  22201. // Transformation matrix
  22202. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22203. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22204. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22205. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22206. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22207. return this;
  22208. };
  22209. // Picking
  22210. /** @hidden */
  22211. AbstractMesh.prototype._generatePointsArray = function () {
  22212. return false;
  22213. };
  22214. /**
  22215. * Checks if the passed Ray intersects with the mesh
  22216. * @param ray defines the ray to use
  22217. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22218. * @returns the picking info
  22219. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22220. */
  22221. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22222. var pickingInfo = new BABYLON.PickingInfo();
  22223. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22224. var boundingInfo = this._boundingInfo;
  22225. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22226. return pickingInfo;
  22227. }
  22228. if (!this._generatePointsArray()) {
  22229. return pickingInfo;
  22230. }
  22231. var intersectInfo = null;
  22232. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22233. var len = subMeshes.length;
  22234. for (var index = 0; index < len; index++) {
  22235. var subMesh = subMeshes.data[index];
  22236. // Bounding test
  22237. if (len > 1 && !subMesh.canIntersects(ray)) {
  22238. continue;
  22239. }
  22240. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22241. if (currentIntersectInfo) {
  22242. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22243. intersectInfo = currentIntersectInfo;
  22244. intersectInfo.subMeshId = index;
  22245. if (fastCheck) {
  22246. break;
  22247. }
  22248. }
  22249. }
  22250. }
  22251. if (intersectInfo) {
  22252. // Get picked point
  22253. var world = this.getWorldMatrix();
  22254. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22255. var direction = BABYLON.Tmp.Vector3[1];
  22256. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22257. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22258. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22259. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22260. // Return result
  22261. pickingInfo.hit = true;
  22262. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22263. pickingInfo.pickedPoint = pickedPoint;
  22264. pickingInfo.pickedMesh = this;
  22265. pickingInfo.bu = intersectInfo.bu || 0;
  22266. pickingInfo.bv = intersectInfo.bv || 0;
  22267. pickingInfo.faceId = intersectInfo.faceId;
  22268. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22269. return pickingInfo;
  22270. }
  22271. return pickingInfo;
  22272. };
  22273. /**
  22274. * Clones the current mesh
  22275. * @param name defines the mesh name
  22276. * @param newParent defines the new mesh parent
  22277. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22278. * @returns the new mesh
  22279. */
  22280. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22281. return null;
  22282. };
  22283. /**
  22284. * Disposes all the submeshes of the current meshnp
  22285. * @returns the current mesh
  22286. */
  22287. AbstractMesh.prototype.releaseSubMeshes = function () {
  22288. if (this.subMeshes) {
  22289. while (this.subMeshes.length) {
  22290. this.subMeshes[0].dispose();
  22291. }
  22292. }
  22293. else {
  22294. this.subMeshes = new Array();
  22295. }
  22296. return this;
  22297. };
  22298. /**
  22299. * Releases resources associated with this abstract mesh.
  22300. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22301. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22302. */
  22303. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22304. var _this = this;
  22305. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22306. var index;
  22307. // Smart Array Retainers.
  22308. this.getScene().freeActiveMeshes();
  22309. this.getScene().freeRenderingGroups();
  22310. // Action manager
  22311. if (this.actionManager !== undefined && this.actionManager !== null) {
  22312. this.actionManager.dispose();
  22313. this.actionManager = null;
  22314. }
  22315. // Skeleton
  22316. this._skeleton = null;
  22317. // Intersections in progress
  22318. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22319. var other = this._intersectionsInProgress[index];
  22320. var pos = other._intersectionsInProgress.indexOf(this);
  22321. other._intersectionsInProgress.splice(pos, 1);
  22322. }
  22323. this._intersectionsInProgress = [];
  22324. // Lights
  22325. var lights = this.getScene().lights;
  22326. lights.forEach(function (light) {
  22327. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22328. if (meshIndex !== -1) {
  22329. light.includedOnlyMeshes.splice(meshIndex, 1);
  22330. }
  22331. meshIndex = light.excludedMeshes.indexOf(_this);
  22332. if (meshIndex !== -1) {
  22333. light.excludedMeshes.splice(meshIndex, 1);
  22334. }
  22335. // Shadow generators
  22336. var generator = light.getShadowGenerator();
  22337. if (generator) {
  22338. var shadowMap = generator.getShadowMap();
  22339. if (shadowMap && shadowMap.renderList) {
  22340. meshIndex = shadowMap.renderList.indexOf(_this);
  22341. if (meshIndex !== -1) {
  22342. shadowMap.renderList.splice(meshIndex, 1);
  22343. }
  22344. }
  22345. }
  22346. });
  22347. // SubMeshes
  22348. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22349. this.releaseSubMeshes();
  22350. }
  22351. // Query
  22352. var engine = this.getScene().getEngine();
  22353. if (this._occlusionQuery) {
  22354. this.isOcclusionQueryInProgress = false;
  22355. engine.deleteQuery(this._occlusionQuery);
  22356. this._occlusionQuery = null;
  22357. }
  22358. // Engine
  22359. engine.wipeCaches();
  22360. // Remove from scene
  22361. this.getScene().removeMesh(this);
  22362. if (disposeMaterialAndTextures) {
  22363. if (this.material) {
  22364. this.material.dispose(false, true);
  22365. }
  22366. }
  22367. if (!doNotRecurse) {
  22368. // Particles
  22369. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22370. if (this.getScene().particleSystems[index].emitter === this) {
  22371. this.getScene().particleSystems[index].dispose();
  22372. index--;
  22373. }
  22374. }
  22375. }
  22376. // facet data
  22377. if (this._facetData.facetDataEnabled) {
  22378. this.disableFacetData();
  22379. }
  22380. this.onAfterWorldMatrixUpdateObservable.clear();
  22381. this.onCollideObservable.clear();
  22382. this.onCollisionPositionChangeObservable.clear();
  22383. this.onRebuildObservable.clear();
  22384. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22385. };
  22386. /**
  22387. * Adds the passed mesh as a child to the current mesh
  22388. * @param mesh defines the child mesh
  22389. * @returns the current mesh
  22390. */
  22391. AbstractMesh.prototype.addChild = function (mesh) {
  22392. mesh.setParent(this);
  22393. return this;
  22394. };
  22395. /**
  22396. * Removes the passed mesh from the current mesh children list
  22397. * @param mesh defines the child mesh
  22398. * @returns the current mesh
  22399. */
  22400. AbstractMesh.prototype.removeChild = function (mesh) {
  22401. mesh.setParent(null);
  22402. return this;
  22403. };
  22404. // Facet data
  22405. /** @hidden */
  22406. AbstractMesh.prototype._initFacetData = function () {
  22407. var data = this._facetData;
  22408. if (!data.facetNormals) {
  22409. data.facetNormals = new Array();
  22410. }
  22411. if (!data.facetPositions) {
  22412. data.facetPositions = new Array();
  22413. }
  22414. if (!data.facetPartitioning) {
  22415. data.facetPartitioning = new Array();
  22416. }
  22417. data.facetNb = (this.getIndices().length / 3) | 0;
  22418. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22419. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22420. for (var f = 0; f < data.facetNb; f++) {
  22421. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22422. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22423. }
  22424. data.facetDataEnabled = true;
  22425. return this;
  22426. };
  22427. /**
  22428. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22429. * This method can be called within the render loop.
  22430. * 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
  22431. * @returns the current mesh
  22432. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22433. */
  22434. AbstractMesh.prototype.updateFacetData = function () {
  22435. var data = this._facetData;
  22436. if (!data.facetDataEnabled) {
  22437. this._initFacetData();
  22438. }
  22439. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22440. var indices = this.getIndices();
  22441. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22442. var bInfo = this.getBoundingInfo();
  22443. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22444. // init arrays, matrix and sort function on first call
  22445. data.facetDepthSortEnabled = true;
  22446. if (indices instanceof Uint16Array) {
  22447. data.depthSortedIndices = new Uint16Array(indices);
  22448. }
  22449. else if (indices instanceof Uint32Array) {
  22450. data.depthSortedIndices = new Uint32Array(indices);
  22451. }
  22452. else {
  22453. var needs32bits = false;
  22454. for (var i = 0; i < indices.length; i++) {
  22455. if (indices[i] > 65535) {
  22456. needs32bits = true;
  22457. break;
  22458. }
  22459. }
  22460. if (needs32bits) {
  22461. data.depthSortedIndices = new Uint32Array(indices);
  22462. }
  22463. else {
  22464. data.depthSortedIndices = new Uint16Array(indices);
  22465. }
  22466. }
  22467. data.facetDepthSortFunction = function (f1, f2) {
  22468. return (f2.sqDistance - f1.sqDistance);
  22469. };
  22470. if (!data.facetDepthSortFrom) {
  22471. var camera = this.getScene().activeCamera;
  22472. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22473. }
  22474. data.depthSortedFacets = [];
  22475. for (var f = 0; f < data.facetNb; f++) {
  22476. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22477. data.depthSortedFacets.push(depthSortedFacet);
  22478. }
  22479. data.invertedMatrix = BABYLON.Matrix.Identity();
  22480. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22481. }
  22482. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22483. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22484. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22485. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22486. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22487. data.subDiv.max = data.partitioningSubdivisions;
  22488. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22489. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22490. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22491. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22492. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22493. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22494. // set the parameters for ComputeNormals()
  22495. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22496. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22497. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22498. data.facetParameters.bInfo = bInfo;
  22499. data.facetParameters.bbSize = data.bbSize;
  22500. data.facetParameters.subDiv = data.subDiv;
  22501. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22502. data.facetParameters.depthSort = data.facetDepthSort;
  22503. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22504. this.computeWorldMatrix(true);
  22505. this._worldMatrix.invertToRef(data.invertedMatrix);
  22506. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22507. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22508. }
  22509. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22510. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22511. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22512. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22513. var l = (data.depthSortedIndices.length / 3) | 0;
  22514. for (var f = 0; f < l; f++) {
  22515. var sind = data.depthSortedFacets[f].ind;
  22516. data.depthSortedIndices[f * 3] = indices[sind];
  22517. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22518. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22519. }
  22520. this.updateIndices(data.depthSortedIndices);
  22521. }
  22522. return this;
  22523. };
  22524. /**
  22525. * Returns the facetLocalNormals array.
  22526. * The normals are expressed in the mesh local spac
  22527. * @returns an array of Vector3
  22528. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22529. */
  22530. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22531. if (!this._facetData.facetNormals) {
  22532. this.updateFacetData();
  22533. }
  22534. return this._facetData.facetNormals;
  22535. };
  22536. /**
  22537. * Returns the facetLocalPositions array.
  22538. * The facet positions are expressed in the mesh local space
  22539. * @returns an array of Vector3
  22540. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22541. */
  22542. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22543. if (!this._facetData.facetPositions) {
  22544. this.updateFacetData();
  22545. }
  22546. return this._facetData.facetPositions;
  22547. };
  22548. /**
  22549. * Returns the facetLocalPartioning array
  22550. * @returns an array of array of numbers
  22551. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22552. */
  22553. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22554. if (!this._facetData.facetPartitioning) {
  22555. this.updateFacetData();
  22556. }
  22557. return this._facetData.facetPartitioning;
  22558. };
  22559. /**
  22560. * Returns the i-th facet position in the world system.
  22561. * This method allocates a new Vector3 per call
  22562. * @param i defines the facet index
  22563. * @returns a new Vector3
  22564. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22565. */
  22566. AbstractMesh.prototype.getFacetPosition = function (i) {
  22567. var pos = BABYLON.Vector3.Zero();
  22568. this.getFacetPositionToRef(i, pos);
  22569. return pos;
  22570. };
  22571. /**
  22572. * Sets the reference Vector3 with the i-th facet position in the world system
  22573. * @param i defines the facet index
  22574. * @param ref defines the target vector
  22575. * @returns the current mesh
  22576. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22577. */
  22578. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22579. var localPos = (this.getFacetLocalPositions())[i];
  22580. var world = this.getWorldMatrix();
  22581. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22582. return this;
  22583. };
  22584. /**
  22585. * Returns the i-th facet normal in the world system.
  22586. * This method allocates a new Vector3 per call
  22587. * @param i defines the facet index
  22588. * @returns a new Vector3
  22589. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22590. */
  22591. AbstractMesh.prototype.getFacetNormal = function (i) {
  22592. var norm = BABYLON.Vector3.Zero();
  22593. this.getFacetNormalToRef(i, norm);
  22594. return norm;
  22595. };
  22596. /**
  22597. * Sets the reference Vector3 with the i-th facet normal in the world system
  22598. * @param i defines the facet index
  22599. * @param ref defines the target vector
  22600. * @returns the current mesh
  22601. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22602. */
  22603. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22604. var localNorm = (this.getFacetLocalNormals())[i];
  22605. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22606. return this;
  22607. };
  22608. /**
  22609. * 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)
  22610. * @param x defines x coordinate
  22611. * @param y defines y coordinate
  22612. * @param z defines z coordinate
  22613. * @returns the array of facet indexes
  22614. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22615. */
  22616. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22617. var bInfo = this.getBoundingInfo();
  22618. var data = this._facetData;
  22619. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22620. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22621. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22622. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22623. return null;
  22624. }
  22625. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22626. };
  22627. /**
  22628. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22629. * @param projected sets as the (x,y,z) world projection on the facet
  22630. * @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
  22631. * @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
  22632. * @param x defines x coordinate
  22633. * @param y defines y coordinate
  22634. * @param z defines z coordinate
  22635. * @returns the face index if found (or null instead)
  22636. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22637. */
  22638. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22639. if (checkFace === void 0) { checkFace = false; }
  22640. if (facing === void 0) { facing = true; }
  22641. var world = this.getWorldMatrix();
  22642. var invMat = BABYLON.Tmp.Matrix[5];
  22643. world.invertToRef(invMat);
  22644. var invVect = BABYLON.Tmp.Vector3[8];
  22645. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22646. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22647. if (projected) {
  22648. // tranform the local computed projected vector to world coordinates
  22649. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22650. }
  22651. return closest;
  22652. };
  22653. /**
  22654. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22655. * @param projected sets as the (x,y,z) local projection on the facet
  22656. * @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
  22657. * @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
  22658. * @param x defines x coordinate
  22659. * @param y defines y coordinate
  22660. * @param z defines z coordinate
  22661. * @returns the face index if found (or null instead)
  22662. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22663. */
  22664. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22665. if (checkFace === void 0) { checkFace = false; }
  22666. if (facing === void 0) { facing = true; }
  22667. var closest = null;
  22668. var tmpx = 0.0;
  22669. var tmpy = 0.0;
  22670. var tmpz = 0.0;
  22671. var d = 0.0; // tmp dot facet normal * facet position
  22672. var t0 = 0.0;
  22673. var projx = 0.0;
  22674. var projy = 0.0;
  22675. var projz = 0.0;
  22676. // Get all the facets in the same partitioning block than (x, y, z)
  22677. var facetPositions = this.getFacetLocalPositions();
  22678. var facetNormals = this.getFacetLocalNormals();
  22679. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22680. if (!facetsInBlock) {
  22681. return null;
  22682. }
  22683. // Get the closest facet to (x, y, z)
  22684. var shortest = Number.MAX_VALUE; // init distance vars
  22685. var tmpDistance = shortest;
  22686. var fib; // current facet in the block
  22687. var norm; // current facet normal
  22688. var p0; // current facet barycenter position
  22689. // loop on all the facets in the current partitioning block
  22690. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22691. fib = facetsInBlock[idx];
  22692. norm = facetNormals[fib];
  22693. p0 = facetPositions[fib];
  22694. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22695. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22696. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22697. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22698. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22699. projx = x + norm.x * t0;
  22700. projy = y + norm.y * t0;
  22701. projz = z + norm.z * t0;
  22702. tmpx = projx - x;
  22703. tmpy = projy - y;
  22704. tmpz = projz - z;
  22705. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22706. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22707. shortest = tmpDistance;
  22708. closest = fib;
  22709. if (projected) {
  22710. projected.x = projx;
  22711. projected.y = projy;
  22712. projected.z = projz;
  22713. }
  22714. }
  22715. }
  22716. }
  22717. return closest;
  22718. };
  22719. /**
  22720. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22721. * @returns the parameters
  22722. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22723. */
  22724. AbstractMesh.prototype.getFacetDataParameters = function () {
  22725. return this._facetData.facetParameters;
  22726. };
  22727. /**
  22728. * Disables the feature FacetData and frees the related memory
  22729. * @returns the current mesh
  22730. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22731. */
  22732. AbstractMesh.prototype.disableFacetData = function () {
  22733. if (this._facetData.facetDataEnabled) {
  22734. this._facetData.facetDataEnabled = false;
  22735. this._facetData.facetPositions = new Array();
  22736. this._facetData.facetNormals = new Array();
  22737. this._facetData.facetPartitioning = new Array();
  22738. this._facetData.facetParameters = null;
  22739. this._facetData.depthSortedIndices = new Uint32Array(0);
  22740. }
  22741. return this;
  22742. };
  22743. /**
  22744. * Updates the AbstractMesh indices array
  22745. * @param indices defines the data source
  22746. * @returns the current mesh
  22747. */
  22748. AbstractMesh.prototype.updateIndices = function (indices) {
  22749. return this;
  22750. };
  22751. /**
  22752. * Creates new normals data for the mesh
  22753. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22754. * @returns the current mesh
  22755. */
  22756. AbstractMesh.prototype.createNormals = function (updatable) {
  22757. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22758. var indices = this.getIndices();
  22759. var normals;
  22760. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22761. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22762. }
  22763. else {
  22764. normals = [];
  22765. }
  22766. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22767. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22768. return this;
  22769. };
  22770. /**
  22771. * Align the mesh with a normal
  22772. * @param normal defines the normal to use
  22773. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22774. * @returns the current mesh
  22775. */
  22776. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22777. if (!upDirection) {
  22778. upDirection = BABYLON.Axis.Y;
  22779. }
  22780. var axisX = BABYLON.Tmp.Vector3[0];
  22781. var axisZ = BABYLON.Tmp.Vector3[1];
  22782. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22783. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22784. if (this.rotationQuaternion) {
  22785. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22786. }
  22787. else {
  22788. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22789. }
  22790. return this;
  22791. };
  22792. /** @hidden */
  22793. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22794. return false;
  22795. };
  22796. /** No occlusion */
  22797. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22798. /** Occlusion set to optimisitic */
  22799. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22800. /** Occlusion set to strict */
  22801. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22802. /** Use an accurante occlusion algorithm */
  22803. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22804. /** Use a conservative occlusion algorithm */
  22805. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22806. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22807. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22808. /** Culling strategy with bounding sphere only and then frustum culling */
  22809. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22810. return AbstractMesh;
  22811. }(BABYLON.TransformNode));
  22812. BABYLON.AbstractMesh = AbstractMesh;
  22813. })(BABYLON || (BABYLON = {}));
  22814. //# sourceMappingURL=babylon.abstractMesh.js.map
  22815. var BABYLON;
  22816. (function (BABYLON) {
  22817. /**
  22818. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22819. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22820. * 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.
  22821. */
  22822. var Light = /** @class */ (function (_super) {
  22823. __extends(Light, _super);
  22824. /**
  22825. * Creates a Light object in the scene.
  22826. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22827. * @param name The firendly name of the light
  22828. * @param scene The scene the light belongs too
  22829. */
  22830. function Light(name, scene) {
  22831. var _this = _super.call(this, name, scene) || this;
  22832. /**
  22833. * Diffuse gives the basic color to an object.
  22834. */
  22835. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22836. /**
  22837. * Specular produces a highlight color on an object.
  22838. * Note: This is note affecting PBR materials.
  22839. */
  22840. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22841. /**
  22842. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22843. * falling off base on range or angle.
  22844. * This can be set to any values in Light.FALLOFF_x.
  22845. *
  22846. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22847. * other types of materials.
  22848. */
  22849. _this.falloffType = Light.FALLOFF_DEFAULT;
  22850. /**
  22851. * Strength of the light.
  22852. * Note: By default it is define in the framework own unit.
  22853. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22854. */
  22855. _this.intensity = 1.0;
  22856. _this._range = Number.MAX_VALUE;
  22857. _this._inverseSquaredRange = 0;
  22858. /**
  22859. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22860. * of light.
  22861. */
  22862. _this._photometricScale = 1.0;
  22863. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22864. _this._radius = 0.00001;
  22865. /**
  22866. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22867. * exceeding the number allowed of the materials.
  22868. */
  22869. _this.renderPriority = 0;
  22870. _this._shadowEnabled = true;
  22871. _this._excludeWithLayerMask = 0;
  22872. _this._includeOnlyWithLayerMask = 0;
  22873. _this._lightmapMode = 0;
  22874. /**
  22875. * @hidden Internal use only.
  22876. */
  22877. _this._excludedMeshesIds = new Array();
  22878. /**
  22879. * @hidden Internal use only.
  22880. */
  22881. _this._includedOnlyMeshesIds = new Array();
  22882. _this.getScene().addLight(_this);
  22883. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22884. _this._buildUniformLayout();
  22885. _this.includedOnlyMeshes = new Array();
  22886. _this.excludedMeshes = new Array();
  22887. _this._resyncMeshes();
  22888. return _this;
  22889. }
  22890. Object.defineProperty(Light.prototype, "range", {
  22891. /**
  22892. * Defines how far from the source the light is impacting in scene units.
  22893. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22894. */
  22895. get: function () {
  22896. return this._range;
  22897. },
  22898. /**
  22899. * Defines how far from the source the light is impacting in scene units.
  22900. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22901. */
  22902. set: function (value) {
  22903. this._range = value;
  22904. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22905. },
  22906. enumerable: true,
  22907. configurable: true
  22908. });
  22909. Object.defineProperty(Light.prototype, "intensityMode", {
  22910. /**
  22911. * Gets the photometric scale used to interpret the intensity.
  22912. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22913. */
  22914. get: function () {
  22915. return this._intensityMode;
  22916. },
  22917. /**
  22918. * Sets the photometric scale used to interpret the intensity.
  22919. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22920. */
  22921. set: function (value) {
  22922. this._intensityMode = value;
  22923. this._computePhotometricScale();
  22924. },
  22925. enumerable: true,
  22926. configurable: true
  22927. });
  22928. Object.defineProperty(Light.prototype, "radius", {
  22929. /**
  22930. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22931. */
  22932. get: function () {
  22933. return this._radius;
  22934. },
  22935. /**
  22936. * sets the light radius used by PBR Materials to simulate soft area lights.
  22937. */
  22938. set: function (value) {
  22939. this._radius = value;
  22940. this._computePhotometricScale();
  22941. },
  22942. enumerable: true,
  22943. configurable: true
  22944. });
  22945. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22946. /**
  22947. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22948. * the current shadow generator.
  22949. */
  22950. get: function () {
  22951. return this._shadowEnabled;
  22952. },
  22953. /**
  22954. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22955. * the current shadow generator.
  22956. */
  22957. set: function (value) {
  22958. if (this._shadowEnabled === value) {
  22959. return;
  22960. }
  22961. this._shadowEnabled = value;
  22962. this._markMeshesAsLightDirty();
  22963. },
  22964. enumerable: true,
  22965. configurable: true
  22966. });
  22967. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22968. /**
  22969. * Gets the only meshes impacted by this light.
  22970. */
  22971. get: function () {
  22972. return this._includedOnlyMeshes;
  22973. },
  22974. /**
  22975. * Sets the only meshes impacted by this light.
  22976. */
  22977. set: function (value) {
  22978. this._includedOnlyMeshes = value;
  22979. this._hookArrayForIncludedOnly(value);
  22980. },
  22981. enumerable: true,
  22982. configurable: true
  22983. });
  22984. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22985. /**
  22986. * Gets the meshes not impacted by this light.
  22987. */
  22988. get: function () {
  22989. return this._excludedMeshes;
  22990. },
  22991. /**
  22992. * Sets the meshes not impacted by this light.
  22993. */
  22994. set: function (value) {
  22995. this._excludedMeshes = value;
  22996. this._hookArrayForExcluded(value);
  22997. },
  22998. enumerable: true,
  22999. configurable: true
  23000. });
  23001. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23002. /**
  23003. * Gets the layer id use to find what meshes are not impacted by the light.
  23004. * Inactive if 0
  23005. */
  23006. get: function () {
  23007. return this._excludeWithLayerMask;
  23008. },
  23009. /**
  23010. * Sets the layer id use to find what meshes are not impacted by the light.
  23011. * Inactive if 0
  23012. */
  23013. set: function (value) {
  23014. this._excludeWithLayerMask = value;
  23015. this._resyncMeshes();
  23016. },
  23017. enumerable: true,
  23018. configurable: true
  23019. });
  23020. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23021. /**
  23022. * Gets the layer id use to find what meshes are impacted by the light.
  23023. * Inactive if 0
  23024. */
  23025. get: function () {
  23026. return this._includeOnlyWithLayerMask;
  23027. },
  23028. /**
  23029. * Sets the layer id use to find what meshes are impacted by the light.
  23030. * Inactive if 0
  23031. */
  23032. set: function (value) {
  23033. this._includeOnlyWithLayerMask = value;
  23034. this._resyncMeshes();
  23035. },
  23036. enumerable: true,
  23037. configurable: true
  23038. });
  23039. Object.defineProperty(Light.prototype, "lightmapMode", {
  23040. /**
  23041. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23042. */
  23043. get: function () {
  23044. return this._lightmapMode;
  23045. },
  23046. /**
  23047. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23048. */
  23049. set: function (value) {
  23050. if (this._lightmapMode === value) {
  23051. return;
  23052. }
  23053. this._lightmapMode = value;
  23054. this._markMeshesAsLightDirty();
  23055. },
  23056. enumerable: true,
  23057. configurable: true
  23058. });
  23059. /**
  23060. * Returns the string "Light".
  23061. * @returns the class name
  23062. */
  23063. Light.prototype.getClassName = function () {
  23064. return "Light";
  23065. };
  23066. /**
  23067. * Converts the light information to a readable string for debug purpose.
  23068. * @param fullDetails Supports for multiple levels of logging within scene loading
  23069. * @returns the human readable light info
  23070. */
  23071. Light.prototype.toString = function (fullDetails) {
  23072. var ret = "Name: " + this.name;
  23073. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23074. if (this.animations) {
  23075. for (var i = 0; i < this.animations.length; i++) {
  23076. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23077. }
  23078. }
  23079. if (fullDetails) {
  23080. }
  23081. return ret;
  23082. };
  23083. /** @hidden */
  23084. Light.prototype._syncParentEnabledState = function () {
  23085. _super.prototype._syncParentEnabledState.call(this);
  23086. this._resyncMeshes();
  23087. };
  23088. /**
  23089. * Set the enabled state of this node.
  23090. * @param value - the new enabled state
  23091. */
  23092. Light.prototype.setEnabled = function (value) {
  23093. _super.prototype.setEnabled.call(this, value);
  23094. this._resyncMeshes();
  23095. };
  23096. /**
  23097. * Returns the Light associated shadow generator if any.
  23098. * @return the associated shadow generator.
  23099. */
  23100. Light.prototype.getShadowGenerator = function () {
  23101. return this._shadowGenerator;
  23102. };
  23103. /**
  23104. * Returns a Vector3, the absolute light position in the World.
  23105. * @returns the world space position of the light
  23106. */
  23107. Light.prototype.getAbsolutePosition = function () {
  23108. return BABYLON.Vector3.Zero();
  23109. };
  23110. /**
  23111. * Specifies if the light will affect the passed mesh.
  23112. * @param mesh The mesh to test against the light
  23113. * @return true the mesh is affected otherwise, false.
  23114. */
  23115. Light.prototype.canAffectMesh = function (mesh) {
  23116. if (!mesh) {
  23117. return true;
  23118. }
  23119. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23120. return false;
  23121. }
  23122. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23123. return false;
  23124. }
  23125. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23126. return false;
  23127. }
  23128. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23129. return false;
  23130. }
  23131. return true;
  23132. };
  23133. /**
  23134. * Sort function to order lights for rendering.
  23135. * @param a First Light object to compare to second.
  23136. * @param b Second Light object to compare first.
  23137. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23138. */
  23139. Light.CompareLightsPriority = function (a, b) {
  23140. //shadow-casting lights have priority over non-shadow-casting lights
  23141. //the renderPrioirty is a secondary sort criterion
  23142. if (a.shadowEnabled !== b.shadowEnabled) {
  23143. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23144. }
  23145. return b.renderPriority - a.renderPriority;
  23146. };
  23147. /**
  23148. * Releases resources associated with this node.
  23149. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23150. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23151. */
  23152. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23153. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23154. if (this._shadowGenerator) {
  23155. this._shadowGenerator.dispose();
  23156. this._shadowGenerator = null;
  23157. }
  23158. // Animations
  23159. this.getScene().stopAnimation(this);
  23160. // Remove from meshes
  23161. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23162. var mesh = _a[_i];
  23163. mesh._removeLightSource(this);
  23164. }
  23165. this._uniformBuffer.dispose();
  23166. // Remove from scene
  23167. this.getScene().removeLight(this);
  23168. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23169. };
  23170. /**
  23171. * Returns the light type ID (integer).
  23172. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23173. */
  23174. Light.prototype.getTypeID = function () {
  23175. return 0;
  23176. };
  23177. /**
  23178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23179. * @returns the scaled intensity in intensity mode unit
  23180. */
  23181. Light.prototype.getScaledIntensity = function () {
  23182. return this._photometricScale * this.intensity;
  23183. };
  23184. /**
  23185. * Returns a new Light object, named "name", from the current one.
  23186. * @param name The name of the cloned light
  23187. * @returns the new created light
  23188. */
  23189. Light.prototype.clone = function (name) {
  23190. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23191. if (!constructor) {
  23192. return null;
  23193. }
  23194. return BABYLON.SerializationHelper.Clone(constructor, this);
  23195. };
  23196. /**
  23197. * Serializes the current light into a Serialization object.
  23198. * @returns the serialized object.
  23199. */
  23200. Light.prototype.serialize = function () {
  23201. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23202. // Type
  23203. serializationObject.type = this.getTypeID();
  23204. // Parent
  23205. if (this.parent) {
  23206. serializationObject.parentId = this.parent.id;
  23207. }
  23208. // Inclusion / exclusions
  23209. if (this.excludedMeshes.length > 0) {
  23210. serializationObject.excludedMeshesIds = [];
  23211. this.excludedMeshes.forEach(function (mesh) {
  23212. serializationObject.excludedMeshesIds.push(mesh.id);
  23213. });
  23214. }
  23215. if (this.includedOnlyMeshes.length > 0) {
  23216. serializationObject.includedOnlyMeshesIds = [];
  23217. this.includedOnlyMeshes.forEach(function (mesh) {
  23218. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23219. });
  23220. }
  23221. // Animations
  23222. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23223. serializationObject.ranges = this.serializeAnimationRanges();
  23224. return serializationObject;
  23225. };
  23226. /**
  23227. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23228. * This new light is named "name" and added to the passed scene.
  23229. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23230. * @param name The friendly name of the light
  23231. * @param scene The scene the new light will belong to
  23232. * @returns the constructor function
  23233. */
  23234. Light.GetConstructorFromName = function (type, name, scene) {
  23235. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23236. if (constructorFunc) {
  23237. return constructorFunc;
  23238. }
  23239. // Default to no light for none present once.
  23240. return null;
  23241. };
  23242. /**
  23243. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23244. * @param parsedLight The JSON representation of the light
  23245. * @param scene The scene to create the parsed light in
  23246. * @returns the created light after parsing
  23247. */
  23248. Light.Parse = function (parsedLight, scene) {
  23249. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23250. if (!constructor) {
  23251. return null;
  23252. }
  23253. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23254. // Inclusion / exclusions
  23255. if (parsedLight.excludedMeshesIds) {
  23256. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23257. }
  23258. if (parsedLight.includedOnlyMeshesIds) {
  23259. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23260. }
  23261. // Parent
  23262. if (parsedLight.parentId) {
  23263. light._waitingParentId = parsedLight.parentId;
  23264. }
  23265. // Animations
  23266. if (parsedLight.animations) {
  23267. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23268. var parsedAnimation = parsedLight.animations[animationIndex];
  23269. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23270. }
  23271. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23272. }
  23273. if (parsedLight.autoAnimate) {
  23274. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23275. }
  23276. return light;
  23277. };
  23278. Light.prototype._hookArrayForExcluded = function (array) {
  23279. var _this = this;
  23280. var oldPush = array.push;
  23281. array.push = function () {
  23282. var items = [];
  23283. for (var _i = 0; _i < arguments.length; _i++) {
  23284. items[_i] = arguments[_i];
  23285. }
  23286. var result = oldPush.apply(array, items);
  23287. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23288. var item = items_1[_a];
  23289. item._resyncLighSource(_this);
  23290. }
  23291. return result;
  23292. };
  23293. var oldSplice = array.splice;
  23294. array.splice = function (index, deleteCount) {
  23295. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23296. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23297. var item = deleted_1[_i];
  23298. item._resyncLighSource(_this);
  23299. }
  23300. return deleted;
  23301. };
  23302. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23303. var item = array_1[_i];
  23304. item._resyncLighSource(this);
  23305. }
  23306. };
  23307. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23308. var _this = this;
  23309. var oldPush = array.push;
  23310. array.push = function () {
  23311. var items = [];
  23312. for (var _i = 0; _i < arguments.length; _i++) {
  23313. items[_i] = arguments[_i];
  23314. }
  23315. var result = oldPush.apply(array, items);
  23316. _this._resyncMeshes();
  23317. return result;
  23318. };
  23319. var oldSplice = array.splice;
  23320. array.splice = function (index, deleteCount) {
  23321. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23322. _this._resyncMeshes();
  23323. return deleted;
  23324. };
  23325. this._resyncMeshes();
  23326. };
  23327. Light.prototype._resyncMeshes = function () {
  23328. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23329. var mesh = _a[_i];
  23330. mesh._resyncLighSource(this);
  23331. }
  23332. };
  23333. /**
  23334. * Forces the meshes to update their light related information in their rendering used effects
  23335. * @hidden Internal Use Only
  23336. */
  23337. Light.prototype._markMeshesAsLightDirty = function () {
  23338. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23339. var mesh = _a[_i];
  23340. if (mesh._lightSources.indexOf(this) !== -1) {
  23341. mesh._markSubMeshesAsLightDirty();
  23342. }
  23343. }
  23344. };
  23345. /**
  23346. * Recomputes the cached photometric scale if needed.
  23347. */
  23348. Light.prototype._computePhotometricScale = function () {
  23349. this._photometricScale = this._getPhotometricScale();
  23350. this.getScene().resetCachedMaterial();
  23351. };
  23352. /**
  23353. * Returns the Photometric Scale according to the light type and intensity mode.
  23354. */
  23355. Light.prototype._getPhotometricScale = function () {
  23356. var photometricScale = 0.0;
  23357. var lightTypeID = this.getTypeID();
  23358. //get photometric mode
  23359. var photometricMode = this.intensityMode;
  23360. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23361. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23362. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23363. }
  23364. else {
  23365. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23366. }
  23367. }
  23368. //compute photometric scale
  23369. switch (lightTypeID) {
  23370. case Light.LIGHTTYPEID_POINTLIGHT:
  23371. case Light.LIGHTTYPEID_SPOTLIGHT:
  23372. switch (photometricMode) {
  23373. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23374. photometricScale = 1.0 / (4.0 * Math.PI);
  23375. break;
  23376. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23377. photometricScale = 1.0;
  23378. break;
  23379. case Light.INTENSITYMODE_LUMINANCE:
  23380. photometricScale = this.radius * this.radius;
  23381. break;
  23382. }
  23383. break;
  23384. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23385. switch (photometricMode) {
  23386. case Light.INTENSITYMODE_ILLUMINANCE:
  23387. photometricScale = 1.0;
  23388. break;
  23389. case Light.INTENSITYMODE_LUMINANCE:
  23390. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23391. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23392. var apexAngleRadians = this.radius;
  23393. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23394. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23395. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23396. photometricScale = solidAngle;
  23397. break;
  23398. }
  23399. break;
  23400. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23401. // No fall off in hemisperic light.
  23402. photometricScale = 1.0;
  23403. break;
  23404. }
  23405. return photometricScale;
  23406. };
  23407. /**
  23408. * Reorder the light in the scene according to their defined priority.
  23409. * @hidden Internal Use Only
  23410. */
  23411. Light.prototype._reorderLightsInScene = function () {
  23412. var scene = this.getScene();
  23413. if (this._renderPriority != 0) {
  23414. scene.requireLightSorting = true;
  23415. }
  23416. this.getScene().sortLightsByPriority();
  23417. };
  23418. /**
  23419. * Falloff Default: light is falling off following the material specification:
  23420. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23421. */
  23422. Light.FALLOFF_DEFAULT = 0;
  23423. /**
  23424. * Falloff Physical: light is falling off following the inverse squared distance law.
  23425. */
  23426. Light.FALLOFF_PHYSICAL = 1;
  23427. /**
  23428. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23429. * to enhance interoperability with other engines.
  23430. */
  23431. Light.FALLOFF_GLTF = 2;
  23432. /**
  23433. * Falloff Standard: light is falling off like in the standard material
  23434. * to enhance interoperability with other materials.
  23435. */
  23436. Light.FALLOFF_STANDARD = 3;
  23437. //lightmapMode Consts
  23438. /**
  23439. * If every light affecting the material is in this lightmapMode,
  23440. * material.lightmapTexture adds or multiplies
  23441. * (depends on material.useLightmapAsShadowmap)
  23442. * after every other light calculations.
  23443. */
  23444. Light.LIGHTMAP_DEFAULT = 0;
  23445. /**
  23446. * material.lightmapTexture as only diffuse lighting from this light
  23447. * adds only specular lighting from this light
  23448. * adds dynamic shadows
  23449. */
  23450. Light.LIGHTMAP_SPECULAR = 1;
  23451. /**
  23452. * material.lightmapTexture as only lighting
  23453. * no light calculation from this light
  23454. * only adds dynamic shadows from this light
  23455. */
  23456. Light.LIGHTMAP_SHADOWSONLY = 2;
  23457. // Intensity Mode Consts
  23458. /**
  23459. * Each light type uses the default quantity according to its type:
  23460. * point/spot lights use luminous intensity
  23461. * directional lights use illuminance
  23462. */
  23463. Light.INTENSITYMODE_AUTOMATIC = 0;
  23464. /**
  23465. * lumen (lm)
  23466. */
  23467. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23468. /**
  23469. * candela (lm/sr)
  23470. */
  23471. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23472. /**
  23473. * lux (lm/m^2)
  23474. */
  23475. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23476. /**
  23477. * nit (cd/m^2)
  23478. */
  23479. Light.INTENSITYMODE_LUMINANCE = 4;
  23480. // Light types ids const.
  23481. /**
  23482. * Light type const id of the point light.
  23483. */
  23484. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23485. /**
  23486. * Light type const id of the directional light.
  23487. */
  23488. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23489. /**
  23490. * Light type const id of the spot light.
  23491. */
  23492. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23493. /**
  23494. * Light type const id of the hemispheric light.
  23495. */
  23496. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23497. __decorate([
  23498. BABYLON.serializeAsColor3()
  23499. ], Light.prototype, "diffuse", void 0);
  23500. __decorate([
  23501. BABYLON.serializeAsColor3()
  23502. ], Light.prototype, "specular", void 0);
  23503. __decorate([
  23504. BABYLON.serialize()
  23505. ], Light.prototype, "falloffType", void 0);
  23506. __decorate([
  23507. BABYLON.serialize()
  23508. ], Light.prototype, "intensity", void 0);
  23509. __decorate([
  23510. BABYLON.serialize()
  23511. ], Light.prototype, "range", null);
  23512. __decorate([
  23513. BABYLON.serialize()
  23514. ], Light.prototype, "intensityMode", null);
  23515. __decorate([
  23516. BABYLON.serialize()
  23517. ], Light.prototype, "radius", null);
  23518. __decorate([
  23519. BABYLON.serialize()
  23520. ], Light.prototype, "_renderPriority", void 0);
  23521. __decorate([
  23522. BABYLON.expandToProperty("_reorderLightsInScene")
  23523. ], Light.prototype, "renderPriority", void 0);
  23524. __decorate([
  23525. BABYLON.serialize("shadowEnabled")
  23526. ], Light.prototype, "_shadowEnabled", void 0);
  23527. __decorate([
  23528. BABYLON.serialize("excludeWithLayerMask")
  23529. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23530. __decorate([
  23531. BABYLON.serialize("includeOnlyWithLayerMask")
  23532. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23533. __decorate([
  23534. BABYLON.serialize("lightmapMode")
  23535. ], Light.prototype, "_lightmapMode", void 0);
  23536. return Light;
  23537. }(BABYLON.Node));
  23538. BABYLON.Light = Light;
  23539. })(BABYLON || (BABYLON = {}));
  23540. //# sourceMappingURL=babylon.light.js.map
  23541. var BABYLON;
  23542. (function (BABYLON) {
  23543. /**
  23544. * This is the base class of all the camera used in the application.
  23545. * @see http://doc.babylonjs.com/features/cameras
  23546. */
  23547. var Camera = /** @class */ (function (_super) {
  23548. __extends(Camera, _super);
  23549. /**
  23550. * Instantiates a new camera object.
  23551. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23552. * @see http://doc.babylonjs.com/features/cameras
  23553. * @param name Defines the name of the camera in the scene
  23554. * @param position Defines the position of the camera
  23555. * @param scene Defines the scene the camera belongs too
  23556. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23557. */
  23558. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23559. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23560. var _this = _super.call(this, name, scene) || this;
  23561. /**
  23562. * The vector the camera should consider as up.
  23563. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23564. */
  23565. _this.upVector = BABYLON.Vector3.Up();
  23566. /**
  23567. * Define the current limit on the left side for an orthographic camera
  23568. * In scene unit
  23569. */
  23570. _this.orthoLeft = null;
  23571. /**
  23572. * Define the current limit on the right side for an orthographic camera
  23573. * In scene unit
  23574. */
  23575. _this.orthoRight = null;
  23576. /**
  23577. * Define the current limit on the bottom side for an orthographic camera
  23578. * In scene unit
  23579. */
  23580. _this.orthoBottom = null;
  23581. /**
  23582. * Define the current limit on the top side for an orthographic camera
  23583. * In scene unit
  23584. */
  23585. _this.orthoTop = null;
  23586. /**
  23587. * Field Of View is set in Radians. (default is 0.8)
  23588. */
  23589. _this.fov = 0.8;
  23590. /**
  23591. * Define the minimum distance the camera can see from.
  23592. * This is important to note that the depth buffer are not infinite and the closer it starts
  23593. * the more your scene might encounter depth fighting issue.
  23594. */
  23595. _this.minZ = 1;
  23596. /**
  23597. * Define the maximum distance the camera can see to.
  23598. * This is important to note that the depth buffer are not infinite and the further it end
  23599. * the more your scene might encounter depth fighting issue.
  23600. */
  23601. _this.maxZ = 10000.0;
  23602. /**
  23603. * Define the default inertia of the camera.
  23604. * This helps giving a smooth feeling to the camera movement.
  23605. */
  23606. _this.inertia = 0.9;
  23607. /**
  23608. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23609. */
  23610. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23611. /**
  23612. * Define wether the camera is intermediate.
  23613. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23614. */
  23615. _this.isIntermediate = false;
  23616. /**
  23617. * Define the viewport of the camera.
  23618. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23619. */
  23620. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23621. /**
  23622. * Restricts the camera to viewing objects with the same layerMask.
  23623. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23624. */
  23625. _this.layerMask = 0x0FFFFFFF;
  23626. /**
  23627. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23628. */
  23629. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23630. /**
  23631. * Rig mode of the camera.
  23632. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23633. * This is normally controlled byt the camera themselves as internal use.
  23634. */
  23635. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23636. /**
  23637. * 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
  23638. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23639. * else in the scene.
  23640. */
  23641. _this.customRenderTargets = new Array();
  23642. /**
  23643. * When set, the camera will render to this render target instead of the default canvas
  23644. */
  23645. _this.outputRenderTarget = null;
  23646. /**
  23647. * Observable triggered when the camera view matrix has changed.
  23648. */
  23649. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23650. /**
  23651. * Observable triggered when the camera Projection matrix has changed.
  23652. */
  23653. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23654. /**
  23655. * Observable triggered when the inputs have been processed.
  23656. */
  23657. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23658. /**
  23659. * Observable triggered when reset has been called and applied to the camera.
  23660. */
  23661. _this.onRestoreStateObservable = new BABYLON.Observable();
  23662. /** @hidden */
  23663. _this._rigCameras = new Array();
  23664. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23665. /** @hidden */
  23666. _this._skipRendering = false;
  23667. /** @hidden */
  23668. _this._projectionMatrix = new BABYLON.Matrix();
  23669. /** @hidden */
  23670. _this._postProcesses = new Array();
  23671. /** @hidden */
  23672. _this._activeMeshes = new BABYLON.SmartArray(256);
  23673. _this._globalPosition = BABYLON.Vector3.Zero();
  23674. /** hidden */
  23675. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23676. _this._doNotComputeProjectionMatrix = false;
  23677. _this._transformMatrix = BABYLON.Matrix.Zero();
  23678. _this._refreshFrustumPlanes = true;
  23679. _this.getScene().addCamera(_this);
  23680. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23681. _this.getScene().activeCamera = _this;
  23682. }
  23683. _this.position = position;
  23684. return _this;
  23685. }
  23686. /**
  23687. * Store current camera state (fov, position, etc..)
  23688. * @returns the camera
  23689. */
  23690. Camera.prototype.storeState = function () {
  23691. this._stateStored = true;
  23692. this._storedFov = this.fov;
  23693. return this;
  23694. };
  23695. /**
  23696. * Restores the camera state values if it has been stored. You must call storeState() first
  23697. */
  23698. Camera.prototype._restoreStateValues = function () {
  23699. if (!this._stateStored) {
  23700. return false;
  23701. }
  23702. this.fov = this._storedFov;
  23703. return true;
  23704. };
  23705. /**
  23706. * Restored camera state. You must call storeState() first.
  23707. * @returns true if restored and false otherwise
  23708. */
  23709. Camera.prototype.restoreState = function () {
  23710. if (this._restoreStateValues()) {
  23711. this.onRestoreStateObservable.notifyObservers(this);
  23712. return true;
  23713. }
  23714. return false;
  23715. };
  23716. /**
  23717. * Gets the class name of the camera.
  23718. * @returns the class name
  23719. */
  23720. Camera.prototype.getClassName = function () {
  23721. return "Camera";
  23722. };
  23723. /**
  23724. * Gets a string representation of the camera usefull for debug purpose.
  23725. * @param fullDetails Defines that a more verboe level of logging is required
  23726. * @returns the string representation
  23727. */
  23728. Camera.prototype.toString = function (fullDetails) {
  23729. var ret = "Name: " + this.name;
  23730. ret += ", type: " + this.getClassName();
  23731. if (this.animations) {
  23732. for (var i = 0; i < this.animations.length; i++) {
  23733. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23734. }
  23735. }
  23736. if (fullDetails) {
  23737. }
  23738. return ret;
  23739. };
  23740. Object.defineProperty(Camera.prototype, "globalPosition", {
  23741. /**
  23742. * Gets the current world space position of the camera.
  23743. */
  23744. get: function () {
  23745. return this._globalPosition;
  23746. },
  23747. enumerable: true,
  23748. configurable: true
  23749. });
  23750. /**
  23751. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23752. * @returns the active meshe list
  23753. */
  23754. Camera.prototype.getActiveMeshes = function () {
  23755. return this._activeMeshes;
  23756. };
  23757. /**
  23758. * Check wether a mesh is part of the current active mesh list of the camera
  23759. * @param mesh Defines the mesh to check
  23760. * @returns true if active, false otherwise
  23761. */
  23762. Camera.prototype.isActiveMesh = function (mesh) {
  23763. return (this._activeMeshes.indexOf(mesh) !== -1);
  23764. };
  23765. /**
  23766. * Is this camera ready to be used/rendered
  23767. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23768. * @return true if the camera is ready
  23769. */
  23770. Camera.prototype.isReady = function (completeCheck) {
  23771. if (completeCheck === void 0) { completeCheck = false; }
  23772. if (completeCheck) {
  23773. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23774. var pp = _a[_i];
  23775. if (pp && !pp.isReady()) {
  23776. return false;
  23777. }
  23778. }
  23779. }
  23780. return _super.prototype.isReady.call(this, completeCheck);
  23781. };
  23782. /** @hidden */
  23783. Camera.prototype._initCache = function () {
  23784. _super.prototype._initCache.call(this);
  23785. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23786. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23787. this._cache.mode = undefined;
  23788. this._cache.minZ = undefined;
  23789. this._cache.maxZ = undefined;
  23790. this._cache.fov = undefined;
  23791. this._cache.fovMode = undefined;
  23792. this._cache.aspectRatio = undefined;
  23793. this._cache.orthoLeft = undefined;
  23794. this._cache.orthoRight = undefined;
  23795. this._cache.orthoBottom = undefined;
  23796. this._cache.orthoTop = undefined;
  23797. this._cache.renderWidth = undefined;
  23798. this._cache.renderHeight = undefined;
  23799. };
  23800. /** @hidden */
  23801. Camera.prototype._updateCache = function (ignoreParentClass) {
  23802. if (!ignoreParentClass) {
  23803. _super.prototype._updateCache.call(this);
  23804. }
  23805. this._cache.position.copyFrom(this.position);
  23806. this._cache.upVector.copyFrom(this.upVector);
  23807. };
  23808. /** @hidden */
  23809. Camera.prototype._isSynchronized = function () {
  23810. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23811. };
  23812. /** @hidden */
  23813. Camera.prototype._isSynchronizedViewMatrix = function () {
  23814. if (!_super.prototype._isSynchronized.call(this)) {
  23815. return false;
  23816. }
  23817. return this._cache.position.equals(this.position)
  23818. && this._cache.upVector.equals(this.upVector)
  23819. && this.isSynchronizedWithParent();
  23820. };
  23821. /** @hidden */
  23822. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23823. var check = this._cache.mode === this.mode
  23824. && this._cache.minZ === this.minZ
  23825. && this._cache.maxZ === this.maxZ;
  23826. if (!check) {
  23827. return false;
  23828. }
  23829. var engine = this.getEngine();
  23830. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23831. check = this._cache.fov === this.fov
  23832. && this._cache.fovMode === this.fovMode
  23833. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23834. }
  23835. else {
  23836. check = this._cache.orthoLeft === this.orthoLeft
  23837. && this._cache.orthoRight === this.orthoRight
  23838. && this._cache.orthoBottom === this.orthoBottom
  23839. && this._cache.orthoTop === this.orthoTop
  23840. && this._cache.renderWidth === engine.getRenderWidth()
  23841. && this._cache.renderHeight === engine.getRenderHeight();
  23842. }
  23843. return check;
  23844. };
  23845. /**
  23846. * Attach the input controls to a specific dom element to get the input from.
  23847. * @param element Defines the element the controls should be listened from
  23848. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23849. */
  23850. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23851. };
  23852. /**
  23853. * Detach the current controls from the specified dom element.
  23854. * @param element Defines the element to stop listening the inputs from
  23855. */
  23856. Camera.prototype.detachControl = function (element) {
  23857. };
  23858. /**
  23859. * Update the camera state according to the different inputs gathered during the frame.
  23860. */
  23861. Camera.prototype.update = function () {
  23862. this._checkInputs();
  23863. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23864. this._updateRigCameras();
  23865. }
  23866. };
  23867. /** @hidden */
  23868. Camera.prototype._checkInputs = function () {
  23869. this.onAfterCheckInputsObservable.notifyObservers(this);
  23870. };
  23871. Object.defineProperty(Camera.prototype, "rigCameras", {
  23872. /** @hidden */
  23873. get: function () {
  23874. return this._rigCameras;
  23875. },
  23876. enumerable: true,
  23877. configurable: true
  23878. });
  23879. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23880. /**
  23881. * Gets the post process used by the rig cameras
  23882. */
  23883. get: function () {
  23884. return this._rigPostProcess;
  23885. },
  23886. enumerable: true,
  23887. configurable: true
  23888. });
  23889. /**
  23890. * Internal, gets the first post proces.
  23891. * @returns the first post process to be run on this camera.
  23892. */
  23893. Camera.prototype._getFirstPostProcess = function () {
  23894. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23895. if (this._postProcesses[ppIndex] !== null) {
  23896. return this._postProcesses[ppIndex];
  23897. }
  23898. }
  23899. return null;
  23900. };
  23901. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23902. // invalidate framebuffer
  23903. var firstPostProcess = this._getFirstPostProcess();
  23904. if (firstPostProcess) {
  23905. firstPostProcess.markTextureDirty();
  23906. }
  23907. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23908. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23909. var cam = this._rigCameras[i];
  23910. var rigPostProcess = cam._rigPostProcess;
  23911. // for VR rig, there does not have to be a post process
  23912. if (rigPostProcess) {
  23913. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23914. if (isPass) {
  23915. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23916. cam.isIntermediate = this._postProcesses.length === 0;
  23917. }
  23918. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23919. rigPostProcess.markTextureDirty();
  23920. }
  23921. else {
  23922. cam._postProcesses = this._postProcesses.slice(0);
  23923. }
  23924. }
  23925. };
  23926. /**
  23927. * Attach a post process to the camera.
  23928. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23929. * @param postProcess The post process to attach to the camera
  23930. * @param insertAt The position of the post process in case several of them are in use in the scene
  23931. * @returns the position the post process has been inserted at
  23932. */
  23933. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23934. if (insertAt === void 0) { insertAt = null; }
  23935. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23936. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23937. return 0;
  23938. }
  23939. if (insertAt == null || insertAt < 0) {
  23940. this._postProcesses.push(postProcess);
  23941. }
  23942. else if (this._postProcesses[insertAt] === null) {
  23943. this._postProcesses[insertAt] = postProcess;
  23944. }
  23945. else {
  23946. this._postProcesses.splice(insertAt, 0, postProcess);
  23947. }
  23948. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23949. return this._postProcesses.indexOf(postProcess);
  23950. };
  23951. /**
  23952. * Detach a post process to the camera.
  23953. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23954. * @param postProcess The post process to detach from the camera
  23955. */
  23956. Camera.prototype.detachPostProcess = function (postProcess) {
  23957. var idx = this._postProcesses.indexOf(postProcess);
  23958. if (idx !== -1) {
  23959. this._postProcesses[idx] = null;
  23960. }
  23961. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23962. };
  23963. /**
  23964. * Gets the current world matrix of the camera
  23965. */
  23966. Camera.prototype.getWorldMatrix = function () {
  23967. if (this._isSynchronizedViewMatrix()) {
  23968. return this._worldMatrix;
  23969. }
  23970. // Getting the the view matrix will also compute the world matrix.
  23971. this.getViewMatrix();
  23972. return this._worldMatrix;
  23973. };
  23974. /** @hidden */
  23975. Camera.prototype._getViewMatrix = function () {
  23976. return BABYLON.Matrix.Identity();
  23977. };
  23978. /**
  23979. * Gets the current view matrix of the camera.
  23980. * @param force forces the camera to recompute the matrix without looking at the cached state
  23981. * @returns the view matrix
  23982. */
  23983. Camera.prototype.getViewMatrix = function (force) {
  23984. if (!force && this._isSynchronizedViewMatrix()) {
  23985. return this._computedViewMatrix;
  23986. }
  23987. this.updateCache();
  23988. this._computedViewMatrix = this._getViewMatrix();
  23989. this._currentRenderId = this.getScene().getRenderId();
  23990. this._childRenderId = this._currentRenderId;
  23991. this._refreshFrustumPlanes = true;
  23992. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23993. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23994. }
  23995. this.onViewMatrixChangedObservable.notifyObservers(this);
  23996. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23997. return this._computedViewMatrix;
  23998. };
  23999. /**
  24000. * Freeze the projection matrix.
  24001. * It will prevent the cache check of the camera projection compute and can speed up perf
  24002. * if no parameter of the camera are meant to change
  24003. * @param projection Defines manually a projection if necessary
  24004. */
  24005. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24006. this._doNotComputeProjectionMatrix = true;
  24007. if (projection !== undefined) {
  24008. this._projectionMatrix = projection;
  24009. }
  24010. };
  24011. /**
  24012. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24013. */
  24014. Camera.prototype.unfreezeProjectionMatrix = function () {
  24015. this._doNotComputeProjectionMatrix = false;
  24016. };
  24017. /**
  24018. * Gets the current projection matrix of the camera.
  24019. * @param force forces the camera to recompute the matrix without looking at the cached state
  24020. * @returns the projection matrix
  24021. */
  24022. Camera.prototype.getProjectionMatrix = function (force) {
  24023. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24024. return this._projectionMatrix;
  24025. }
  24026. // Cache
  24027. this._cache.mode = this.mode;
  24028. this._cache.minZ = this.minZ;
  24029. this._cache.maxZ = this.maxZ;
  24030. // Matrix
  24031. this._refreshFrustumPlanes = true;
  24032. var engine = this.getEngine();
  24033. var scene = this.getScene();
  24034. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24035. this._cache.fov = this.fov;
  24036. this._cache.fovMode = this.fovMode;
  24037. this._cache.aspectRatio = engine.getAspectRatio(this);
  24038. if (this.minZ <= 0) {
  24039. this.minZ = 0.1;
  24040. }
  24041. if (scene.useRightHandedSystem) {
  24042. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24043. }
  24044. else {
  24045. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24046. }
  24047. }
  24048. else {
  24049. var halfWidth = engine.getRenderWidth() / 2.0;
  24050. var halfHeight = engine.getRenderHeight() / 2.0;
  24051. if (scene.useRightHandedSystem) {
  24052. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24053. }
  24054. else {
  24055. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24056. }
  24057. this._cache.orthoLeft = this.orthoLeft;
  24058. this._cache.orthoRight = this.orthoRight;
  24059. this._cache.orthoBottom = this.orthoBottom;
  24060. this._cache.orthoTop = this.orthoTop;
  24061. this._cache.renderWidth = engine.getRenderWidth();
  24062. this._cache.renderHeight = engine.getRenderHeight();
  24063. }
  24064. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24065. return this._projectionMatrix;
  24066. };
  24067. /**
  24068. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24069. * @returns a Matrix
  24070. */
  24071. Camera.prototype.getTransformationMatrix = function () {
  24072. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24073. return this._transformMatrix;
  24074. };
  24075. Camera.prototype._updateFrustumPlanes = function () {
  24076. if (!this._refreshFrustumPlanes) {
  24077. return;
  24078. }
  24079. this.getTransformationMatrix();
  24080. if (!this._frustumPlanes) {
  24081. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24082. }
  24083. else {
  24084. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24085. }
  24086. this._refreshFrustumPlanes = false;
  24087. };
  24088. /**
  24089. * Checks if a cullable object (mesh...) is in the camera frustum
  24090. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24091. * @param target The object to check
  24092. * @returns true if the object is in frustum otherwise false
  24093. */
  24094. Camera.prototype.isInFrustum = function (target) {
  24095. this._updateFrustumPlanes();
  24096. return target.isInFrustum(this._frustumPlanes);
  24097. };
  24098. /**
  24099. * Checks if a cullable object (mesh...) is in the camera frustum
  24100. * Unlike isInFrustum this cheks the full bounding box
  24101. * @param target The object to check
  24102. * @returns true if the object is in frustum otherwise false
  24103. */
  24104. Camera.prototype.isCompletelyInFrustum = function (target) {
  24105. this._updateFrustumPlanes();
  24106. return target.isCompletelyInFrustum(this._frustumPlanes);
  24107. };
  24108. /**
  24109. * Gets a ray in the forward direction from the camera.
  24110. * @param length Defines the length of the ray to create
  24111. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24112. * @param origin Defines the start point of the ray which defaults to the camera position
  24113. * @returns the forward ray
  24114. */
  24115. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24116. if (length === void 0) { length = 100; }
  24117. if (!transform) {
  24118. transform = this.getWorldMatrix();
  24119. }
  24120. if (!origin) {
  24121. origin = this.position;
  24122. }
  24123. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24124. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24125. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24126. return new BABYLON.Ray(origin, direction, length);
  24127. };
  24128. /**
  24129. * Releases resources associated with this node.
  24130. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24131. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24132. */
  24133. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24134. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24135. // Observables
  24136. this.onViewMatrixChangedObservable.clear();
  24137. this.onProjectionMatrixChangedObservable.clear();
  24138. this.onAfterCheckInputsObservable.clear();
  24139. this.onRestoreStateObservable.clear();
  24140. // Inputs
  24141. if (this.inputs) {
  24142. this.inputs.clear();
  24143. }
  24144. // Animations
  24145. this.getScene().stopAnimation(this);
  24146. // Remove from scene
  24147. this.getScene().removeCamera(this);
  24148. while (this._rigCameras.length > 0) {
  24149. var camera = this._rigCameras.pop();
  24150. if (camera) {
  24151. camera.dispose();
  24152. }
  24153. }
  24154. // Postprocesses
  24155. if (this._rigPostProcess) {
  24156. this._rigPostProcess.dispose(this);
  24157. this._rigPostProcess = null;
  24158. this._postProcesses = [];
  24159. }
  24160. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24161. this._rigPostProcess = null;
  24162. this._postProcesses = [];
  24163. }
  24164. else {
  24165. var i = this._postProcesses.length;
  24166. while (--i >= 0) {
  24167. var postProcess = this._postProcesses[i];
  24168. if (postProcess) {
  24169. postProcess.dispose(this);
  24170. }
  24171. }
  24172. }
  24173. // Render targets
  24174. var i = this.customRenderTargets.length;
  24175. while (--i >= 0) {
  24176. this.customRenderTargets[i].dispose();
  24177. }
  24178. this.customRenderTargets = [];
  24179. // Active Meshes
  24180. this._activeMeshes.dispose();
  24181. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24182. };
  24183. Object.defineProperty(Camera.prototype, "leftCamera", {
  24184. /**
  24185. * Gets the left camera of a rig setup in case of Rigged Camera
  24186. */
  24187. get: function () {
  24188. if (this._rigCameras.length < 1) {
  24189. return null;
  24190. }
  24191. return this._rigCameras[0];
  24192. },
  24193. enumerable: true,
  24194. configurable: true
  24195. });
  24196. Object.defineProperty(Camera.prototype, "rightCamera", {
  24197. /**
  24198. * Gets the right camera of a rig setup in case of Rigged Camera
  24199. */
  24200. get: function () {
  24201. if (this._rigCameras.length < 2) {
  24202. return null;
  24203. }
  24204. return this._rigCameras[1];
  24205. },
  24206. enumerable: true,
  24207. configurable: true
  24208. });
  24209. /**
  24210. * Gets the left camera target of a rig setup in case of Rigged Camera
  24211. * @returns the target position
  24212. */
  24213. Camera.prototype.getLeftTarget = function () {
  24214. if (this._rigCameras.length < 1) {
  24215. return null;
  24216. }
  24217. return this._rigCameras[0].getTarget();
  24218. };
  24219. /**
  24220. * Gets the right camera target of a rig setup in case of Rigged Camera
  24221. * @returns the target position
  24222. */
  24223. Camera.prototype.getRightTarget = function () {
  24224. if (this._rigCameras.length < 2) {
  24225. return null;
  24226. }
  24227. return this._rigCameras[1].getTarget();
  24228. };
  24229. /**
  24230. * @hidden
  24231. */
  24232. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24233. if (this.cameraRigMode === mode) {
  24234. return;
  24235. }
  24236. while (this._rigCameras.length > 0) {
  24237. var camera = this._rigCameras.pop();
  24238. if (camera) {
  24239. camera.dispose();
  24240. }
  24241. }
  24242. this.cameraRigMode = mode;
  24243. this._cameraRigParams = {};
  24244. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24245. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24246. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24247. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24248. // create the rig cameras, unless none
  24249. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24250. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24251. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24252. if (leftCamera && rightCamera) {
  24253. this._rigCameras.push(leftCamera);
  24254. this._rigCameras.push(rightCamera);
  24255. }
  24256. }
  24257. switch (this.cameraRigMode) {
  24258. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24259. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24260. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24261. break;
  24262. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24263. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24264. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24265. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24266. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24267. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24268. break;
  24269. case Camera.RIG_MODE_VR:
  24270. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24271. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24272. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24273. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24274. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24275. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24276. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24277. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24278. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24279. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24280. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24281. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24282. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24283. if (metrics.compensateDistortion) {
  24284. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24285. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24286. }
  24287. break;
  24288. case Camera.RIG_MODE_WEBVR:
  24289. if (rigParams.vrDisplay) {
  24290. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24291. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24292. //Left eye
  24293. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24294. this._rigCameras[0].setCameraRigParameter("left", true);
  24295. //leaving this for future reference
  24296. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24297. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24298. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24299. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24300. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24301. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24302. this._rigCameras[0].parent = this;
  24303. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24304. //Right eye
  24305. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24306. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24307. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24308. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24309. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24310. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24311. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24312. this._rigCameras[1].parent = this;
  24313. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24314. if (Camera.UseAlternateWebVRRendering) {
  24315. this._rigCameras[1]._skipRendering = true;
  24316. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24317. }
  24318. }
  24319. break;
  24320. }
  24321. this._cascadePostProcessesToRigCams();
  24322. this.update();
  24323. };
  24324. Camera.prototype._getVRProjectionMatrix = function () {
  24325. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24326. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24327. return this._projectionMatrix;
  24328. };
  24329. Camera.prototype._updateCameraRotationMatrix = function () {
  24330. //Here for WebVR
  24331. };
  24332. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24333. //Here for WebVR
  24334. };
  24335. /**
  24336. * This function MUST be overwritten by the different WebVR cameras available.
  24337. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24338. */
  24339. Camera.prototype._getWebVRProjectionMatrix = function () {
  24340. return BABYLON.Matrix.Identity();
  24341. };
  24342. /**
  24343. * This function MUST be overwritten by the different WebVR cameras available.
  24344. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24345. */
  24346. Camera.prototype._getWebVRViewMatrix = function () {
  24347. return BABYLON.Matrix.Identity();
  24348. };
  24349. /** @hidden */
  24350. Camera.prototype.setCameraRigParameter = function (name, value) {
  24351. if (!this._cameraRigParams) {
  24352. this._cameraRigParams = {};
  24353. }
  24354. this._cameraRigParams[name] = value;
  24355. //provisionnally:
  24356. if (name === "interaxialDistance") {
  24357. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24358. }
  24359. };
  24360. /**
  24361. * needs to be overridden by children so sub has required properties to be copied
  24362. * @hidden
  24363. */
  24364. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24365. return null;
  24366. };
  24367. /**
  24368. * May need to be overridden by children
  24369. * @hidden
  24370. */
  24371. Camera.prototype._updateRigCameras = function () {
  24372. for (var i = 0; i < this._rigCameras.length; i++) {
  24373. this._rigCameras[i].minZ = this.minZ;
  24374. this._rigCameras[i].maxZ = this.maxZ;
  24375. this._rigCameras[i].fov = this.fov;
  24376. }
  24377. // only update viewport when ANAGLYPH
  24378. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24379. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24380. }
  24381. };
  24382. /** @hidden */
  24383. Camera.prototype._setupInputs = function () {
  24384. };
  24385. /**
  24386. * Serialiaze the camera setup to a json represention
  24387. * @returns the JSON representation
  24388. */
  24389. Camera.prototype.serialize = function () {
  24390. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24391. // Type
  24392. serializationObject.type = this.getClassName();
  24393. // Parent
  24394. if (this.parent) {
  24395. serializationObject.parentId = this.parent.id;
  24396. }
  24397. if (this.inputs) {
  24398. this.inputs.serialize(serializationObject);
  24399. }
  24400. // Animations
  24401. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24402. serializationObject.ranges = this.serializeAnimationRanges();
  24403. return serializationObject;
  24404. };
  24405. /**
  24406. * Clones the current camera.
  24407. * @param name The cloned camera name
  24408. * @returns the cloned camera
  24409. */
  24410. Camera.prototype.clone = function (name) {
  24411. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24412. };
  24413. /**
  24414. * Gets the direction of the camera relative to a given local axis.
  24415. * @param localAxis Defines the reference axis to provide a relative direction.
  24416. * @return the direction
  24417. */
  24418. Camera.prototype.getDirection = function (localAxis) {
  24419. var result = BABYLON.Vector3.Zero();
  24420. this.getDirectionToRef(localAxis, result);
  24421. return result;
  24422. };
  24423. /**
  24424. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24425. * @param localAxis Defines the reference axis to provide a relative direction.
  24426. * @param result Defines the vector to store the result in
  24427. */
  24428. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24429. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24430. };
  24431. /**
  24432. * Gets a camera constructor for a given camera type
  24433. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24434. * @param name The name of the camera the result will be able to instantiate
  24435. * @param scene The scene the result will construct the camera in
  24436. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24437. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24438. * @returns a factory method to construc the camera
  24439. */
  24440. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24441. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24442. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24443. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24444. interaxial_distance: interaxial_distance,
  24445. isStereoscopicSideBySide: isStereoscopicSideBySide
  24446. });
  24447. if (constructorFunc) {
  24448. return constructorFunc;
  24449. }
  24450. // Default to universal camera
  24451. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24452. };
  24453. /**
  24454. * Compute the world matrix of the camera.
  24455. * @returns the camera workd matrix
  24456. */
  24457. Camera.prototype.computeWorldMatrix = function () {
  24458. return this.getWorldMatrix();
  24459. };
  24460. /**
  24461. * Parse a JSON and creates the camera from the parsed information
  24462. * @param parsedCamera The JSON to parse
  24463. * @param scene The scene to instantiate the camera in
  24464. * @returns the newly constructed camera
  24465. */
  24466. Camera.Parse = function (parsedCamera, scene) {
  24467. var type = parsedCamera.type;
  24468. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24469. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24470. // Parent
  24471. if (parsedCamera.parentId) {
  24472. camera._waitingParentId = parsedCamera.parentId;
  24473. }
  24474. //If camera has an input manager, let it parse inputs settings
  24475. if (camera.inputs) {
  24476. camera.inputs.parse(parsedCamera);
  24477. camera._setupInputs();
  24478. }
  24479. if (camera.setPosition) { // need to force position
  24480. camera.position.copyFromFloats(0, 0, 0);
  24481. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24482. }
  24483. // Target
  24484. if (parsedCamera.target) {
  24485. if (camera.setTarget) {
  24486. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24487. }
  24488. }
  24489. // Apply 3d rig, when found
  24490. if (parsedCamera.cameraRigMode) {
  24491. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24492. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24493. }
  24494. // Animations
  24495. if (parsedCamera.animations) {
  24496. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24497. var parsedAnimation = parsedCamera.animations[animationIndex];
  24498. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24499. }
  24500. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24501. }
  24502. if (parsedCamera.autoAnimate) {
  24503. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24504. }
  24505. return camera;
  24506. };
  24507. /**
  24508. * This is the default projection mode used by the cameras.
  24509. * It helps recreating a feeling of perspective and better appreciate depth.
  24510. * This is the best way to simulate real life cameras.
  24511. */
  24512. Camera.PERSPECTIVE_CAMERA = 0;
  24513. /**
  24514. * This helps creating camera with an orthographic mode.
  24515. * 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.
  24516. */
  24517. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24518. /**
  24519. * This is the default FOV mode for perspective cameras.
  24520. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24521. */
  24522. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24523. /**
  24524. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24525. */
  24526. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24527. /**
  24528. * This specifies ther is no need for a camera rig.
  24529. * Basically only one eye is rendered corresponding to the camera.
  24530. */
  24531. Camera.RIG_MODE_NONE = 0;
  24532. /**
  24533. * Simulates a camera Rig with one blue eye and one red eye.
  24534. * This can be use with 3d blue and red glasses.
  24535. */
  24536. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24537. /**
  24538. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24539. */
  24540. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24541. /**
  24542. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24543. */
  24544. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24545. /**
  24546. * Defines that both eyes of the camera will be rendered over under each other.
  24547. */
  24548. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24549. /**
  24550. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24551. */
  24552. Camera.RIG_MODE_VR = 20;
  24553. /**
  24554. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24555. */
  24556. Camera.RIG_MODE_WEBVR = 21;
  24557. /**
  24558. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24559. */
  24560. Camera.RIG_MODE_CUSTOM = 22;
  24561. /**
  24562. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24563. */
  24564. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24565. /**
  24566. * @hidden
  24567. * Might be removed once multiview will be a thing
  24568. */
  24569. Camera.UseAlternateWebVRRendering = false;
  24570. __decorate([
  24571. BABYLON.serializeAsVector3()
  24572. ], Camera.prototype, "position", void 0);
  24573. __decorate([
  24574. BABYLON.serializeAsVector3()
  24575. ], Camera.prototype, "upVector", void 0);
  24576. __decorate([
  24577. BABYLON.serialize()
  24578. ], Camera.prototype, "orthoLeft", void 0);
  24579. __decorate([
  24580. BABYLON.serialize()
  24581. ], Camera.prototype, "orthoRight", void 0);
  24582. __decorate([
  24583. BABYLON.serialize()
  24584. ], Camera.prototype, "orthoBottom", void 0);
  24585. __decorate([
  24586. BABYLON.serialize()
  24587. ], Camera.prototype, "orthoTop", void 0);
  24588. __decorate([
  24589. BABYLON.serialize()
  24590. ], Camera.prototype, "fov", void 0);
  24591. __decorate([
  24592. BABYLON.serialize()
  24593. ], Camera.prototype, "minZ", void 0);
  24594. __decorate([
  24595. BABYLON.serialize()
  24596. ], Camera.prototype, "maxZ", void 0);
  24597. __decorate([
  24598. BABYLON.serialize()
  24599. ], Camera.prototype, "inertia", void 0);
  24600. __decorate([
  24601. BABYLON.serialize()
  24602. ], Camera.prototype, "mode", void 0);
  24603. __decorate([
  24604. BABYLON.serialize()
  24605. ], Camera.prototype, "layerMask", void 0);
  24606. __decorate([
  24607. BABYLON.serialize()
  24608. ], Camera.prototype, "fovMode", void 0);
  24609. __decorate([
  24610. BABYLON.serialize()
  24611. ], Camera.prototype, "cameraRigMode", void 0);
  24612. __decorate([
  24613. BABYLON.serialize()
  24614. ], Camera.prototype, "interaxialDistance", void 0);
  24615. __decorate([
  24616. BABYLON.serialize()
  24617. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24618. return Camera;
  24619. }(BABYLON.Node));
  24620. BABYLON.Camera = Camera;
  24621. })(BABYLON || (BABYLON = {}));
  24622. //# sourceMappingURL=babylon.camera.js.map
  24623. var BABYLON;
  24624. (function (BABYLON) {
  24625. /**
  24626. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24627. * It is enable to manage the different groups as well as the different necessary sort functions.
  24628. * This should not be used directly aside of the few static configurations
  24629. */
  24630. var RenderingManager = /** @class */ (function () {
  24631. /**
  24632. * Instantiates a new rendering group for a particular scene
  24633. * @param scene Defines the scene the groups belongs to
  24634. */
  24635. function RenderingManager(scene) {
  24636. /**
  24637. * @hidden
  24638. */
  24639. this._useSceneAutoClearSetup = false;
  24640. this._renderingGroups = new Array();
  24641. this._autoClearDepthStencil = {};
  24642. this._customOpaqueSortCompareFn = {};
  24643. this._customAlphaTestSortCompareFn = {};
  24644. this._customTransparentSortCompareFn = {};
  24645. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24646. this._scene = scene;
  24647. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24648. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24649. }
  24650. }
  24651. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24652. if (depth === void 0) { depth = true; }
  24653. if (stencil === void 0) { stencil = true; }
  24654. if (this._depthStencilBufferAlreadyCleaned) {
  24655. return;
  24656. }
  24657. this._scene.getEngine().clear(null, false, depth, stencil);
  24658. this._depthStencilBufferAlreadyCleaned = true;
  24659. };
  24660. /**
  24661. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24662. * @hidden
  24663. */
  24664. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24665. // Update the observable context (not null as it only goes away on dispose)
  24666. var info = this._renderingGroupInfo;
  24667. info.scene = this._scene;
  24668. info.camera = this._scene.activeCamera;
  24669. // Dispatch sprites
  24670. if (this._scene.spriteManagers && renderSprites) {
  24671. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24672. var manager = this._scene.spriteManagers[index];
  24673. this.dispatchSprites(manager);
  24674. }
  24675. }
  24676. // Render
  24677. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24678. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24679. var renderingGroup = this._renderingGroups[index];
  24680. if (!renderingGroup) {
  24681. continue;
  24682. }
  24683. var renderingGroupMask = Math.pow(2, index);
  24684. info.renderingGroupId = index;
  24685. // Before Observable
  24686. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24687. // Clear depth/stencil if needed
  24688. if (RenderingManager.AUTOCLEAR) {
  24689. var autoClear = this._useSceneAutoClearSetup ?
  24690. this._scene.getAutoClearDepthStencilSetup(index) :
  24691. this._autoClearDepthStencil[index];
  24692. if (autoClear && autoClear.autoClear) {
  24693. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24694. }
  24695. }
  24696. // Render
  24697. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24698. var step = _a[_i];
  24699. step.action(index);
  24700. }
  24701. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24702. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24703. var step = _c[_b];
  24704. step.action(index);
  24705. }
  24706. // After Observable
  24707. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24708. }
  24709. };
  24710. /**
  24711. * Resets the different information of the group to prepare a new frame
  24712. * @hidden
  24713. */
  24714. RenderingManager.prototype.reset = function () {
  24715. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24716. var renderingGroup = this._renderingGroups[index];
  24717. if (renderingGroup) {
  24718. renderingGroup.prepare();
  24719. }
  24720. }
  24721. };
  24722. /**
  24723. * Dispose and release the group and its associated resources.
  24724. * @hidden
  24725. */
  24726. RenderingManager.prototype.dispose = function () {
  24727. this.freeRenderingGroups();
  24728. this._renderingGroups.length = 0;
  24729. this._renderingGroupInfo = null;
  24730. };
  24731. /**
  24732. * Clear the info related to rendering groups preventing retention points during dispose.
  24733. */
  24734. RenderingManager.prototype.freeRenderingGroups = function () {
  24735. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24736. var renderingGroup = this._renderingGroups[index];
  24737. if (renderingGroup) {
  24738. renderingGroup.dispose();
  24739. }
  24740. }
  24741. };
  24742. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24743. if (this._renderingGroups[renderingGroupId] === undefined) {
  24744. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24745. }
  24746. };
  24747. /**
  24748. * Add a sprite manager to the rendering manager in order to render it this frame.
  24749. * @param spriteManager Define the sprite manager to render
  24750. */
  24751. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24752. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24753. this._prepareRenderingGroup(renderingGroupId);
  24754. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24755. };
  24756. /**
  24757. * Add a particle system to the rendering manager in order to render it this frame.
  24758. * @param particleSystem Define the particle system to render
  24759. */
  24760. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24761. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24762. this._prepareRenderingGroup(renderingGroupId);
  24763. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24764. };
  24765. /**
  24766. * Add a submesh to the manager in order to render it this frame
  24767. * @param subMesh The submesh to dispatch
  24768. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24769. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24770. */
  24771. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24772. if (mesh === undefined) {
  24773. mesh = subMesh.getMesh();
  24774. }
  24775. var renderingGroupId = mesh.renderingGroupId || 0;
  24776. this._prepareRenderingGroup(renderingGroupId);
  24777. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24778. };
  24779. /**
  24780. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24781. * This allowed control for front to back rendering or reversly depending of the special needs.
  24782. *
  24783. * @param renderingGroupId The rendering group id corresponding to its index
  24784. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24785. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24786. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24787. */
  24788. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24789. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24790. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24791. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24792. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24793. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24794. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24795. if (this._renderingGroups[renderingGroupId]) {
  24796. var group = this._renderingGroups[renderingGroupId];
  24797. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24798. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24799. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24800. }
  24801. };
  24802. /**
  24803. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24804. *
  24805. * @param renderingGroupId The rendering group id corresponding to its index
  24806. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24807. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24808. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24809. */
  24810. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24811. if (depth === void 0) { depth = true; }
  24812. if (stencil === void 0) { stencil = true; }
  24813. this._autoClearDepthStencil[renderingGroupId] = {
  24814. autoClear: autoClearDepthStencil,
  24815. depth: depth,
  24816. stencil: stencil
  24817. };
  24818. };
  24819. /**
  24820. * Gets the current auto clear configuration for one rendering group of the rendering
  24821. * manager.
  24822. * @param index the rendering group index to get the information for
  24823. * @returns The auto clear setup for the requested rendering group
  24824. */
  24825. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24826. return this._autoClearDepthStencil[index];
  24827. };
  24828. /**
  24829. * The max id used for rendering groups (not included)
  24830. */
  24831. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24832. /**
  24833. * The min id used for rendering groups (included)
  24834. */
  24835. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24836. /**
  24837. * Used to globally prevent autoclearing scenes.
  24838. */
  24839. RenderingManager.AUTOCLEAR = true;
  24840. return RenderingManager;
  24841. }());
  24842. BABYLON.RenderingManager = RenderingManager;
  24843. })(BABYLON || (BABYLON = {}));
  24844. //# sourceMappingURL=babylon.renderingManager.js.map
  24845. var BABYLON;
  24846. (function (BABYLON) {
  24847. /**
  24848. * This represents the object necessary to create a rendering group.
  24849. * This is exclusively used and created by the rendering manager.
  24850. * To modify the behavior, you use the available helpers in your scene or meshes.
  24851. * @hidden
  24852. */
  24853. var RenderingGroup = /** @class */ (function () {
  24854. /**
  24855. * Creates a new rendering group.
  24856. * @param index The rendering group index
  24857. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24858. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24859. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24860. */
  24861. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24862. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24863. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24864. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24865. this.index = index;
  24866. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24867. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24868. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24869. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24870. this._particleSystems = new BABYLON.SmartArray(256);
  24871. this._spriteManagers = new BABYLON.SmartArray(256);
  24872. this._edgesRenderers = new BABYLON.SmartArray(16);
  24873. this._scene = scene;
  24874. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24875. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24876. this.transparentSortCompareFn = transparentSortCompareFn;
  24877. }
  24878. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24879. /**
  24880. * Set the opaque sort comparison function.
  24881. * If null the sub meshes will be render in the order they were created
  24882. */
  24883. set: function (value) {
  24884. this._opaqueSortCompareFn = value;
  24885. if (value) {
  24886. this._renderOpaque = this.renderOpaqueSorted;
  24887. }
  24888. else {
  24889. this._renderOpaque = RenderingGroup.renderUnsorted;
  24890. }
  24891. },
  24892. enumerable: true,
  24893. configurable: true
  24894. });
  24895. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24896. /**
  24897. * Set the alpha test sort comparison function.
  24898. * If null the sub meshes will be render in the order they were created
  24899. */
  24900. set: function (value) {
  24901. this._alphaTestSortCompareFn = value;
  24902. if (value) {
  24903. this._renderAlphaTest = this.renderAlphaTestSorted;
  24904. }
  24905. else {
  24906. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24907. }
  24908. },
  24909. enumerable: true,
  24910. configurable: true
  24911. });
  24912. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24913. /**
  24914. * Set the transparent sort comparison function.
  24915. * If null the sub meshes will be render in the order they were created
  24916. */
  24917. set: function (value) {
  24918. if (value) {
  24919. this._transparentSortCompareFn = value;
  24920. }
  24921. else {
  24922. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24923. }
  24924. this._renderTransparent = this.renderTransparentSorted;
  24925. },
  24926. enumerable: true,
  24927. configurable: true
  24928. });
  24929. /**
  24930. * Render all the sub meshes contained in the group.
  24931. * @param customRenderFunction Used to override the default render behaviour of the group.
  24932. * @returns true if rendered some submeshes.
  24933. */
  24934. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24935. if (customRenderFunction) {
  24936. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24937. return;
  24938. }
  24939. var engine = this._scene.getEngine();
  24940. // Depth only
  24941. if (this._depthOnlySubMeshes.length !== 0) {
  24942. engine.setColorWrite(false);
  24943. this._renderAlphaTest(this._depthOnlySubMeshes);
  24944. engine.setColorWrite(true);
  24945. }
  24946. // Opaque
  24947. if (this._opaqueSubMeshes.length !== 0) {
  24948. this._renderOpaque(this._opaqueSubMeshes);
  24949. }
  24950. // Alpha test
  24951. if (this._alphaTestSubMeshes.length !== 0) {
  24952. this._renderAlphaTest(this._alphaTestSubMeshes);
  24953. }
  24954. var stencilState = engine.getStencilBuffer();
  24955. engine.setStencilBuffer(false);
  24956. // Sprites
  24957. if (renderSprites) {
  24958. this._renderSprites();
  24959. }
  24960. // Particles
  24961. if (renderParticles) {
  24962. this._renderParticles(activeMeshes);
  24963. }
  24964. if (this.onBeforeTransparentRendering) {
  24965. this.onBeforeTransparentRendering();
  24966. }
  24967. // Transparent
  24968. if (this._transparentSubMeshes.length !== 0) {
  24969. this._renderTransparent(this._transparentSubMeshes);
  24970. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24971. }
  24972. // Set back stencil to false in case it changes before the edge renderer.
  24973. engine.setStencilBuffer(false);
  24974. // Edges
  24975. if (this._edgesRenderers.length) {
  24976. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24977. this._edgesRenderers.data[edgesRendererIndex].render();
  24978. }
  24979. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24980. }
  24981. // Restore Stencil state.
  24982. engine.setStencilBuffer(stencilState);
  24983. };
  24984. /**
  24985. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24986. * @param subMeshes The submeshes to render
  24987. */
  24988. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24989. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24990. };
  24991. /**
  24992. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24993. * @param subMeshes The submeshes to render
  24994. */
  24995. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24996. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24997. };
  24998. /**
  24999. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25000. * @param subMeshes The submeshes to render
  25001. */
  25002. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25003. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25004. };
  25005. /**
  25006. * Renders the submeshes in a specified order.
  25007. * @param subMeshes The submeshes to sort before render
  25008. * @param sortCompareFn The comparison function use to sort
  25009. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25010. * @param transparent Specifies to activate blending if true
  25011. */
  25012. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25013. var subIndex = 0;
  25014. var subMesh;
  25015. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25016. for (; subIndex < subMeshes.length; subIndex++) {
  25017. subMesh = subMeshes.data[subIndex];
  25018. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25019. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25020. }
  25021. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25022. if (sortCompareFn) {
  25023. sortedArray.sort(sortCompareFn);
  25024. }
  25025. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25026. subMesh = sortedArray[subIndex];
  25027. if (transparent) {
  25028. var material = subMesh.getMaterial();
  25029. if (material && material.needDepthPrePass) {
  25030. var engine = material.getScene().getEngine();
  25031. engine.setColorWrite(false);
  25032. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25033. subMesh.render(false);
  25034. engine.setColorWrite(true);
  25035. }
  25036. }
  25037. subMesh.render(transparent);
  25038. }
  25039. };
  25040. /**
  25041. * Renders the submeshes in the order they were dispatched (no sort applied).
  25042. * @param subMeshes The submeshes to render
  25043. */
  25044. RenderingGroup.renderUnsorted = function (subMeshes) {
  25045. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25046. var submesh = subMeshes.data[subIndex];
  25047. submesh.render(false);
  25048. }
  25049. };
  25050. /**
  25051. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25052. * are rendered back to front if in the same alpha index.
  25053. *
  25054. * @param a The first submesh
  25055. * @param b The second submesh
  25056. * @returns The result of the comparison
  25057. */
  25058. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25059. // Alpha index first
  25060. if (a._alphaIndex > b._alphaIndex) {
  25061. return 1;
  25062. }
  25063. if (a._alphaIndex < b._alphaIndex) {
  25064. return -1;
  25065. }
  25066. // Then distance to camera
  25067. return RenderingGroup.backToFrontSortCompare(a, b);
  25068. };
  25069. /**
  25070. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25071. * are rendered back to front.
  25072. *
  25073. * @param a The first submesh
  25074. * @param b The second submesh
  25075. * @returns The result of the comparison
  25076. */
  25077. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25078. // Then distance to camera
  25079. if (a._distanceToCamera < b._distanceToCamera) {
  25080. return 1;
  25081. }
  25082. if (a._distanceToCamera > b._distanceToCamera) {
  25083. return -1;
  25084. }
  25085. return 0;
  25086. };
  25087. /**
  25088. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25089. * are rendered front to back (prevent overdraw).
  25090. *
  25091. * @param a The first submesh
  25092. * @param b The second submesh
  25093. * @returns The result of the comparison
  25094. */
  25095. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25096. // Then distance to camera
  25097. if (a._distanceToCamera < b._distanceToCamera) {
  25098. return -1;
  25099. }
  25100. if (a._distanceToCamera > b._distanceToCamera) {
  25101. return 1;
  25102. }
  25103. return 0;
  25104. };
  25105. /**
  25106. * Resets the different lists of submeshes to prepare a new frame.
  25107. */
  25108. RenderingGroup.prototype.prepare = function () {
  25109. this._opaqueSubMeshes.reset();
  25110. this._transparentSubMeshes.reset();
  25111. this._alphaTestSubMeshes.reset();
  25112. this._depthOnlySubMeshes.reset();
  25113. this._particleSystems.reset();
  25114. this._spriteManagers.reset();
  25115. this._edgesRenderers.reset();
  25116. };
  25117. RenderingGroup.prototype.dispose = function () {
  25118. this._opaqueSubMeshes.dispose();
  25119. this._transparentSubMeshes.dispose();
  25120. this._alphaTestSubMeshes.dispose();
  25121. this._depthOnlySubMeshes.dispose();
  25122. this._particleSystems.dispose();
  25123. this._spriteManagers.dispose();
  25124. this._edgesRenderers.dispose();
  25125. };
  25126. /**
  25127. * Inserts the submesh in its correct queue depending on its material.
  25128. * @param subMesh The submesh to dispatch
  25129. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25130. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25131. */
  25132. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25133. // Get mesh and materials if not provided
  25134. if (mesh === undefined) {
  25135. mesh = subMesh.getMesh();
  25136. }
  25137. if (material === undefined) {
  25138. material = subMesh.getMaterial();
  25139. }
  25140. if (material === null || material === undefined) {
  25141. return;
  25142. }
  25143. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25144. this._transparentSubMeshes.push(subMesh);
  25145. }
  25146. else if (material.needAlphaTesting()) { // Alpha test
  25147. if (material.needDepthPrePass) {
  25148. this._depthOnlySubMeshes.push(subMesh);
  25149. }
  25150. this._alphaTestSubMeshes.push(subMesh);
  25151. }
  25152. else {
  25153. if (material.needDepthPrePass) {
  25154. this._depthOnlySubMeshes.push(subMesh);
  25155. }
  25156. this._opaqueSubMeshes.push(subMesh); // Opaque
  25157. }
  25158. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25159. this._edgesRenderers.push(mesh._edgesRenderer);
  25160. }
  25161. };
  25162. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25163. this._spriteManagers.push(spriteManager);
  25164. };
  25165. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25166. this._particleSystems.push(particleSystem);
  25167. };
  25168. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25169. if (this._particleSystems.length === 0) {
  25170. return;
  25171. }
  25172. // Particles
  25173. var activeCamera = this._scene.activeCamera;
  25174. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25175. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25176. var particleSystem = this._particleSystems.data[particleIndex];
  25177. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25178. continue;
  25179. }
  25180. var emitter = particleSystem.emitter;
  25181. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25182. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25183. }
  25184. }
  25185. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25186. };
  25187. RenderingGroup.prototype._renderSprites = function () {
  25188. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25189. return;
  25190. }
  25191. // Sprites
  25192. var activeCamera = this._scene.activeCamera;
  25193. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25194. for (var id = 0; id < this._spriteManagers.length; id++) {
  25195. var spriteManager = this._spriteManagers.data[id];
  25196. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25197. spriteManager.render();
  25198. }
  25199. }
  25200. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25201. };
  25202. return RenderingGroup;
  25203. }());
  25204. BABYLON.RenderingGroup = RenderingGroup;
  25205. })(BABYLON || (BABYLON = {}));
  25206. //# sourceMappingURL=babylon.renderingGroup.js.map
  25207. var BABYLON;
  25208. (function (BABYLON) {
  25209. /**
  25210. * Groups all the scene component constants in one place to ease maintenance.
  25211. * @hidden
  25212. */
  25213. var SceneComponentConstants = /** @class */ (function () {
  25214. function SceneComponentConstants() {
  25215. }
  25216. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25217. SceneComponentConstants.NAME_LAYER = "Layer";
  25218. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25219. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25220. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25221. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25222. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25223. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25224. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25225. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25226. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25227. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25228. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25229. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25230. SceneComponentConstants.NAME_OCTREE = "Octree";
  25231. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25232. SceneComponentConstants.NAME_AUDIO = "Audio";
  25233. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25234. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25235. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25236. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25237. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25238. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25239. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25240. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25241. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25242. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25243. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25244. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25245. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25246. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25247. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25248. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25249. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25250. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25251. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25252. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25253. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25254. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25255. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25256. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25257. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25258. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25259. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25260. return SceneComponentConstants;
  25261. }());
  25262. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25263. /**
  25264. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25265. * @hidden
  25266. */
  25267. var Stage = /** @class */ (function (_super) {
  25268. __extends(Stage, _super);
  25269. /**
  25270. * Hide ctor from the rest of the world.
  25271. * @param items The items to add.
  25272. */
  25273. function Stage(items) {
  25274. return _super.apply(this, items) || this;
  25275. }
  25276. /**
  25277. * Creates a new Stage.
  25278. * @returns A new instance of a Stage
  25279. */
  25280. Stage.Create = function () {
  25281. return Object.create(Stage.prototype);
  25282. };
  25283. /**
  25284. * Registers a step in an ordered way in the targeted stage.
  25285. * @param index Defines the position to register the step in
  25286. * @param component Defines the component attached to the step
  25287. * @param action Defines the action to launch during the step
  25288. */
  25289. Stage.prototype.registerStep = function (index, component, action) {
  25290. var i = 0;
  25291. var maxIndex = Number.MAX_VALUE;
  25292. for (; i < this.length; i++) {
  25293. var step = this[i];
  25294. maxIndex = step.index;
  25295. if (index < maxIndex) {
  25296. break;
  25297. }
  25298. }
  25299. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25300. };
  25301. /**
  25302. * Clears all the steps from the stage.
  25303. */
  25304. Stage.prototype.clear = function () {
  25305. this.length = 0;
  25306. };
  25307. return Stage;
  25308. }(Array));
  25309. BABYLON.Stage = Stage;
  25310. })(BABYLON || (BABYLON = {}));
  25311. //# sourceMappingURL=babylon.sceneComponent.js.map
  25312. var BABYLON;
  25313. (function (BABYLON) {
  25314. /**
  25315. * Base class of the scene acting as a container for the different elements composing a scene.
  25316. * This class is dynamically extended by the different components of the scene increasing
  25317. * flexibility and reducing coupling
  25318. */
  25319. var AbstractScene = /** @class */ (function () {
  25320. function AbstractScene() {
  25321. /**
  25322. * Gets the list of root nodes (ie. nodes with no parent)
  25323. */
  25324. this.rootNodes = new Array();
  25325. /** All of the cameras added to this scene
  25326. * @see http://doc.babylonjs.com/babylon101/cameras
  25327. */
  25328. this.cameras = new Array();
  25329. /**
  25330. * All of the lights added to this scene
  25331. * @see http://doc.babylonjs.com/babylon101/lights
  25332. */
  25333. this.lights = new Array();
  25334. /**
  25335. * All of the (abstract) meshes added to this scene
  25336. */
  25337. this.meshes = new Array();
  25338. /**
  25339. * The list of skeletons added to the scene
  25340. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25341. */
  25342. this.skeletons = new Array();
  25343. /**
  25344. * All of the particle systems added to this scene
  25345. * @see http://doc.babylonjs.com/babylon101/particles
  25346. */
  25347. this.particleSystems = new Array();
  25348. /**
  25349. * Gets a list of Animations associated with the scene
  25350. */
  25351. this.animations = [];
  25352. /**
  25353. * All of the animation groups added to this scene
  25354. * @see http://doc.babylonjs.com/how_to/group
  25355. */
  25356. this.animationGroups = new Array();
  25357. /**
  25358. * All of the multi-materials added to this scene
  25359. * @see http://doc.babylonjs.com/how_to/multi_materials
  25360. */
  25361. this.multiMaterials = new Array();
  25362. /**
  25363. * All of the materials added to this scene
  25364. * In the context of a Scene, it is not supposed to be modified manually.
  25365. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25366. * Note also that the order of the Material wihin the array is not significant and might change.
  25367. * @see http://doc.babylonjs.com/babylon101/materials
  25368. */
  25369. this.materials = new Array();
  25370. /**
  25371. * The list of morph target managers added to the scene
  25372. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25373. */
  25374. this.morphTargetManagers = new Array();
  25375. /**
  25376. * The list of geometries used in the scene.
  25377. */
  25378. this.geometries = new Array();
  25379. /**
  25380. * All of the tranform nodes added to this scene
  25381. * In the context of a Scene, it is not supposed to be modified manually.
  25382. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25383. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25384. * @see http://doc.babylonjs.com/how_to/transformnode
  25385. */
  25386. this.transformNodes = new Array();
  25387. /**
  25388. * ActionManagers available on the scene.
  25389. */
  25390. this.actionManagers = new Array();
  25391. /**
  25392. * Textures to keep.
  25393. */
  25394. this.textures = new Array();
  25395. }
  25396. /**
  25397. * Adds a parser in the list of available ones
  25398. * @param name Defines the name of the parser
  25399. * @param parser Defines the parser to add
  25400. */
  25401. AbstractScene.AddParser = function (name, parser) {
  25402. this._BabylonFileParsers[name] = parser;
  25403. };
  25404. /**
  25405. * Gets a general parser from the list of avaialble ones
  25406. * @param name Defines the name of the parser
  25407. * @returns the requested parser or null
  25408. */
  25409. AbstractScene.GetParser = function (name) {
  25410. if (this._BabylonFileParsers[name]) {
  25411. return this._BabylonFileParsers[name];
  25412. }
  25413. return null;
  25414. };
  25415. /**
  25416. * Adds n individual parser in the list of available ones
  25417. * @param name Defines the name of the parser
  25418. * @param parser Defines the parser to add
  25419. */
  25420. AbstractScene.AddIndividualParser = function (name, parser) {
  25421. this._IndividualBabylonFileParsers[name] = parser;
  25422. };
  25423. /**
  25424. * Gets an individual parser from the list of avaialble ones
  25425. * @param name Defines the name of the parser
  25426. * @returns the requested parser or null
  25427. */
  25428. AbstractScene.GetIndividualParser = function (name) {
  25429. if (this._IndividualBabylonFileParsers[name]) {
  25430. return this._IndividualBabylonFileParsers[name];
  25431. }
  25432. return null;
  25433. };
  25434. /**
  25435. * Parser json data and populate both a scene and its associated container object
  25436. * @param jsonData Defines the data to parse
  25437. * @param scene Defines the scene to parse the data for
  25438. * @param container Defines the container attached to the parsing sequence
  25439. * @param rootUrl Defines the root url of the data
  25440. */
  25441. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25442. for (var parserName in this._BabylonFileParsers) {
  25443. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25444. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25445. }
  25446. }
  25447. };
  25448. /**
  25449. * Stores the list of available parsers in the application.
  25450. */
  25451. AbstractScene._BabylonFileParsers = {};
  25452. /**
  25453. * Stores the list of available individual parsers in the application.
  25454. */
  25455. AbstractScene._IndividualBabylonFileParsers = {};
  25456. return AbstractScene;
  25457. }());
  25458. BABYLON.AbstractScene = AbstractScene;
  25459. })(BABYLON || (BABYLON = {}));
  25460. //# sourceMappingURL=babylon.abstractScene.js.map
  25461. var BABYLON;
  25462. (function (BABYLON) {
  25463. /** @hidden */
  25464. var ClickInfo = /** @class */ (function () {
  25465. function ClickInfo() {
  25466. this._singleClick = false;
  25467. this._doubleClick = false;
  25468. this._hasSwiped = false;
  25469. this._ignore = false;
  25470. }
  25471. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25472. get: function () {
  25473. return this._singleClick;
  25474. },
  25475. set: function (b) {
  25476. this._singleClick = b;
  25477. },
  25478. enumerable: true,
  25479. configurable: true
  25480. });
  25481. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25482. get: function () {
  25483. return this._doubleClick;
  25484. },
  25485. set: function (b) {
  25486. this._doubleClick = b;
  25487. },
  25488. enumerable: true,
  25489. configurable: true
  25490. });
  25491. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25492. get: function () {
  25493. return this._hasSwiped;
  25494. },
  25495. set: function (b) {
  25496. this._hasSwiped = b;
  25497. },
  25498. enumerable: true,
  25499. configurable: true
  25500. });
  25501. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25502. get: function () {
  25503. return this._ignore;
  25504. },
  25505. set: function (b) {
  25506. this._ignore = b;
  25507. },
  25508. enumerable: true,
  25509. configurable: true
  25510. });
  25511. return ClickInfo;
  25512. }());
  25513. /**
  25514. * This class is used by the onRenderingGroupObservable
  25515. */
  25516. var RenderingGroupInfo = /** @class */ (function () {
  25517. function RenderingGroupInfo() {
  25518. }
  25519. return RenderingGroupInfo;
  25520. }());
  25521. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25522. /**
  25523. * Represents a scene to be rendered by the engine.
  25524. * @see http://doc.babylonjs.com/features/scene
  25525. */
  25526. var Scene = /** @class */ (function (_super) {
  25527. __extends(Scene, _super);
  25528. /**
  25529. * Creates a new Scene
  25530. * @param engine defines the engine to use to render this scene
  25531. */
  25532. function Scene(engine, options) {
  25533. var _this = _super.call(this) || this;
  25534. // Members
  25535. /**
  25536. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25537. */
  25538. _this.autoClear = true;
  25539. /**
  25540. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25541. */
  25542. _this.autoClearDepthAndStencil = true;
  25543. /**
  25544. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25545. */
  25546. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25547. /**
  25548. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25549. */
  25550. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25551. _this._forceWireframe = false;
  25552. _this._forcePointsCloud = false;
  25553. /**
  25554. * Gets or sets a boolean indicating if animations are enabled
  25555. */
  25556. _this.animationsEnabled = true;
  25557. _this._animationPropertiesOverride = null;
  25558. /**
  25559. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25560. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25561. */
  25562. _this.useConstantAnimationDeltaTime = false;
  25563. /**
  25564. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25565. * Please note that it requires to run a ray cast through the scene on every frame
  25566. */
  25567. _this.constantlyUpdateMeshUnderPointer = false;
  25568. /**
  25569. * Defines the HTML cursor to use when hovering over interactive elements
  25570. */
  25571. _this.hoverCursor = "pointer";
  25572. /**
  25573. * Defines the HTML default cursor to use (empty by default)
  25574. */
  25575. _this.defaultCursor = "";
  25576. /**
  25577. * This is used to call preventDefault() on pointer down
  25578. * in order to block unwanted artifacts like system double clicks
  25579. */
  25580. _this.preventDefaultOnPointerDown = true;
  25581. /**
  25582. * This is used to call preventDefault() on pointer up
  25583. * in order to block unwanted artifacts like system double clicks
  25584. */
  25585. _this.preventDefaultOnPointerUp = true;
  25586. // Metadata
  25587. /**
  25588. * Gets or sets user defined metadata
  25589. */
  25590. _this.metadata = null;
  25591. /**
  25592. * Use this array to add regular expressions used to disable offline support for specific urls
  25593. */
  25594. _this.disableOfflineSupportExceptionRules = new Array();
  25595. /**
  25596. * An event triggered when the scene is disposed.
  25597. */
  25598. _this.onDisposeObservable = new BABYLON.Observable();
  25599. _this._onDisposeObserver = null;
  25600. /**
  25601. * An event triggered before rendering the scene (right after animations and physics)
  25602. */
  25603. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25604. _this._onBeforeRenderObserver = null;
  25605. /**
  25606. * An event triggered after rendering the scene
  25607. */
  25608. _this.onAfterRenderObservable = new BABYLON.Observable();
  25609. _this._onAfterRenderObserver = null;
  25610. /**
  25611. * An event triggered before animating the scene
  25612. */
  25613. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25614. /**
  25615. * An event triggered after animations processing
  25616. */
  25617. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25618. /**
  25619. * An event triggered before draw calls are ready to be sent
  25620. */
  25621. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25622. /**
  25623. * An event triggered after draw calls have been sent
  25624. */
  25625. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25626. /**
  25627. * An event triggered when the scene is ready
  25628. */
  25629. _this.onReadyObservable = new BABYLON.Observable();
  25630. /**
  25631. * An event triggered before rendering a camera
  25632. */
  25633. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25634. _this._onBeforeCameraRenderObserver = null;
  25635. /**
  25636. * An event triggered after rendering a camera
  25637. */
  25638. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25639. _this._onAfterCameraRenderObserver = null;
  25640. /**
  25641. * An event triggered when active meshes evaluation is about to start
  25642. */
  25643. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25644. /**
  25645. * An event triggered when active meshes evaluation is done
  25646. */
  25647. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25648. /**
  25649. * An event triggered when particles rendering is about to start
  25650. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25651. */
  25652. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25653. /**
  25654. * An event triggered when particles rendering is done
  25655. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25656. */
  25657. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25658. /**
  25659. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25660. */
  25661. _this.onDataLoadedObservable = new BABYLON.Observable();
  25662. /**
  25663. * An event triggered when a camera is created
  25664. */
  25665. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25666. /**
  25667. * An event triggered when a camera is removed
  25668. */
  25669. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25670. /**
  25671. * An event triggered when a light is created
  25672. */
  25673. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25674. /**
  25675. * An event triggered when a light is removed
  25676. */
  25677. _this.onLightRemovedObservable = new BABYLON.Observable();
  25678. /**
  25679. * An event triggered when a geometry is created
  25680. */
  25681. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25682. /**
  25683. * An event triggered when a geometry is removed
  25684. */
  25685. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25686. /**
  25687. * An event triggered when a transform node is created
  25688. */
  25689. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25690. /**
  25691. * An event triggered when a transform node is removed
  25692. */
  25693. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25694. /**
  25695. * An event triggered when a mesh is created
  25696. */
  25697. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25698. /**
  25699. * An event triggered when a mesh is removed
  25700. */
  25701. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25702. /**
  25703. * An event triggered when a material is created
  25704. */
  25705. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25706. /**
  25707. * An event triggered when a material is removed
  25708. */
  25709. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25710. /**
  25711. * An event triggered when a texture is created
  25712. */
  25713. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25714. /**
  25715. * An event triggered when a texture is removed
  25716. */
  25717. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25718. /**
  25719. * An event triggered when render targets are about to be rendered
  25720. * Can happen multiple times per frame.
  25721. */
  25722. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25723. /**
  25724. * An event triggered when render targets were rendered.
  25725. * Can happen multiple times per frame.
  25726. */
  25727. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25728. /**
  25729. * An event triggered before calculating deterministic simulation step
  25730. */
  25731. _this.onBeforeStepObservable = new BABYLON.Observable();
  25732. /**
  25733. * An event triggered after calculating deterministic simulation step
  25734. */
  25735. _this.onAfterStepObservable = new BABYLON.Observable();
  25736. /**
  25737. * An event triggered when the activeCamera property is updated
  25738. */
  25739. _this.onActiveCameraChanged = new BABYLON.Observable();
  25740. /**
  25741. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25742. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25743. * 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)
  25744. */
  25745. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25746. /**
  25747. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25748. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25749. * 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)
  25750. */
  25751. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25752. /**
  25753. * This Observable will when a mesh has been imported into the scene.
  25754. */
  25755. _this.onMeshImportedObservable = new BABYLON.Observable();
  25756. // Animations
  25757. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25758. /**
  25759. * 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).
  25760. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25761. */
  25762. _this.onPrePointerObservable = new BABYLON.Observable();
  25763. /**
  25764. * Observable event triggered each time an input event is received from the rendering canvas
  25765. */
  25766. _this.onPointerObservable = new BABYLON.Observable();
  25767. _this._meshPickProceed = false;
  25768. _this._currentPickResult = null;
  25769. _this._previousPickResult = null;
  25770. _this._totalPointersPressed = 0;
  25771. _this._doubleClickOccured = false;
  25772. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25773. _this.cameraToUseForPointers = null;
  25774. _this._pointerX = 0;
  25775. _this._pointerY = 0;
  25776. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25777. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25778. _this._startingPointerTime = 0;
  25779. _this._previousStartingPointerTime = 0;
  25780. _this._pointerCaptures = {};
  25781. // Deterministic lockstep
  25782. _this._timeAccumulator = 0;
  25783. _this._currentStepId = 0;
  25784. _this._currentInternalStep = 0;
  25785. // Keyboard
  25786. /**
  25787. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25788. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25789. */
  25790. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25791. /**
  25792. * Observable event triggered each time an keyboard event is received from the hosting window
  25793. */
  25794. _this.onKeyboardObservable = new BABYLON.Observable();
  25795. // Coordinates system
  25796. _this._useRightHandedSystem = false;
  25797. // Fog
  25798. _this._fogEnabled = true;
  25799. _this._fogMode = Scene.FOGMODE_NONE;
  25800. /**
  25801. * Gets or sets the fog color to use
  25802. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25803. * (Default is Color3(0.2, 0.2, 0.3))
  25804. */
  25805. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25806. /**
  25807. * Gets or sets the fog density to use
  25808. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25809. * (Default is 0.1)
  25810. */
  25811. _this.fogDensity = 0.1;
  25812. /**
  25813. * Gets or sets the fog start distance to use
  25814. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25815. * (Default is 0)
  25816. */
  25817. _this.fogStart = 0;
  25818. /**
  25819. * Gets or sets the fog end distance to use
  25820. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25821. * (Default is 1000)
  25822. */
  25823. _this.fogEnd = 1000.0;
  25824. // Lights
  25825. _this._shadowsEnabled = true;
  25826. _this._lightsEnabled = true;
  25827. /** All of the active cameras added to this scene. */
  25828. _this.activeCameras = new Array();
  25829. // Textures
  25830. _this._texturesEnabled = true;
  25831. // Particles
  25832. /**
  25833. * Gets or sets a boolean indicating if particles are enabled on this scene
  25834. */
  25835. _this.particlesEnabled = true;
  25836. // Sprites
  25837. /**
  25838. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25839. */
  25840. _this.spritesEnabled = true;
  25841. // Skeletons
  25842. _this._skeletonsEnabled = true;
  25843. // Lens flares
  25844. /**
  25845. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25846. */
  25847. _this.lensFlaresEnabled = true;
  25848. // Collisions
  25849. /**
  25850. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25851. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25852. */
  25853. _this.collisionsEnabled = true;
  25854. /**
  25855. * Defines the gravity applied to this scene (used only for collisions)
  25856. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25857. */
  25858. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25859. // Postprocesses
  25860. /**
  25861. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25862. */
  25863. _this.postProcessesEnabled = true;
  25864. /**
  25865. * The list of postprocesses added to the scene
  25866. */
  25867. _this.postProcesses = new Array();
  25868. // Customs render targets
  25869. /**
  25870. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25871. */
  25872. _this.renderTargetsEnabled = true;
  25873. /**
  25874. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25875. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25876. */
  25877. _this.dumpNextRenderTargets = false;
  25878. /**
  25879. * The list of user defined render targets added to the scene
  25880. */
  25881. _this.customRenderTargets = new Array();
  25882. /**
  25883. * Gets the list of meshes imported to the scene through SceneLoader
  25884. */
  25885. _this.importedMeshesFiles = new Array();
  25886. // Probes
  25887. /**
  25888. * Gets or sets a boolean indicating if probes are enabled on this scene
  25889. */
  25890. _this.probesEnabled = true;
  25891. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25892. // Procedural textures
  25893. /**
  25894. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25895. */
  25896. _this.proceduralTexturesEnabled = true;
  25897. // Performance counters
  25898. _this._totalVertices = new BABYLON.PerfCounter();
  25899. /** @hidden */
  25900. _this._activeIndices = new BABYLON.PerfCounter();
  25901. /** @hidden */
  25902. _this._activeParticles = new BABYLON.PerfCounter();
  25903. /** @hidden */
  25904. _this._activeBones = new BABYLON.PerfCounter();
  25905. _this._animationTime = 0;
  25906. /**
  25907. * Gets or sets a general scale for animation speed
  25908. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25909. */
  25910. _this.animationTimeScale = 1;
  25911. _this._renderId = 0;
  25912. _this._frameId = 0;
  25913. _this._executeWhenReadyTimeoutId = -1;
  25914. _this._intermediateRendering = false;
  25915. _this._viewUpdateFlag = -1;
  25916. _this._projectionUpdateFlag = -1;
  25917. _this._alternateViewUpdateFlag = -1;
  25918. _this._alternateProjectionUpdateFlag = -1;
  25919. /** @hidden */
  25920. _this._toBeDisposed = new Array(256);
  25921. _this._activeRequests = new Array();
  25922. _this._pendingData = new Array();
  25923. _this._isDisposed = false;
  25924. /**
  25925. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25926. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25927. */
  25928. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25929. _this._activeMeshes = new BABYLON.SmartArray(256);
  25930. _this._processedMaterials = new BABYLON.SmartArray(256);
  25931. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25932. /** @hidden */
  25933. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25934. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25935. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25936. /** @hidden */
  25937. _this._activeAnimatables = new Array();
  25938. _this._transformMatrix = BABYLON.Matrix.Zero();
  25939. _this._useAlternateCameraConfiguration = false;
  25940. _this._alternateRendering = false;
  25941. _this._wheelEventName = "";
  25942. /**
  25943. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25944. * This is useful if there are more lights that the maximum simulteanous authorized
  25945. */
  25946. _this.requireLightSorting = false;
  25947. /**
  25948. * @hidden
  25949. * Backing store of defined scene components.
  25950. */
  25951. _this._components = [];
  25952. /**
  25953. * @hidden
  25954. * Backing store of defined scene components.
  25955. */
  25956. _this._serializableComponents = [];
  25957. /**
  25958. * List of components to register on the next registration step.
  25959. */
  25960. _this._transientComponents = [];
  25961. /**
  25962. * @hidden
  25963. * Defines the actions happening before camera updates.
  25964. */
  25965. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25966. /**
  25967. * @hidden
  25968. * Defines the actions happening before clear the canvas.
  25969. */
  25970. _this._beforeClearStage = BABYLON.Stage.Create();
  25971. /**
  25972. * @hidden
  25973. * Defines the actions when collecting render targets for the frame.
  25974. */
  25975. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25976. /**
  25977. * @hidden
  25978. * Defines the actions happening for one camera in the frame.
  25979. */
  25980. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25981. /**
  25982. * @hidden
  25983. * Defines the actions happening during the per mesh ready checks.
  25984. */
  25985. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25986. /**
  25987. * @hidden
  25988. * Defines the actions happening before evaluate active mesh checks.
  25989. */
  25990. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25991. /**
  25992. * @hidden
  25993. * Defines the actions happening during the evaluate sub mesh checks.
  25994. */
  25995. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25996. /**
  25997. * @hidden
  25998. * Defines the actions happening during the active mesh stage.
  25999. */
  26000. _this._activeMeshStage = BABYLON.Stage.Create();
  26001. /**
  26002. * @hidden
  26003. * Defines the actions happening during the per camera render target step.
  26004. */
  26005. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26006. /**
  26007. * @hidden
  26008. * Defines the actions happening just before the active camera is drawing.
  26009. */
  26010. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26011. /**
  26012. * @hidden
  26013. * Defines the actions happening just before a rendering group is drawing.
  26014. */
  26015. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26016. /**
  26017. * @hidden
  26018. * Defines the actions happening just before a mesh is drawing.
  26019. */
  26020. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26021. /**
  26022. * @hidden
  26023. * Defines the actions happening just after a mesh has been drawn.
  26024. */
  26025. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26026. /**
  26027. * @hidden
  26028. * Defines the actions happening just after a rendering group has been drawn.
  26029. */
  26030. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26031. /**
  26032. * @hidden
  26033. * Defines the actions happening just after the active camera has been drawn.
  26034. */
  26035. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26036. /**
  26037. * @hidden
  26038. * Defines the actions happening just after rendering all cameras and computing intersections.
  26039. */
  26040. _this._afterRenderStage = BABYLON.Stage.Create();
  26041. /**
  26042. * @hidden
  26043. * Defines the actions happening when a pointer move event happens.
  26044. */
  26045. _this._pointerMoveStage = BABYLON.Stage.Create();
  26046. /**
  26047. * @hidden
  26048. * Defines the actions happening when a pointer down event happens.
  26049. */
  26050. _this._pointerDownStage = BABYLON.Stage.Create();
  26051. /**
  26052. * @hidden
  26053. * Defines the actions happening when a pointer up event happens.
  26054. */
  26055. _this._pointerUpStage = BABYLON.Stage.Create();
  26056. /**
  26057. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26058. */
  26059. _this.geometriesById = null;
  26060. _this._defaultMeshCandidates = {
  26061. data: [],
  26062. length: 0
  26063. };
  26064. _this._defaultSubMeshCandidates = {
  26065. data: [],
  26066. length: 0
  26067. };
  26068. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26069. _this._activeMeshesFrozen = false;
  26070. /** @hidden */
  26071. _this._allowPostProcessClearColor = true;
  26072. /**
  26073. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26074. */
  26075. _this.getDeterministicFrameTime = function () {
  26076. return 1000.0 / 60.0; // frame time in ms
  26077. };
  26078. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26079. _this._blockMaterialDirtyMechanism = false;
  26080. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26081. _this._engine.scenes.push(_this);
  26082. _this._uid = null;
  26083. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26084. if (BABYLON.PostProcessManager) {
  26085. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26086. }
  26087. if (BABYLON.Tools.IsWindowObjectExist()) {
  26088. _this.attachControl();
  26089. }
  26090. //collision coordinator initialization. For now legacy per default.
  26091. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26092. // Uniform Buffer
  26093. _this._createUbo();
  26094. // Default Image processing definition
  26095. if (BABYLON.ImageProcessingConfiguration) {
  26096. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26097. }
  26098. _this.setDefaultCandidateProviders();
  26099. if (options && options.useGeometryIdsMap === true) {
  26100. _this.geometriesById = {};
  26101. }
  26102. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26103. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26104. return _this;
  26105. }
  26106. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26107. /**
  26108. * Texture used in all pbr material as the reflection texture.
  26109. * As in the majority of the scene they are the same (exception for multi room and so on),
  26110. * this is easier to reference from here than from all the materials.
  26111. */
  26112. get: function () {
  26113. return this._environmentTexture;
  26114. },
  26115. /**
  26116. * Texture used in all pbr material as the reflection texture.
  26117. * As in the majority of the scene they are the same (exception for multi room and so on),
  26118. * this is easier to set here than in all the materials.
  26119. */
  26120. set: function (value) {
  26121. if (this._environmentTexture === value) {
  26122. return;
  26123. }
  26124. this._environmentTexture = value;
  26125. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26126. },
  26127. enumerable: true,
  26128. configurable: true
  26129. });
  26130. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26131. /**
  26132. * Default image processing configuration used either in the rendering
  26133. * Forward main pass or through the imageProcessingPostProcess if present.
  26134. * As in the majority of the scene they are the same (exception for multi camera),
  26135. * this is easier to reference from here than from all the materials and post process.
  26136. *
  26137. * No setter as we it is a shared configuration, you can set the values instead.
  26138. */
  26139. get: function () {
  26140. return this._imageProcessingConfiguration;
  26141. },
  26142. enumerable: true,
  26143. configurable: true
  26144. });
  26145. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26146. get: function () {
  26147. return this._forceWireframe;
  26148. },
  26149. /**
  26150. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26151. */
  26152. set: function (value) {
  26153. if (this._forceWireframe === value) {
  26154. return;
  26155. }
  26156. this._forceWireframe = value;
  26157. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26158. },
  26159. enumerable: true,
  26160. configurable: true
  26161. });
  26162. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26163. get: function () {
  26164. return this._forcePointsCloud;
  26165. },
  26166. /**
  26167. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26168. */
  26169. set: function (value) {
  26170. if (this._forcePointsCloud === value) {
  26171. return;
  26172. }
  26173. this._forcePointsCloud = value;
  26174. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26175. },
  26176. enumerable: true,
  26177. configurable: true
  26178. });
  26179. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26180. /**
  26181. * Gets or sets the animation properties override
  26182. */
  26183. get: function () {
  26184. return this._animationPropertiesOverride;
  26185. },
  26186. set: function (value) {
  26187. this._animationPropertiesOverride = value;
  26188. },
  26189. enumerable: true,
  26190. configurable: true
  26191. });
  26192. Object.defineProperty(Scene.prototype, "onDispose", {
  26193. /** Sets a function to be executed when this scene is disposed. */
  26194. set: function (callback) {
  26195. if (this._onDisposeObserver) {
  26196. this.onDisposeObservable.remove(this._onDisposeObserver);
  26197. }
  26198. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26199. },
  26200. enumerable: true,
  26201. configurable: true
  26202. });
  26203. Object.defineProperty(Scene.prototype, "beforeRender", {
  26204. /** Sets a function to be executed before rendering this scene */
  26205. set: function (callback) {
  26206. if (this._onBeforeRenderObserver) {
  26207. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26208. }
  26209. if (callback) {
  26210. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26211. }
  26212. },
  26213. enumerable: true,
  26214. configurable: true
  26215. });
  26216. Object.defineProperty(Scene.prototype, "afterRender", {
  26217. /** Sets a function to be executed after rendering this scene */
  26218. set: function (callback) {
  26219. if (this._onAfterRenderObserver) {
  26220. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26221. }
  26222. if (callback) {
  26223. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26224. }
  26225. },
  26226. enumerable: true,
  26227. configurable: true
  26228. });
  26229. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26230. /** Sets a function to be executed before rendering a camera*/
  26231. set: function (callback) {
  26232. if (this._onBeforeCameraRenderObserver) {
  26233. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26234. }
  26235. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26236. },
  26237. enumerable: true,
  26238. configurable: true
  26239. });
  26240. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26241. /** Sets a function to be executed after rendering a camera*/
  26242. set: function (callback) {
  26243. if (this._onAfterCameraRenderObserver) {
  26244. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26245. }
  26246. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26247. },
  26248. enumerable: true,
  26249. configurable: true
  26250. });
  26251. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26252. /**
  26253. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26254. */
  26255. get: function () {
  26256. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26257. },
  26258. enumerable: true,
  26259. configurable: true
  26260. });
  26261. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26262. get: function () {
  26263. return this._useRightHandedSystem;
  26264. },
  26265. /**
  26266. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26267. */
  26268. set: function (value) {
  26269. if (this._useRightHandedSystem === value) {
  26270. return;
  26271. }
  26272. this._useRightHandedSystem = value;
  26273. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26274. },
  26275. enumerable: true,
  26276. configurable: true
  26277. });
  26278. /**
  26279. * Sets the step Id used by deterministic lock step
  26280. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26281. * @param newStepId defines the step Id
  26282. */
  26283. Scene.prototype.setStepId = function (newStepId) {
  26284. this._currentStepId = newStepId;
  26285. };
  26286. /**
  26287. * Gets the step Id used by deterministic lock step
  26288. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26289. * @returns the step Id
  26290. */
  26291. Scene.prototype.getStepId = function () {
  26292. return this._currentStepId;
  26293. };
  26294. /**
  26295. * Gets the internal step used by deterministic lock step
  26296. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26297. * @returns the internal step
  26298. */
  26299. Scene.prototype.getInternalStep = function () {
  26300. return this._currentInternalStep;
  26301. };
  26302. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26303. get: function () {
  26304. return this._fogEnabled;
  26305. },
  26306. /**
  26307. * Gets or sets a boolean indicating if fog is enabled on this scene
  26308. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26309. * (Default is true)
  26310. */
  26311. set: function (value) {
  26312. if (this._fogEnabled === value) {
  26313. return;
  26314. }
  26315. this._fogEnabled = value;
  26316. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26317. },
  26318. enumerable: true,
  26319. configurable: true
  26320. });
  26321. Object.defineProperty(Scene.prototype, "fogMode", {
  26322. get: function () {
  26323. return this._fogMode;
  26324. },
  26325. /**
  26326. * Gets or sets the fog mode to use
  26327. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26328. * | mode | value |
  26329. * | --- | --- |
  26330. * | FOGMODE_NONE | 0 |
  26331. * | FOGMODE_EXP | 1 |
  26332. * | FOGMODE_EXP2 | 2 |
  26333. * | FOGMODE_LINEAR | 3 |
  26334. */
  26335. set: function (value) {
  26336. if (this._fogMode === value) {
  26337. return;
  26338. }
  26339. this._fogMode = value;
  26340. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26341. },
  26342. enumerable: true,
  26343. configurable: true
  26344. });
  26345. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26346. get: function () {
  26347. return this._shadowsEnabled;
  26348. },
  26349. /**
  26350. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26351. */
  26352. set: function (value) {
  26353. if (this._shadowsEnabled === value) {
  26354. return;
  26355. }
  26356. this._shadowsEnabled = value;
  26357. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26358. },
  26359. enumerable: true,
  26360. configurable: true
  26361. });
  26362. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26363. get: function () {
  26364. return this._lightsEnabled;
  26365. },
  26366. /**
  26367. * Gets or sets a boolean indicating if lights are enabled on this scene
  26368. */
  26369. set: function (value) {
  26370. if (this._lightsEnabled === value) {
  26371. return;
  26372. }
  26373. this._lightsEnabled = value;
  26374. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26375. },
  26376. enumerable: true,
  26377. configurable: true
  26378. });
  26379. Object.defineProperty(Scene.prototype, "activeCamera", {
  26380. /** Gets or sets the current active camera */
  26381. get: function () {
  26382. return this._activeCamera;
  26383. },
  26384. set: function (value) {
  26385. if (value === this._activeCamera) {
  26386. return;
  26387. }
  26388. this._activeCamera = value;
  26389. this.onActiveCameraChanged.notifyObservers(this);
  26390. },
  26391. enumerable: true,
  26392. configurable: true
  26393. });
  26394. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26395. /** The default material used on meshes when no material is affected */
  26396. get: function () {
  26397. if (!this._defaultMaterial) {
  26398. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26399. }
  26400. return this._defaultMaterial;
  26401. },
  26402. /** The default material used on meshes when no material is affected */
  26403. set: function (value) {
  26404. this._defaultMaterial = value;
  26405. },
  26406. enumerable: true,
  26407. configurable: true
  26408. });
  26409. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26410. get: function () {
  26411. return this._texturesEnabled;
  26412. },
  26413. /**
  26414. * Gets or sets a boolean indicating if textures are enabled on this scene
  26415. */
  26416. set: function (value) {
  26417. if (this._texturesEnabled === value) {
  26418. return;
  26419. }
  26420. this._texturesEnabled = value;
  26421. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26422. },
  26423. enumerable: true,
  26424. configurable: true
  26425. });
  26426. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26427. get: function () {
  26428. return this._skeletonsEnabled;
  26429. },
  26430. /**
  26431. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26432. */
  26433. set: function (value) {
  26434. if (this._skeletonsEnabled === value) {
  26435. return;
  26436. }
  26437. this._skeletonsEnabled = value;
  26438. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26439. },
  26440. enumerable: true,
  26441. configurable: true
  26442. });
  26443. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26444. /** @hidden */
  26445. get: function () {
  26446. return this._alternateRendering;
  26447. },
  26448. enumerable: true,
  26449. configurable: true
  26450. });
  26451. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26452. /**
  26453. * Gets the list of frustum planes (built from the active camera)
  26454. */
  26455. get: function () {
  26456. return this._frustumPlanes;
  26457. },
  26458. enumerable: true,
  26459. configurable: true
  26460. });
  26461. /**
  26462. * Registers the transient components if needed.
  26463. */
  26464. Scene.prototype._registerTransientComponents = function () {
  26465. // Register components that have been associated lately to the scene.
  26466. if (this._transientComponents.length > 0) {
  26467. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26468. var component = _a[_i];
  26469. component.register();
  26470. }
  26471. this._transientComponents = [];
  26472. }
  26473. };
  26474. /**
  26475. * @hidden
  26476. * Add a component to the scene.
  26477. * Note that the ccomponent could be registered on th next frame if this is called after
  26478. * the register component stage.
  26479. * @param component Defines the component to add to the scene
  26480. */
  26481. Scene.prototype._addComponent = function (component) {
  26482. this._components.push(component);
  26483. this._transientComponents.push(component);
  26484. var serializableComponent = component;
  26485. if (serializableComponent.addFromContainer) {
  26486. this._serializableComponents.push(serializableComponent);
  26487. }
  26488. };
  26489. /**
  26490. * @hidden
  26491. * Gets a component from the scene.
  26492. * @param name defines the name of the component to retrieve
  26493. * @returns the component or null if not present
  26494. */
  26495. Scene.prototype._getComponent = function (name) {
  26496. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26497. var component = _a[_i];
  26498. if (component.name === name) {
  26499. return component;
  26500. }
  26501. }
  26502. return null;
  26503. };
  26504. /**
  26505. * @hidden
  26506. */
  26507. Scene.prototype._getDefaultMeshCandidates = function () {
  26508. this._defaultMeshCandidates.data = this.meshes;
  26509. this._defaultMeshCandidates.length = this.meshes.length;
  26510. return this._defaultMeshCandidates;
  26511. };
  26512. /**
  26513. * @hidden
  26514. */
  26515. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26516. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26517. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26518. return this._defaultSubMeshCandidates;
  26519. };
  26520. /**
  26521. * Sets the default candidate providers for the scene.
  26522. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26523. * and getCollidingSubMeshCandidates to their default function
  26524. */
  26525. Scene.prototype.setDefaultCandidateProviders = function () {
  26526. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26527. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26528. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26529. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26530. };
  26531. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26532. /**
  26533. * Gets a boolean indicating if collisions are processed on a web worker
  26534. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26535. */
  26536. get: function () {
  26537. return this._workerCollisions;
  26538. },
  26539. set: function (enabled) {
  26540. if (!BABYLON.CollisionCoordinatorLegacy) {
  26541. return;
  26542. }
  26543. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26544. this._workerCollisions = enabled;
  26545. if (this.collisionCoordinator) {
  26546. this.collisionCoordinator.destroy();
  26547. }
  26548. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26549. this.collisionCoordinator.init(this);
  26550. },
  26551. enumerable: true,
  26552. configurable: true
  26553. });
  26554. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26555. /**
  26556. * Gets the mesh that is currently under the pointer
  26557. */
  26558. get: function () {
  26559. return this._pointerOverMesh;
  26560. },
  26561. enumerable: true,
  26562. configurable: true
  26563. });
  26564. Object.defineProperty(Scene.prototype, "pointerX", {
  26565. /**
  26566. * Gets the current on-screen X position of the pointer
  26567. */
  26568. get: function () {
  26569. return this._pointerX;
  26570. },
  26571. enumerable: true,
  26572. configurable: true
  26573. });
  26574. Object.defineProperty(Scene.prototype, "pointerY", {
  26575. /**
  26576. * Gets the current on-screen Y position of the pointer
  26577. */
  26578. get: function () {
  26579. return this._pointerY;
  26580. },
  26581. enumerable: true,
  26582. configurable: true
  26583. });
  26584. /**
  26585. * Gets the cached material (ie. the latest rendered one)
  26586. * @returns the cached material
  26587. */
  26588. Scene.prototype.getCachedMaterial = function () {
  26589. return this._cachedMaterial;
  26590. };
  26591. /**
  26592. * Gets the cached effect (ie. the latest rendered one)
  26593. * @returns the cached effect
  26594. */
  26595. Scene.prototype.getCachedEffect = function () {
  26596. return this._cachedEffect;
  26597. };
  26598. /**
  26599. * Gets the cached visibility state (ie. the latest rendered one)
  26600. * @returns the cached visibility state
  26601. */
  26602. Scene.prototype.getCachedVisibility = function () {
  26603. return this._cachedVisibility;
  26604. };
  26605. /**
  26606. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26607. * @param material defines the current material
  26608. * @param effect defines the current effect
  26609. * @param visibility defines the current visibility state
  26610. * @returns true if one parameter is not cached
  26611. */
  26612. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26613. if (visibility === void 0) { visibility = 1; }
  26614. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26615. };
  26616. /**
  26617. * Gets the engine associated with the scene
  26618. * @returns an Engine
  26619. */
  26620. Scene.prototype.getEngine = function () {
  26621. return this._engine;
  26622. };
  26623. /**
  26624. * Gets the total number of vertices rendered per frame
  26625. * @returns the total number of vertices rendered per frame
  26626. */
  26627. Scene.prototype.getTotalVertices = function () {
  26628. return this._totalVertices.current;
  26629. };
  26630. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26631. /**
  26632. * Gets the performance counter for total vertices
  26633. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26634. */
  26635. get: function () {
  26636. return this._totalVertices;
  26637. },
  26638. enumerable: true,
  26639. configurable: true
  26640. });
  26641. /**
  26642. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26643. * @returns the total number of active indices rendered per frame
  26644. */
  26645. Scene.prototype.getActiveIndices = function () {
  26646. return this._activeIndices.current;
  26647. };
  26648. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26649. /**
  26650. * Gets the performance counter for active indices
  26651. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26652. */
  26653. get: function () {
  26654. return this._activeIndices;
  26655. },
  26656. enumerable: true,
  26657. configurable: true
  26658. });
  26659. /**
  26660. * Gets the total number of active particles rendered per frame
  26661. * @returns the total number of active particles rendered per frame
  26662. */
  26663. Scene.prototype.getActiveParticles = function () {
  26664. return this._activeParticles.current;
  26665. };
  26666. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26667. /**
  26668. * Gets the performance counter for active particles
  26669. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26670. */
  26671. get: function () {
  26672. return this._activeParticles;
  26673. },
  26674. enumerable: true,
  26675. configurable: true
  26676. });
  26677. /**
  26678. * Gets the total number of active bones rendered per frame
  26679. * @returns the total number of active bones rendered per frame
  26680. */
  26681. Scene.prototype.getActiveBones = function () {
  26682. return this._activeBones.current;
  26683. };
  26684. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26685. /**
  26686. * Gets the performance counter for active bones
  26687. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26688. */
  26689. get: function () {
  26690. return this._activeBones;
  26691. },
  26692. enumerable: true,
  26693. configurable: true
  26694. });
  26695. /**
  26696. * Gets the array of active meshes
  26697. * @returns an array of AbstractMesh
  26698. */
  26699. Scene.prototype.getActiveMeshes = function () {
  26700. return this._activeMeshes;
  26701. };
  26702. /**
  26703. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26704. * @returns a number
  26705. */
  26706. Scene.prototype.getAnimationRatio = function () {
  26707. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26708. };
  26709. /**
  26710. * Gets an unique Id for the current render phase
  26711. * @returns a number
  26712. */
  26713. Scene.prototype.getRenderId = function () {
  26714. return this._renderId;
  26715. };
  26716. /**
  26717. * Gets an unique Id for the current frame
  26718. * @returns a number
  26719. */
  26720. Scene.prototype.getFrameId = function () {
  26721. return this._frameId;
  26722. };
  26723. /** Call this function if you want to manually increment the render Id*/
  26724. Scene.prototype.incrementRenderId = function () {
  26725. this._renderId++;
  26726. };
  26727. Scene.prototype._updatePointerPosition = function (evt) {
  26728. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26729. if (!canvasRect) {
  26730. return;
  26731. }
  26732. this._pointerX = evt.clientX - canvasRect.left;
  26733. this._pointerY = evt.clientY - canvasRect.top;
  26734. this._unTranslatedPointerX = this._pointerX;
  26735. this._unTranslatedPointerY = this._pointerY;
  26736. };
  26737. Scene.prototype._createUbo = function () {
  26738. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26739. this._sceneUbo.addUniform("viewProjection", 16);
  26740. this._sceneUbo.addUniform("view", 16);
  26741. };
  26742. Scene.prototype._createAlternateUbo = function () {
  26743. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26744. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26745. this._alternateSceneUbo.addUniform("view", 16);
  26746. };
  26747. // Pointers handling
  26748. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26749. if (pointerInfo.pickInfo) {
  26750. if (!pointerInfo.pickInfo.ray) {
  26751. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26752. }
  26753. }
  26754. };
  26755. /**
  26756. * Use this method to simulate a pointer move on a mesh
  26757. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26758. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26759. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26760. * @returns the current scene
  26761. */
  26762. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26763. var evt = new PointerEvent("pointermove", pointerEventInit);
  26764. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26765. return this;
  26766. }
  26767. return this._processPointerMove(pickResult, evt);
  26768. };
  26769. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26770. var canvas = this._engine.getRenderingCanvas();
  26771. if (!canvas) {
  26772. return this;
  26773. }
  26774. // Restore pointer
  26775. canvas.style.cursor = this.defaultCursor;
  26776. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26777. if (isMeshPicked) {
  26778. this.setPointerOverMesh(pickResult.pickedMesh);
  26779. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26780. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26781. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26782. }
  26783. else {
  26784. canvas.style.cursor = this.hoverCursor;
  26785. }
  26786. }
  26787. }
  26788. else {
  26789. this.setPointerOverMesh(null);
  26790. }
  26791. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26792. var step = _a[_i];
  26793. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26794. }
  26795. if (pickResult) {
  26796. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26797. if (this.onPointerMove) {
  26798. this.onPointerMove(evt, pickResult, type);
  26799. }
  26800. if (this.onPointerObservable.hasObservers()) {
  26801. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26802. this._setRayOnPointerInfo(pi);
  26803. this.onPointerObservable.notifyObservers(pi, type);
  26804. }
  26805. }
  26806. return this;
  26807. };
  26808. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26809. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26810. if (pickResult) {
  26811. pi.ray = pickResult.ray;
  26812. }
  26813. this.onPrePointerObservable.notifyObservers(pi, type);
  26814. if (pi.skipOnPointerObservable) {
  26815. return true;
  26816. }
  26817. else {
  26818. return false;
  26819. }
  26820. };
  26821. /**
  26822. * Use this method to simulate a pointer down on a mesh
  26823. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26824. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26825. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26826. * @returns the current scene
  26827. */
  26828. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26829. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26830. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26831. return this;
  26832. }
  26833. return this._processPointerDown(pickResult, evt);
  26834. };
  26835. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26836. var _this = this;
  26837. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26838. this._pickedDownMesh = pickResult.pickedMesh;
  26839. var actionManager = pickResult.pickedMesh.actionManager;
  26840. if (actionManager) {
  26841. if (actionManager.hasPickTriggers) {
  26842. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26843. switch (evt.button) {
  26844. case 0:
  26845. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26846. break;
  26847. case 1:
  26848. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26849. break;
  26850. case 2:
  26851. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26852. break;
  26853. }
  26854. }
  26855. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26856. window.setTimeout(function () {
  26857. 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);
  26858. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26859. if (_this._totalPointersPressed !== 0 &&
  26860. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26861. !_this._isPointerSwiping()) {
  26862. _this._startingPointerTime = 0;
  26863. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26864. }
  26865. }
  26866. }, Scene.LongPressDelay);
  26867. }
  26868. }
  26869. }
  26870. else {
  26871. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26872. var step = _a[_i];
  26873. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26874. }
  26875. }
  26876. if (pickResult) {
  26877. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26878. if (this.onPointerDown) {
  26879. this.onPointerDown(evt, pickResult, type);
  26880. }
  26881. if (this.onPointerObservable.hasObservers()) {
  26882. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26883. this._setRayOnPointerInfo(pi);
  26884. this.onPointerObservable.notifyObservers(pi, type);
  26885. }
  26886. }
  26887. return this;
  26888. };
  26889. /**
  26890. * Use this method to simulate a pointer up on a mesh
  26891. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26892. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26893. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26894. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26895. * @returns the current scene
  26896. */
  26897. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  26898. var evt = new PointerEvent("pointerup", pointerEventInit);
  26899. var clickInfo = new ClickInfo();
  26900. if (doubleTap) {
  26901. clickInfo.doubleClick = true;
  26902. }
  26903. else {
  26904. clickInfo.singleClick = true;
  26905. }
  26906. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26907. return this;
  26908. }
  26909. return this._processPointerUp(pickResult, evt, clickInfo);
  26910. };
  26911. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26912. if (pickResult && pickResult && pickResult.pickedMesh) {
  26913. this._pickedUpMesh = pickResult.pickedMesh;
  26914. if (this._pickedDownMesh === this._pickedUpMesh) {
  26915. if (this.onPointerPick) {
  26916. this.onPointerPick(evt, pickResult);
  26917. }
  26918. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26919. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26920. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26921. this._setRayOnPointerInfo(pi);
  26922. this.onPointerObservable.notifyObservers(pi, type_1);
  26923. }
  26924. }
  26925. if (pickResult.pickedMesh.actionManager) {
  26926. if (clickInfo.ignore) {
  26927. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26928. }
  26929. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26930. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26931. }
  26932. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26933. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26934. }
  26935. }
  26936. }
  26937. else {
  26938. if (!clickInfo.ignore) {
  26939. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26940. var step = _a[_i];
  26941. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26942. }
  26943. }
  26944. }
  26945. if (this._pickedDownMesh &&
  26946. this._pickedDownMesh.actionManager &&
  26947. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26948. this._pickedDownMesh !== this._pickedUpMesh) {
  26949. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26950. }
  26951. var type = 0;
  26952. if (this.onPointerObservable.hasObservers()) {
  26953. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  26954. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26955. type = BABYLON.PointerEventTypes.POINTERTAP;
  26956. }
  26957. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26958. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26959. }
  26960. if (type) {
  26961. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26962. this._setRayOnPointerInfo(pi);
  26963. this.onPointerObservable.notifyObservers(pi, type);
  26964. }
  26965. }
  26966. if (!clickInfo.ignore) {
  26967. type = BABYLON.PointerEventTypes.POINTERUP;
  26968. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26969. this._setRayOnPointerInfo(pi);
  26970. this.onPointerObservable.notifyObservers(pi, type);
  26971. }
  26972. }
  26973. if (this.onPointerUp && !clickInfo.ignore) {
  26974. this.onPointerUp(evt, pickResult, type);
  26975. }
  26976. return this;
  26977. };
  26978. /**
  26979. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26980. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26981. * @returns true if the pointer was captured
  26982. */
  26983. Scene.prototype.isPointerCaptured = function (pointerId) {
  26984. if (pointerId === void 0) { pointerId = 0; }
  26985. return this._pointerCaptures[pointerId];
  26986. };
  26987. /** @hidden */
  26988. Scene.prototype._isPointerSwiping = function () {
  26989. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26990. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26991. };
  26992. /**
  26993. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26994. * @param attachUp defines if you want to attach events to pointerup
  26995. * @param attachDown defines if you want to attach events to pointerdown
  26996. * @param attachMove defines if you want to attach events to pointermove
  26997. */
  26998. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26999. var _this = this;
  27000. if (attachUp === void 0) { attachUp = true; }
  27001. if (attachDown === void 0) { attachDown = true; }
  27002. if (attachMove === void 0) { attachMove = true; }
  27003. this._initActionManager = function (act, clickInfo) {
  27004. if (!_this._meshPickProceed) {
  27005. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27006. _this._currentPickResult = pickResult;
  27007. if (pickResult) {
  27008. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27009. }
  27010. _this._meshPickProceed = true;
  27011. }
  27012. return act;
  27013. };
  27014. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27015. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27016. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27017. btn !== _this._previousButtonPressed) {
  27018. _this._doubleClickOccured = false;
  27019. clickInfo.singleClick = true;
  27020. clickInfo.ignore = false;
  27021. cb(clickInfo, _this._currentPickResult);
  27022. }
  27023. };
  27024. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27025. var clickInfo = new ClickInfo();
  27026. _this._currentPickResult = null;
  27027. var act = null;
  27028. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27029. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27030. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27031. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27032. act = _this._initActionManager(act, clickInfo);
  27033. if (act) {
  27034. checkPicking = act.hasPickTriggers;
  27035. }
  27036. }
  27037. var needToIgnoreNext = false;
  27038. if (checkPicking) {
  27039. var btn = evt.button;
  27040. clickInfo.hasSwiped = _this._isPointerSwiping();
  27041. if (!clickInfo.hasSwiped) {
  27042. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27043. if (!checkSingleClickImmediately) {
  27044. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27045. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27046. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27047. act = _this._initActionManager(act, clickInfo);
  27048. if (act) {
  27049. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27050. }
  27051. }
  27052. }
  27053. if (checkSingleClickImmediately) {
  27054. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27055. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27056. btn !== _this._previousButtonPressed) {
  27057. clickInfo.singleClick = true;
  27058. cb(clickInfo, _this._currentPickResult);
  27059. needToIgnoreNext = true;
  27060. }
  27061. }
  27062. // at least one double click is required to be check and exclusive double click is enabled
  27063. else {
  27064. // wait that no double click has been raised during the double click delay
  27065. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27066. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27067. }
  27068. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27069. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27070. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27071. act = _this._initActionManager(act, clickInfo);
  27072. if (act) {
  27073. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27074. }
  27075. }
  27076. if (checkDoubleClick) {
  27077. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27078. if (btn === _this._previousButtonPressed &&
  27079. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27080. !_this._doubleClickOccured) {
  27081. // pointer has not moved for 2 clicks, it's a double click
  27082. if (!clickInfo.hasSwiped &&
  27083. !_this._isPointerSwiping()) {
  27084. _this._previousStartingPointerTime = 0;
  27085. _this._doubleClickOccured = true;
  27086. clickInfo.doubleClick = true;
  27087. clickInfo.ignore = false;
  27088. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27089. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27090. }
  27091. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27092. cb(clickInfo, _this._currentPickResult);
  27093. }
  27094. // if the two successive clicks are too far, it's just two simple clicks
  27095. else {
  27096. _this._doubleClickOccured = false;
  27097. _this._previousStartingPointerTime = _this._startingPointerTime;
  27098. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27099. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27100. _this._previousButtonPressed = btn;
  27101. if (Scene.ExclusiveDoubleClickMode) {
  27102. if (_this._previousDelayedSimpleClickTimeout) {
  27103. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27104. }
  27105. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27106. cb(clickInfo, _this._previousPickResult);
  27107. }
  27108. else {
  27109. cb(clickInfo, _this._currentPickResult);
  27110. }
  27111. }
  27112. needToIgnoreNext = true;
  27113. }
  27114. // just the first click of the double has been raised
  27115. else {
  27116. _this._doubleClickOccured = false;
  27117. _this._previousStartingPointerTime = _this._startingPointerTime;
  27118. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27119. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27120. _this._previousButtonPressed = btn;
  27121. }
  27122. }
  27123. }
  27124. }
  27125. if (!needToIgnoreNext) {
  27126. cb(clickInfo, _this._currentPickResult);
  27127. }
  27128. };
  27129. this._onPointerMove = function (evt) {
  27130. _this._updatePointerPosition(evt);
  27131. // PreObservable support
  27132. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27133. return;
  27134. }
  27135. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27136. return;
  27137. }
  27138. if (!_this.pointerMovePredicate) {
  27139. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27140. }
  27141. // Meshes
  27142. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27143. _this._processPointerMove(pickResult, evt);
  27144. };
  27145. this._onPointerDown = function (evt) {
  27146. _this._totalPointersPressed++;
  27147. _this._pickedDownMesh = null;
  27148. _this._meshPickProceed = false;
  27149. _this._updatePointerPosition(evt);
  27150. if (_this.preventDefaultOnPointerDown && canvas) {
  27151. evt.preventDefault();
  27152. canvas.focus();
  27153. }
  27154. _this._startingPointerPosition.x = _this._pointerX;
  27155. _this._startingPointerPosition.y = _this._pointerY;
  27156. _this._startingPointerTime = Date.now();
  27157. // PreObservable support
  27158. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27159. return;
  27160. }
  27161. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27162. return;
  27163. }
  27164. _this._pointerCaptures[evt.pointerId] = true;
  27165. if (!_this.pointerDownPredicate) {
  27166. _this.pointerDownPredicate = function (mesh) {
  27167. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27168. };
  27169. }
  27170. // Meshes
  27171. _this._pickedDownMesh = null;
  27172. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27173. _this._processPointerDown(pickResult, evt);
  27174. };
  27175. this._onPointerUp = function (evt) {
  27176. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27177. return; // So we need to test it the pointer down was pressed before.
  27178. }
  27179. _this._totalPointersPressed--;
  27180. _this._pickedUpMesh = null;
  27181. _this._meshPickProceed = false;
  27182. _this._updatePointerPosition(evt);
  27183. if (_this.preventDefaultOnPointerUp && canvas) {
  27184. evt.preventDefault();
  27185. canvas.focus();
  27186. }
  27187. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27188. _this._pointerCaptures[evt.pointerId] = false;
  27189. // PreObservable support
  27190. if (_this.onPrePointerObservable.hasObservers()) {
  27191. if (!clickInfo.ignore) {
  27192. if (!clickInfo.hasSwiped) {
  27193. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27194. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27195. return;
  27196. }
  27197. }
  27198. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27199. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27200. return;
  27201. }
  27202. }
  27203. }
  27204. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27205. return;
  27206. }
  27207. }
  27208. }
  27209. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27210. return;
  27211. }
  27212. if (!_this.pointerUpPredicate) {
  27213. _this.pointerUpPredicate = function (mesh) {
  27214. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27215. };
  27216. }
  27217. // Meshes
  27218. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27219. _this._initActionManager(null, clickInfo);
  27220. }
  27221. if (!pickResult) {
  27222. pickResult = _this._currentPickResult;
  27223. }
  27224. _this._processPointerUp(pickResult, evt, clickInfo);
  27225. _this._previousPickResult = _this._currentPickResult;
  27226. });
  27227. };
  27228. this._onKeyDown = function (evt) {
  27229. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27230. if (_this.onPreKeyboardObservable.hasObservers()) {
  27231. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27232. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27233. if (pi.skipOnPointerObservable) {
  27234. return;
  27235. }
  27236. }
  27237. if (_this.onKeyboardObservable.hasObservers()) {
  27238. var pi = new BABYLON.KeyboardInfo(type, evt);
  27239. _this.onKeyboardObservable.notifyObservers(pi, type);
  27240. }
  27241. if (_this.actionManager) {
  27242. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27243. }
  27244. };
  27245. this._onKeyUp = function (evt) {
  27246. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27247. if (_this.onPreKeyboardObservable.hasObservers()) {
  27248. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27249. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27250. if (pi.skipOnPointerObservable) {
  27251. return;
  27252. }
  27253. }
  27254. if (_this.onKeyboardObservable.hasObservers()) {
  27255. var pi = new BABYLON.KeyboardInfo(type, evt);
  27256. _this.onKeyboardObservable.notifyObservers(pi, type);
  27257. }
  27258. if (_this.actionManager) {
  27259. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27260. }
  27261. };
  27262. var engine = this.getEngine();
  27263. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27264. if (!canvas) {
  27265. return;
  27266. }
  27267. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27268. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27269. });
  27270. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27271. if (!canvas) {
  27272. return;
  27273. }
  27274. canvas.removeEventListener("keydown", _this._onKeyDown);
  27275. canvas.removeEventListener("keyup", _this._onKeyUp);
  27276. });
  27277. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27278. var canvas = this._engine.getRenderingCanvas();
  27279. if (!canvas) {
  27280. return;
  27281. }
  27282. if (attachMove) {
  27283. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27284. // Wheel
  27285. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27286. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27287. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27288. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27289. }
  27290. if (attachDown) {
  27291. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27292. }
  27293. if (attachUp) {
  27294. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27295. }
  27296. canvas.tabIndex = 1;
  27297. };
  27298. /** Detaches all event handlers*/
  27299. Scene.prototype.detachControl = function () {
  27300. var engine = this.getEngine();
  27301. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27302. var canvas = engine.getRenderingCanvas();
  27303. if (!canvas) {
  27304. return;
  27305. }
  27306. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27307. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27308. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27309. if (this._onCanvasBlurObserver) {
  27310. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27311. }
  27312. if (this._onCanvasFocusObserver) {
  27313. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27314. }
  27315. // Wheel
  27316. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27317. // Keyboard
  27318. canvas.removeEventListener("keydown", this._onKeyDown);
  27319. canvas.removeEventListener("keyup", this._onKeyUp);
  27320. // Observables
  27321. this.onKeyboardObservable.clear();
  27322. this.onPreKeyboardObservable.clear();
  27323. this.onPointerObservable.clear();
  27324. this.onPrePointerObservable.clear();
  27325. };
  27326. /**
  27327. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27328. * Delay loaded resources are not taking in account
  27329. * @return true if all required resources are ready
  27330. */
  27331. Scene.prototype.isReady = function () {
  27332. if (this._isDisposed) {
  27333. return false;
  27334. }
  27335. var index;
  27336. var engine = this.getEngine();
  27337. // Effects
  27338. if (!engine.areAllEffectsReady()) {
  27339. return false;
  27340. }
  27341. // Pending data
  27342. if (this._pendingData.length > 0) {
  27343. return false;
  27344. }
  27345. // Meshes
  27346. for (index = 0; index < this.meshes.length; index++) {
  27347. var mesh = this.meshes[index];
  27348. if (!mesh.isEnabled()) {
  27349. continue;
  27350. }
  27351. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27352. continue;
  27353. }
  27354. if (!mesh.isReady(true)) {
  27355. return false;
  27356. }
  27357. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27358. // Is Ready For Mesh
  27359. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27360. var step = _a[_i];
  27361. if (!step.action(mesh, hardwareInstancedRendering)) {
  27362. return false;
  27363. }
  27364. }
  27365. }
  27366. // Geometries
  27367. for (index = 0; index < this.geometries.length; index++) {
  27368. var geometry = this.geometries[index];
  27369. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27370. return false;
  27371. }
  27372. }
  27373. // Post-processes
  27374. if (this.activeCameras && this.activeCameras.length > 0) {
  27375. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27376. var camera = _c[_b];
  27377. if (!camera.isReady(true)) {
  27378. return false;
  27379. }
  27380. }
  27381. }
  27382. else if (this.activeCamera) {
  27383. if (!this.activeCamera.isReady(true)) {
  27384. return false;
  27385. }
  27386. }
  27387. // Particles
  27388. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27389. var particleSystem = _e[_d];
  27390. if (!particleSystem.isReady()) {
  27391. return false;
  27392. }
  27393. }
  27394. return true;
  27395. };
  27396. /** Resets all cached information relative to material (including effect and visibility) */
  27397. Scene.prototype.resetCachedMaterial = function () {
  27398. this._cachedMaterial = null;
  27399. this._cachedEffect = null;
  27400. this._cachedVisibility = null;
  27401. };
  27402. /**
  27403. * Registers a function to be called before every frame render
  27404. * @param func defines the function to register
  27405. */
  27406. Scene.prototype.registerBeforeRender = function (func) {
  27407. this.onBeforeRenderObservable.add(func);
  27408. };
  27409. /**
  27410. * Unregisters a function called before every frame render
  27411. * @param func defines the function to unregister
  27412. */
  27413. Scene.prototype.unregisterBeforeRender = function (func) {
  27414. this.onBeforeRenderObservable.removeCallback(func);
  27415. };
  27416. /**
  27417. * Registers a function to be called after every frame render
  27418. * @param func defines the function to register
  27419. */
  27420. Scene.prototype.registerAfterRender = function (func) {
  27421. this.onAfterRenderObservable.add(func);
  27422. };
  27423. /**
  27424. * Unregisters a function called after every frame render
  27425. * @param func defines the function to unregister
  27426. */
  27427. Scene.prototype.unregisterAfterRender = function (func) {
  27428. this.onAfterRenderObservable.removeCallback(func);
  27429. };
  27430. Scene.prototype._executeOnceBeforeRender = function (func) {
  27431. var _this = this;
  27432. var execFunc = function () {
  27433. func();
  27434. setTimeout(function () {
  27435. _this.unregisterBeforeRender(execFunc);
  27436. });
  27437. };
  27438. this.registerBeforeRender(execFunc);
  27439. };
  27440. /**
  27441. * The provided function will run before render once and will be disposed afterwards.
  27442. * A timeout delay can be provided so that the function will be executed in N ms.
  27443. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27444. * @param func The function to be executed.
  27445. * @param timeout optional delay in ms
  27446. */
  27447. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27448. var _this = this;
  27449. if (timeout !== undefined) {
  27450. setTimeout(function () {
  27451. _this._executeOnceBeforeRender(func);
  27452. }, timeout);
  27453. }
  27454. else {
  27455. this._executeOnceBeforeRender(func);
  27456. }
  27457. };
  27458. /** @hidden */
  27459. Scene.prototype._addPendingData = function (data) {
  27460. this._pendingData.push(data);
  27461. };
  27462. /** @hidden */
  27463. Scene.prototype._removePendingData = function (data) {
  27464. var wasLoading = this.isLoading;
  27465. var index = this._pendingData.indexOf(data);
  27466. if (index !== -1) {
  27467. this._pendingData.splice(index, 1);
  27468. }
  27469. if (wasLoading && !this.isLoading) {
  27470. this.onDataLoadedObservable.notifyObservers(this);
  27471. }
  27472. };
  27473. /**
  27474. * Returns the number of items waiting to be loaded
  27475. * @returns the number of items waiting to be loaded
  27476. */
  27477. Scene.prototype.getWaitingItemsCount = function () {
  27478. return this._pendingData.length;
  27479. };
  27480. Object.defineProperty(Scene.prototype, "isLoading", {
  27481. /**
  27482. * Returns a boolean indicating if the scene is still loading data
  27483. */
  27484. get: function () {
  27485. return this._pendingData.length > 0;
  27486. },
  27487. enumerable: true,
  27488. configurable: true
  27489. });
  27490. /**
  27491. * Registers a function to be executed when the scene is ready
  27492. * @param {Function} func - the function to be executed
  27493. */
  27494. Scene.prototype.executeWhenReady = function (func) {
  27495. var _this = this;
  27496. this.onReadyObservable.add(func);
  27497. if (this._executeWhenReadyTimeoutId !== -1) {
  27498. return;
  27499. }
  27500. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27501. _this._checkIsReady();
  27502. }, 150);
  27503. };
  27504. /**
  27505. * Returns a promise that resolves when the scene is ready
  27506. * @returns A promise that resolves when the scene is ready
  27507. */
  27508. Scene.prototype.whenReadyAsync = function () {
  27509. var _this = this;
  27510. return new Promise(function (resolve) {
  27511. _this.executeWhenReady(function () {
  27512. resolve();
  27513. });
  27514. });
  27515. };
  27516. /** @hidden */
  27517. Scene.prototype._checkIsReady = function () {
  27518. var _this = this;
  27519. this._registerTransientComponents();
  27520. if (this.isReady()) {
  27521. this.onReadyObservable.notifyObservers(this);
  27522. this.onReadyObservable.clear();
  27523. this._executeWhenReadyTimeoutId = -1;
  27524. return;
  27525. }
  27526. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27527. _this._checkIsReady();
  27528. }, 150);
  27529. };
  27530. // Animations
  27531. /**
  27532. * Will start the animation sequence of a given target
  27533. * @param target defines the target
  27534. * @param from defines from which frame should animation start
  27535. * @param to defines until which frame should animation run.
  27536. * @param weight defines the weight to apply to the animation (1.0 by default)
  27537. * @param loop defines if the animation loops
  27538. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27539. * @param onAnimationEnd defines the function to be executed when the animation ends
  27540. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27541. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27542. * @returns the animatable object created for this animation
  27543. */
  27544. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27545. if (weight === void 0) { weight = 1.0; }
  27546. if (speedRatio === void 0) { speedRatio = 1.0; }
  27547. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27548. returnedAnimatable.weight = weight;
  27549. return returnedAnimatable;
  27550. };
  27551. /**
  27552. * Will start the animation sequence of a given target
  27553. * @param target defines the target
  27554. * @param from defines from which frame should animation start
  27555. * @param to defines until which frame should animation run.
  27556. * @param loop defines if the animation loops
  27557. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27558. * @param onAnimationEnd defines the function to be executed when the animation ends
  27559. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27560. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27561. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27562. * @returns the animatable object created for this animation
  27563. */
  27564. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27565. if (speedRatio === void 0) { speedRatio = 1.0; }
  27566. if (stopCurrent === void 0) { stopCurrent = true; }
  27567. if (from > to && speedRatio > 0) {
  27568. speedRatio *= -1;
  27569. }
  27570. if (stopCurrent) {
  27571. this.stopAnimation(target, undefined, targetMask);
  27572. }
  27573. if (!animatable) {
  27574. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27575. }
  27576. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27577. // Local animations
  27578. if (target.animations && shouldRunTargetAnimations) {
  27579. animatable.appendAnimations(target, target.animations);
  27580. }
  27581. // Children animations
  27582. if (target.getAnimatables) {
  27583. var animatables = target.getAnimatables();
  27584. for (var index = 0; index < animatables.length; index++) {
  27585. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27586. }
  27587. }
  27588. animatable.reset();
  27589. return animatable;
  27590. };
  27591. /**
  27592. * Will start the animation sequence of a given target and its hierarchy
  27593. * @param target defines the target
  27594. * @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.
  27595. * @param from defines from which frame should animation start
  27596. * @param to defines until which frame should animation run.
  27597. * @param loop defines if the animation loops
  27598. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27599. * @param onAnimationEnd defines the function to be executed when the animation ends
  27600. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27601. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27602. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27603. * @returns the list of created animatables
  27604. */
  27605. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27606. if (speedRatio === void 0) { speedRatio = 1.0; }
  27607. if (stopCurrent === void 0) { stopCurrent = true; }
  27608. var children = target.getDescendants(directDescendantsOnly);
  27609. var result = [];
  27610. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27611. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27612. var child = children_1[_i];
  27613. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27614. }
  27615. return result;
  27616. };
  27617. /**
  27618. * Begin a new animation on a given node
  27619. * @param target defines the target where the animation will take place
  27620. * @param animations defines the list of animations to start
  27621. * @param from defines the initial value
  27622. * @param to defines the final value
  27623. * @param loop defines if you want animation to loop (off by default)
  27624. * @param speedRatio defines the speed ratio to apply to all animations
  27625. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27626. * @returns the list of created animatables
  27627. */
  27628. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27629. if (speedRatio === undefined) {
  27630. speedRatio = 1.0;
  27631. }
  27632. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27633. return animatable;
  27634. };
  27635. /**
  27636. * Begin a new animation on a given node and its hierarchy
  27637. * @param target defines the root node where the animation will take place
  27638. * @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.
  27639. * @param animations defines the list of animations to start
  27640. * @param from defines the initial value
  27641. * @param to defines the final value
  27642. * @param loop defines if you want animation to loop (off by default)
  27643. * @param speedRatio defines the speed ratio to apply to all animations
  27644. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27645. * @returns the list of animatables created for all nodes
  27646. */
  27647. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27648. var children = target.getDescendants(directDescendantsOnly);
  27649. var result = [];
  27650. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27651. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27652. var child = children_2[_i];
  27653. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27654. }
  27655. return result;
  27656. };
  27657. /**
  27658. * Gets the animatable associated with a specific target
  27659. * @param target defines the target of the animatable
  27660. * @returns the required animatable if found
  27661. */
  27662. Scene.prototype.getAnimatableByTarget = function (target) {
  27663. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27664. if (this._activeAnimatables[index].target === target) {
  27665. return this._activeAnimatables[index];
  27666. }
  27667. }
  27668. return null;
  27669. };
  27670. /**
  27671. * Gets all animatables associated with a given target
  27672. * @param target defines the target to look animatables for
  27673. * @returns an array of Animatables
  27674. */
  27675. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27676. var result = [];
  27677. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27678. if (this._activeAnimatables[index].target === target) {
  27679. result.push(this._activeAnimatables[index]);
  27680. }
  27681. }
  27682. return result;
  27683. };
  27684. Object.defineProperty(Scene.prototype, "animatables", {
  27685. /**
  27686. * Gets all animatable attached to the scene
  27687. */
  27688. get: function () {
  27689. return this._activeAnimatables;
  27690. },
  27691. enumerable: true,
  27692. configurable: true
  27693. });
  27694. /**
  27695. * Will stop the animation of the given target
  27696. * @param target - the target
  27697. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27698. * @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)
  27699. */
  27700. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27701. var animatables = this.getAllAnimatablesByTarget(target);
  27702. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27703. var animatable = animatables_1[_i];
  27704. animatable.stop(animationName, targetMask);
  27705. }
  27706. };
  27707. /**
  27708. * Stops and removes all animations that have been applied to the scene
  27709. */
  27710. Scene.prototype.stopAllAnimations = function () {
  27711. if (this._activeAnimatables) {
  27712. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27713. this._activeAnimatables[i].stop();
  27714. }
  27715. this._activeAnimatables = [];
  27716. }
  27717. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27718. var group = _a[_i];
  27719. group.stop();
  27720. }
  27721. };
  27722. Scene.prototype._animate = function () {
  27723. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27724. return;
  27725. }
  27726. // Getting time
  27727. var now = BABYLON.Tools.Now;
  27728. if (!this._animationTimeLast) {
  27729. if (this._pendingData.length > 0) {
  27730. return;
  27731. }
  27732. this._animationTimeLast = now;
  27733. }
  27734. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27735. this._animationTime += deltaTime;
  27736. this._animationTimeLast = now;
  27737. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27738. this._activeAnimatables[index]._animate(this._animationTime);
  27739. }
  27740. // Late animation bindings
  27741. this._processLateAnimationBindings();
  27742. };
  27743. /** @hidden */
  27744. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27745. var target = runtimeAnimation.target;
  27746. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27747. if (!target._lateAnimationHolders) {
  27748. target._lateAnimationHolders = {};
  27749. }
  27750. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27751. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27752. totalWeight: 0,
  27753. animations: [],
  27754. originalValue: originalValue
  27755. };
  27756. }
  27757. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27758. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27759. };
  27760. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27761. var normalizer = 1.0;
  27762. var finalPosition = BABYLON.Tmp.Vector3[0];
  27763. var finalScaling = BABYLON.Tmp.Vector3[1];
  27764. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27765. var startIndex = 0;
  27766. var originalAnimation = holder.animations[0];
  27767. var originalValue = holder.originalValue;
  27768. var scale = 1;
  27769. if (holder.totalWeight < 1.0) {
  27770. // We need to mix the original value in
  27771. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27772. scale = 1.0 - holder.totalWeight;
  27773. }
  27774. else {
  27775. startIndex = 1;
  27776. // We need to normalize the weights
  27777. normalizer = holder.totalWeight;
  27778. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27779. scale = originalAnimation.weight / normalizer;
  27780. if (scale == 1) {
  27781. return originalAnimation.currentValue;
  27782. }
  27783. }
  27784. finalScaling.scaleInPlace(scale);
  27785. finalPosition.scaleInPlace(scale);
  27786. finalQuaternion.scaleInPlace(scale);
  27787. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27788. var runtimeAnimation = holder.animations[animIndex];
  27789. var scale = runtimeAnimation.weight / normalizer;
  27790. var currentPosition = BABYLON.Tmp.Vector3[2];
  27791. var currentScaling = BABYLON.Tmp.Vector3[3];
  27792. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27793. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27794. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27795. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27796. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27797. }
  27798. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27799. return originalAnimation._workValue;
  27800. };
  27801. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27802. var originalAnimation = holder.animations[0];
  27803. var originalValue = holder.originalValue;
  27804. if (holder.animations.length === 1) {
  27805. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27806. return refQuaternion;
  27807. }
  27808. var normalizer = 1.0;
  27809. var quaternions;
  27810. var weights;
  27811. if (holder.totalWeight < 1.0) {
  27812. var scale = 1.0 - holder.totalWeight;
  27813. quaternions = [];
  27814. weights = [];
  27815. quaternions.push(originalValue);
  27816. weights.push(scale);
  27817. }
  27818. else {
  27819. if (holder.animations.length === 2) { // Slerp as soon as we can
  27820. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27821. return refQuaternion;
  27822. }
  27823. quaternions = [];
  27824. weights = [];
  27825. normalizer = holder.totalWeight;
  27826. }
  27827. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27828. var runtimeAnimation = holder.animations[animIndex];
  27829. quaternions.push(runtimeAnimation.currentValue);
  27830. weights.push(runtimeAnimation.weight / normalizer);
  27831. }
  27832. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27833. var cumulativeAmount = 0;
  27834. var cumulativeQuaternion = null;
  27835. for (var index = 0; index < quaternions.length;) {
  27836. if (!cumulativeQuaternion) {
  27837. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27838. cumulativeQuaternion = refQuaternion;
  27839. cumulativeAmount = weights[index] + weights[index + 1];
  27840. index += 2;
  27841. continue;
  27842. }
  27843. cumulativeAmount += weights[index];
  27844. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27845. index++;
  27846. }
  27847. return cumulativeQuaternion;
  27848. };
  27849. Scene.prototype._processLateAnimationBindings = function () {
  27850. if (!this._registeredForLateAnimationBindings.length) {
  27851. return;
  27852. }
  27853. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27854. var target = this._registeredForLateAnimationBindings.data[index];
  27855. for (var path in target._lateAnimationHolders) {
  27856. var holder = target._lateAnimationHolders[path];
  27857. var originalAnimation = holder.animations[0];
  27858. var originalValue = holder.originalValue;
  27859. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27860. var finalValue = target[path];
  27861. if (matrixDecomposeMode) {
  27862. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27863. }
  27864. else {
  27865. var quaternionMode = originalValue.w !== undefined;
  27866. if (quaternionMode) {
  27867. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27868. }
  27869. else {
  27870. var startIndex = 0;
  27871. var normalizer = 1.0;
  27872. if (holder.totalWeight < 1.0) {
  27873. // We need to mix the original value in
  27874. if (originalValue.scale) {
  27875. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27876. }
  27877. else {
  27878. finalValue = originalValue * (1.0 - holder.totalWeight);
  27879. }
  27880. }
  27881. else {
  27882. // We need to normalize the weights
  27883. normalizer = holder.totalWeight;
  27884. var scale_1 = originalAnimation.weight / normalizer;
  27885. if (scale_1 !== 1) {
  27886. if (originalAnimation.currentValue.scale) {
  27887. finalValue = originalAnimation.currentValue.scale(scale_1);
  27888. }
  27889. else {
  27890. finalValue = originalAnimation.currentValue * scale_1;
  27891. }
  27892. }
  27893. else {
  27894. finalValue = originalAnimation.currentValue;
  27895. }
  27896. startIndex = 1;
  27897. }
  27898. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27899. var runtimeAnimation = holder.animations[animIndex];
  27900. var scale = runtimeAnimation.weight / normalizer;
  27901. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27902. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27903. }
  27904. else {
  27905. finalValue += runtimeAnimation.currentValue * scale;
  27906. }
  27907. }
  27908. }
  27909. }
  27910. target[path] = finalValue;
  27911. }
  27912. target._lateAnimationHolders = {};
  27913. }
  27914. this._registeredForLateAnimationBindings.reset();
  27915. };
  27916. // Matrix
  27917. /** @hidden */
  27918. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27919. this._useAlternateCameraConfiguration = active;
  27920. };
  27921. /**
  27922. * Gets the current view matrix
  27923. * @returns a Matrix
  27924. */
  27925. Scene.prototype.getViewMatrix = function () {
  27926. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27927. };
  27928. /**
  27929. * Gets the current projection matrix
  27930. * @returns a Matrix
  27931. */
  27932. Scene.prototype.getProjectionMatrix = function () {
  27933. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27934. };
  27935. /**
  27936. * Gets the current transform matrix
  27937. * @returns a Matrix made of View * Projection
  27938. */
  27939. Scene.prototype.getTransformMatrix = function () {
  27940. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27941. };
  27942. /**
  27943. * Sets the current transform matrix
  27944. * @param view defines the View matrix to use
  27945. * @param projection defines the Projection matrix to use
  27946. */
  27947. Scene.prototype.setTransformMatrix = function (view, projection) {
  27948. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27949. return;
  27950. }
  27951. this._viewUpdateFlag = view.updateFlag;
  27952. this._projectionUpdateFlag = projection.updateFlag;
  27953. this._viewMatrix = view;
  27954. this._projectionMatrix = projection;
  27955. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27956. // Update frustum
  27957. if (!this._frustumPlanes) {
  27958. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27959. }
  27960. else {
  27961. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27962. }
  27963. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27964. var otherCamera = this.activeCamera._alternateCamera;
  27965. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27966. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27967. }
  27968. if (this._sceneUbo.useUbo) {
  27969. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27970. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27971. this._sceneUbo.update();
  27972. }
  27973. };
  27974. /** @hidden */
  27975. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27976. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27977. return;
  27978. }
  27979. this._alternateViewUpdateFlag = view.updateFlag;
  27980. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27981. this._alternateViewMatrix = view;
  27982. this._alternateProjectionMatrix = projection;
  27983. if (!this._alternateTransformMatrix) {
  27984. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27985. }
  27986. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27987. if (!this._alternateSceneUbo) {
  27988. this._createAlternateUbo();
  27989. }
  27990. if (this._alternateSceneUbo.useUbo) {
  27991. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27992. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27993. this._alternateSceneUbo.update();
  27994. }
  27995. };
  27996. /**
  27997. * Gets the uniform buffer used to store scene data
  27998. * @returns a UniformBuffer
  27999. */
  28000. Scene.prototype.getSceneUniformBuffer = function () {
  28001. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28002. };
  28003. /**
  28004. * Gets an unique (relatively to the current scene) Id
  28005. * @returns an unique number for the scene
  28006. */
  28007. Scene.prototype.getUniqueId = function () {
  28008. var result = Scene._uniqueIdCounter;
  28009. Scene._uniqueIdCounter++;
  28010. return result;
  28011. };
  28012. /**
  28013. * Add a mesh to the list of scene's meshes
  28014. * @param newMesh defines the mesh to add
  28015. * @param recursive if all child meshes should also be added to the scene
  28016. */
  28017. Scene.prototype.addMesh = function (newMesh, recursive) {
  28018. var _this = this;
  28019. if (recursive === void 0) { recursive = false; }
  28020. this.meshes.push(newMesh);
  28021. //notify the collision coordinator
  28022. if (this.collisionCoordinator) {
  28023. this.collisionCoordinator.onMeshAdded(newMesh);
  28024. }
  28025. newMesh._resyncLightSources();
  28026. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28027. if (recursive) {
  28028. newMesh.getChildMeshes().forEach(function (m) {
  28029. _this.addMesh(m);
  28030. });
  28031. }
  28032. };
  28033. /**
  28034. * Remove a mesh for the list of scene's meshes
  28035. * @param toRemove defines the mesh to remove
  28036. * @param recursive if all child meshes should also be removed from the scene
  28037. * @returns the index where the mesh was in the mesh list
  28038. */
  28039. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28040. var _this = this;
  28041. if (recursive === void 0) { recursive = false; }
  28042. var index = this.meshes.indexOf(toRemove);
  28043. if (index !== -1) {
  28044. // Remove from the scene if mesh found
  28045. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28046. this.meshes.pop();
  28047. }
  28048. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28049. if (recursive) {
  28050. toRemove.getChildMeshes().forEach(function (m) {
  28051. _this.removeMesh(m);
  28052. });
  28053. }
  28054. return index;
  28055. };
  28056. /**
  28057. * Add a transform node to the list of scene's transform nodes
  28058. * @param newTransformNode defines the transform node to add
  28059. */
  28060. Scene.prototype.addTransformNode = function (newTransformNode) {
  28061. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28062. this.transformNodes.push(newTransformNode);
  28063. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28064. };
  28065. /**
  28066. * Remove a transform node for the list of scene's transform nodes
  28067. * @param toRemove defines the transform node to remove
  28068. * @returns the index where the transform node was in the transform node list
  28069. */
  28070. Scene.prototype.removeTransformNode = function (toRemove) {
  28071. var index = toRemove._indexInSceneTransformNodesArray;
  28072. if (index !== -1) {
  28073. if (index !== this.transformNodes.length - 1) {
  28074. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28075. this.transformNodes[index] = lastNode;
  28076. lastNode._indexInSceneTransformNodesArray = index;
  28077. }
  28078. toRemove._indexInSceneTransformNodesArray = -1;
  28079. this.transformNodes.pop();
  28080. }
  28081. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28082. return index;
  28083. };
  28084. /**
  28085. * Remove a skeleton for the list of scene's skeletons
  28086. * @param toRemove defines the skeleton to remove
  28087. * @returns the index where the skeleton was in the skeleton list
  28088. */
  28089. Scene.prototype.removeSkeleton = function (toRemove) {
  28090. var index = this.skeletons.indexOf(toRemove);
  28091. if (index !== -1) {
  28092. // Remove from the scene if found
  28093. this.skeletons.splice(index, 1);
  28094. }
  28095. return index;
  28096. };
  28097. /**
  28098. * Remove a morph target for the list of scene's morph targets
  28099. * @param toRemove defines the morph target to remove
  28100. * @returns the index where the morph target was in the morph target list
  28101. */
  28102. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28103. var index = this.morphTargetManagers.indexOf(toRemove);
  28104. if (index !== -1) {
  28105. // Remove from the scene if found
  28106. this.morphTargetManagers.splice(index, 1);
  28107. }
  28108. return index;
  28109. };
  28110. /**
  28111. * Remove a light for the list of scene's lights
  28112. * @param toRemove defines the light to remove
  28113. * @returns the index where the light was in the light list
  28114. */
  28115. Scene.prototype.removeLight = function (toRemove) {
  28116. var index = this.lights.indexOf(toRemove);
  28117. if (index !== -1) {
  28118. // Remove from meshes
  28119. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28120. var mesh = _a[_i];
  28121. mesh._removeLightSource(toRemove);
  28122. }
  28123. // Remove from the scene if mesh found
  28124. this.lights.splice(index, 1);
  28125. this.sortLightsByPriority();
  28126. }
  28127. this.onLightRemovedObservable.notifyObservers(toRemove);
  28128. return index;
  28129. };
  28130. /**
  28131. * Remove a camera for the list of scene's cameras
  28132. * @param toRemove defines the camera to remove
  28133. * @returns the index where the camera was in the camera list
  28134. */
  28135. Scene.prototype.removeCamera = function (toRemove) {
  28136. var index = this.cameras.indexOf(toRemove);
  28137. if (index !== -1) {
  28138. // Remove from the scene if mesh found
  28139. this.cameras.splice(index, 1);
  28140. }
  28141. // Remove from activeCameras
  28142. var index2 = this.activeCameras.indexOf(toRemove);
  28143. if (index2 !== -1) {
  28144. // Remove from the scene if mesh found
  28145. this.activeCameras.splice(index2, 1);
  28146. }
  28147. // Reset the activeCamera
  28148. if (this.activeCamera === toRemove) {
  28149. if (this.cameras.length > 0) {
  28150. this.activeCamera = this.cameras[0];
  28151. }
  28152. else {
  28153. this.activeCamera = null;
  28154. }
  28155. }
  28156. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28157. return index;
  28158. };
  28159. /**
  28160. * Remove a particle system for the list of scene's particle systems
  28161. * @param toRemove defines the particle system to remove
  28162. * @returns the index where the particle system was in the particle system list
  28163. */
  28164. Scene.prototype.removeParticleSystem = function (toRemove) {
  28165. var index = this.particleSystems.indexOf(toRemove);
  28166. if (index !== -1) {
  28167. this.particleSystems.splice(index, 1);
  28168. }
  28169. return index;
  28170. };
  28171. /**
  28172. * Remove a animation for the list of scene's animations
  28173. * @param toRemove defines the animation to remove
  28174. * @returns the index where the animation was in the animation list
  28175. */
  28176. Scene.prototype.removeAnimation = function (toRemove) {
  28177. var index = this.animations.indexOf(toRemove);
  28178. if (index !== -1) {
  28179. this.animations.splice(index, 1);
  28180. }
  28181. return index;
  28182. };
  28183. /**
  28184. * Removes the given animation group from this scene.
  28185. * @param toRemove The animation group to remove
  28186. * @returns The index of the removed animation group
  28187. */
  28188. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28189. var index = this.animationGroups.indexOf(toRemove);
  28190. if (index !== -1) {
  28191. this.animationGroups.splice(index, 1);
  28192. }
  28193. return index;
  28194. };
  28195. /**
  28196. * Removes the given multi-material from this scene.
  28197. * @param toRemove The multi-material to remove
  28198. * @returns The index of the removed multi-material
  28199. */
  28200. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28201. var index = this.multiMaterials.indexOf(toRemove);
  28202. if (index !== -1) {
  28203. this.multiMaterials.splice(index, 1);
  28204. }
  28205. return index;
  28206. };
  28207. /**
  28208. * Removes the given material from this scene.
  28209. * @param toRemove The material to remove
  28210. * @returns The index of the removed material
  28211. */
  28212. Scene.prototype.removeMaterial = function (toRemove) {
  28213. var index = toRemove._indexInSceneMaterialArray;
  28214. if (index !== -1) {
  28215. if (index !== this.materials.length - 1) {
  28216. var lastMaterial = this.materials[this.materials.length - 1];
  28217. this.materials[index] = lastMaterial;
  28218. lastMaterial._indexInSceneMaterialArray = index;
  28219. }
  28220. toRemove._indexInSceneMaterialArray = -1;
  28221. this.materials.pop();
  28222. }
  28223. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28224. return index;
  28225. };
  28226. /**
  28227. * Removes the given action manager from this scene.
  28228. * @param toRemove The action manager to remove
  28229. * @returns The index of the removed action manager
  28230. */
  28231. Scene.prototype.removeActionManager = function (toRemove) {
  28232. var index = this.actionManagers.indexOf(toRemove);
  28233. if (index !== -1) {
  28234. this.actionManagers.splice(index, 1);
  28235. }
  28236. return index;
  28237. };
  28238. /**
  28239. * Removes the given texture from this scene.
  28240. * @param toRemove The texture to remove
  28241. * @returns The index of the removed texture
  28242. */
  28243. Scene.prototype.removeTexture = function (toRemove) {
  28244. var index = this.textures.indexOf(toRemove);
  28245. if (index !== -1) {
  28246. this.textures.splice(index, 1);
  28247. }
  28248. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28249. return index;
  28250. };
  28251. /**
  28252. * Adds the given light to this scene
  28253. * @param newLight The light to add
  28254. */
  28255. Scene.prototype.addLight = function (newLight) {
  28256. this.lights.push(newLight);
  28257. this.sortLightsByPriority();
  28258. // Add light to all meshes (To support if the light is removed and then readded)
  28259. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28260. var mesh = _a[_i];
  28261. if (mesh._lightSources.indexOf(newLight) === -1) {
  28262. mesh._lightSources.push(newLight);
  28263. mesh._resyncLightSources();
  28264. }
  28265. }
  28266. this.onNewLightAddedObservable.notifyObservers(newLight);
  28267. };
  28268. /**
  28269. * Sorts the list list based on light priorities
  28270. */
  28271. Scene.prototype.sortLightsByPriority = function () {
  28272. if (this.requireLightSorting) {
  28273. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28274. }
  28275. };
  28276. /**
  28277. * Adds the given camera to this scene
  28278. * @param newCamera The camera to add
  28279. */
  28280. Scene.prototype.addCamera = function (newCamera) {
  28281. this.cameras.push(newCamera);
  28282. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28283. };
  28284. /**
  28285. * Adds the given skeleton to this scene
  28286. * @param newSkeleton The skeleton to add
  28287. */
  28288. Scene.prototype.addSkeleton = function (newSkeleton) {
  28289. this.skeletons.push(newSkeleton);
  28290. };
  28291. /**
  28292. * Adds the given particle system to this scene
  28293. * @param newParticleSystem The particle system to add
  28294. */
  28295. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28296. this.particleSystems.push(newParticleSystem);
  28297. };
  28298. /**
  28299. * Adds the given animation to this scene
  28300. * @param newAnimation The animation to add
  28301. */
  28302. Scene.prototype.addAnimation = function (newAnimation) {
  28303. this.animations.push(newAnimation);
  28304. };
  28305. /**
  28306. * Adds the given animation group to this scene.
  28307. * @param newAnimationGroup The animation group to add
  28308. */
  28309. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28310. this.animationGroups.push(newAnimationGroup);
  28311. };
  28312. /**
  28313. * Adds the given multi-material to this scene
  28314. * @param newMultiMaterial The multi-material to add
  28315. */
  28316. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28317. this.multiMaterials.push(newMultiMaterial);
  28318. };
  28319. /**
  28320. * Adds the given material to this scene
  28321. * @param newMaterial The material to add
  28322. */
  28323. Scene.prototype.addMaterial = function (newMaterial) {
  28324. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28325. this.materials.push(newMaterial);
  28326. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28327. };
  28328. /**
  28329. * Adds the given morph target to this scene
  28330. * @param newMorphTargetManager The morph target to add
  28331. */
  28332. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28333. this.morphTargetManagers.push(newMorphTargetManager);
  28334. };
  28335. /**
  28336. * Adds the given geometry to this scene
  28337. * @param newGeometry The geometry to add
  28338. */
  28339. Scene.prototype.addGeometry = function (newGeometry) {
  28340. if (this.geometriesById) {
  28341. this.geometriesById[newGeometry.id] = this.geometries.length;
  28342. }
  28343. this.geometries.push(newGeometry);
  28344. };
  28345. /**
  28346. * Adds the given action manager to this scene
  28347. * @param newActionManager The action manager to add
  28348. */
  28349. Scene.prototype.addActionManager = function (newActionManager) {
  28350. this.actionManagers.push(newActionManager);
  28351. };
  28352. /**
  28353. * Adds the given texture to this scene.
  28354. * @param newTexture The texture to add
  28355. */
  28356. Scene.prototype.addTexture = function (newTexture) {
  28357. this.textures.push(newTexture);
  28358. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28359. };
  28360. /**
  28361. * Switch active camera
  28362. * @param newCamera defines the new active camera
  28363. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28364. */
  28365. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28366. if (attachControl === void 0) { attachControl = true; }
  28367. var canvas = this._engine.getRenderingCanvas();
  28368. if (!canvas) {
  28369. return;
  28370. }
  28371. if (this.activeCamera) {
  28372. this.activeCamera.detachControl(canvas);
  28373. }
  28374. this.activeCamera = newCamera;
  28375. if (attachControl) {
  28376. newCamera.attachControl(canvas);
  28377. }
  28378. };
  28379. /**
  28380. * sets the active camera of the scene using its ID
  28381. * @param id defines the camera's ID
  28382. * @return the new active camera or null if none found.
  28383. */
  28384. Scene.prototype.setActiveCameraByID = function (id) {
  28385. var camera = this.getCameraByID(id);
  28386. if (camera) {
  28387. this.activeCamera = camera;
  28388. return camera;
  28389. }
  28390. return null;
  28391. };
  28392. /**
  28393. * sets the active camera of the scene using its name
  28394. * @param name defines the camera's name
  28395. * @returns the new active camera or null if none found.
  28396. */
  28397. Scene.prototype.setActiveCameraByName = function (name) {
  28398. var camera = this.getCameraByName(name);
  28399. if (camera) {
  28400. this.activeCamera = camera;
  28401. return camera;
  28402. }
  28403. return null;
  28404. };
  28405. /**
  28406. * get an animation group using its name
  28407. * @param name defines the material's name
  28408. * @return the animation group or null if none found.
  28409. */
  28410. Scene.prototype.getAnimationGroupByName = function (name) {
  28411. for (var index = 0; index < this.animationGroups.length; index++) {
  28412. if (this.animationGroups[index].name === name) {
  28413. return this.animationGroups[index];
  28414. }
  28415. }
  28416. return null;
  28417. };
  28418. /**
  28419. * get a material using its id
  28420. * @param id defines the material's ID
  28421. * @return the material or null if none found.
  28422. */
  28423. Scene.prototype.getMaterialByID = function (id) {
  28424. for (var index = 0; index < this.materials.length; index++) {
  28425. if (this.materials[index].id === id) {
  28426. return this.materials[index];
  28427. }
  28428. }
  28429. return null;
  28430. };
  28431. /**
  28432. * Gets a material using its name
  28433. * @param name defines the material's name
  28434. * @return the material or null if none found.
  28435. */
  28436. Scene.prototype.getMaterialByName = function (name) {
  28437. for (var index = 0; index < this.materials.length; index++) {
  28438. if (this.materials[index].name === name) {
  28439. return this.materials[index];
  28440. }
  28441. }
  28442. return null;
  28443. };
  28444. /**
  28445. * Gets a camera using its id
  28446. * @param id defines the id to look for
  28447. * @returns the camera or null if not found
  28448. */
  28449. Scene.prototype.getCameraByID = function (id) {
  28450. for (var index = 0; index < this.cameras.length; index++) {
  28451. if (this.cameras[index].id === id) {
  28452. return this.cameras[index];
  28453. }
  28454. }
  28455. return null;
  28456. };
  28457. /**
  28458. * Gets a camera using its unique id
  28459. * @param uniqueId defines the unique id to look for
  28460. * @returns the camera or null if not found
  28461. */
  28462. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28463. for (var index = 0; index < this.cameras.length; index++) {
  28464. if (this.cameras[index].uniqueId === uniqueId) {
  28465. return this.cameras[index];
  28466. }
  28467. }
  28468. return null;
  28469. };
  28470. /**
  28471. * Gets a camera using its name
  28472. * @param name defines the camera's name
  28473. * @return the camera or null if none found.
  28474. */
  28475. Scene.prototype.getCameraByName = function (name) {
  28476. for (var index = 0; index < this.cameras.length; index++) {
  28477. if (this.cameras[index].name === name) {
  28478. return this.cameras[index];
  28479. }
  28480. }
  28481. return null;
  28482. };
  28483. /**
  28484. * Gets a bone using its id
  28485. * @param id defines the bone's id
  28486. * @return the bone or null if not found
  28487. */
  28488. Scene.prototype.getBoneByID = function (id) {
  28489. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28490. var skeleton = this.skeletons[skeletonIndex];
  28491. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28492. if (skeleton.bones[boneIndex].id === id) {
  28493. return skeleton.bones[boneIndex];
  28494. }
  28495. }
  28496. }
  28497. return null;
  28498. };
  28499. /**
  28500. * Gets a bone using its id
  28501. * @param name defines the bone's name
  28502. * @return the bone or null if not found
  28503. */
  28504. Scene.prototype.getBoneByName = function (name) {
  28505. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28506. var skeleton = this.skeletons[skeletonIndex];
  28507. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28508. if (skeleton.bones[boneIndex].name === name) {
  28509. return skeleton.bones[boneIndex];
  28510. }
  28511. }
  28512. }
  28513. return null;
  28514. };
  28515. /**
  28516. * Gets a light node using its name
  28517. * @param name defines the the light's name
  28518. * @return the light or null if none found.
  28519. */
  28520. Scene.prototype.getLightByName = function (name) {
  28521. for (var index = 0; index < this.lights.length; index++) {
  28522. if (this.lights[index].name === name) {
  28523. return this.lights[index];
  28524. }
  28525. }
  28526. return null;
  28527. };
  28528. /**
  28529. * Gets a light node using its id
  28530. * @param id defines the light's id
  28531. * @return the light or null if none found.
  28532. */
  28533. Scene.prototype.getLightByID = function (id) {
  28534. for (var index = 0; index < this.lights.length; index++) {
  28535. if (this.lights[index].id === id) {
  28536. return this.lights[index];
  28537. }
  28538. }
  28539. return null;
  28540. };
  28541. /**
  28542. * Gets a light node using its scene-generated unique ID
  28543. * @param uniqueId defines the light's unique id
  28544. * @return the light or null if none found.
  28545. */
  28546. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28547. for (var index = 0; index < this.lights.length; index++) {
  28548. if (this.lights[index].uniqueId === uniqueId) {
  28549. return this.lights[index];
  28550. }
  28551. }
  28552. return null;
  28553. };
  28554. /**
  28555. * Gets a particle system by id
  28556. * @param id defines the particle system id
  28557. * @return the corresponding system or null if none found
  28558. */
  28559. Scene.prototype.getParticleSystemByID = function (id) {
  28560. for (var index = 0; index < this.particleSystems.length; index++) {
  28561. if (this.particleSystems[index].id === id) {
  28562. return this.particleSystems[index];
  28563. }
  28564. }
  28565. return null;
  28566. };
  28567. /**
  28568. * Gets a geometry using its ID
  28569. * @param id defines the geometry's id
  28570. * @return the geometry or null if none found.
  28571. */
  28572. Scene.prototype.getGeometryByID = function (id) {
  28573. if (this.geometriesById) {
  28574. var index_1 = this.geometriesById[id];
  28575. if (index_1 !== undefined) {
  28576. return this.geometries[index_1];
  28577. }
  28578. }
  28579. else {
  28580. for (var index = 0; index < this.geometries.length; index++) {
  28581. if (this.geometries[index].id === id) {
  28582. return this.geometries[index];
  28583. }
  28584. }
  28585. }
  28586. return null;
  28587. };
  28588. /**
  28589. * Add a new geometry to this scene
  28590. * @param geometry defines the geometry to be added to the scene.
  28591. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28592. * @return a boolean defining if the geometry was added or not
  28593. */
  28594. Scene.prototype.pushGeometry = function (geometry, force) {
  28595. if (!force && this.getGeometryByID(geometry.id)) {
  28596. return false;
  28597. }
  28598. this.addGeometry(geometry);
  28599. //notify the collision coordinator
  28600. if (this.collisionCoordinator) {
  28601. this.collisionCoordinator.onGeometryAdded(geometry);
  28602. }
  28603. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28604. return true;
  28605. };
  28606. /**
  28607. * Removes an existing geometry
  28608. * @param geometry defines the geometry to be removed from the scene
  28609. * @return a boolean defining if the geometry was removed or not
  28610. */
  28611. Scene.prototype.removeGeometry = function (geometry) {
  28612. var index;
  28613. if (this.geometriesById) {
  28614. index = this.geometriesById[geometry.id];
  28615. if (index === undefined) {
  28616. return false;
  28617. }
  28618. }
  28619. else {
  28620. index = this.geometries.indexOf(geometry);
  28621. if (index < 0) {
  28622. return false;
  28623. }
  28624. }
  28625. if (index !== this.geometries.length - 1) {
  28626. var lastGeometry = this.geometries[this.geometries.length - 1];
  28627. this.geometries[index] = lastGeometry;
  28628. if (this.geometriesById) {
  28629. this.geometriesById[lastGeometry.id] = index;
  28630. this.geometriesById[geometry.id] = undefined;
  28631. }
  28632. }
  28633. this.geometries.pop();
  28634. //notify the collision coordinator
  28635. if (this.collisionCoordinator) {
  28636. this.collisionCoordinator.onGeometryDeleted(geometry);
  28637. }
  28638. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28639. return true;
  28640. };
  28641. /**
  28642. * Gets the list of geometries attached to the scene
  28643. * @returns an array of Geometry
  28644. */
  28645. Scene.prototype.getGeometries = function () {
  28646. return this.geometries;
  28647. };
  28648. /**
  28649. * Gets the first added mesh found of a given ID
  28650. * @param id defines the id to search for
  28651. * @return the mesh found or null if not found at all
  28652. */
  28653. Scene.prototype.getMeshByID = function (id) {
  28654. for (var index = 0; index < this.meshes.length; index++) {
  28655. if (this.meshes[index].id === id) {
  28656. return this.meshes[index];
  28657. }
  28658. }
  28659. return null;
  28660. };
  28661. /**
  28662. * Gets a list of meshes using their id
  28663. * @param id defines the id to search for
  28664. * @returns a list of meshes
  28665. */
  28666. Scene.prototype.getMeshesByID = function (id) {
  28667. return this.meshes.filter(function (m) {
  28668. return m.id === id;
  28669. });
  28670. };
  28671. /**
  28672. * Gets the first added transform node found of a given ID
  28673. * @param id defines the id to search for
  28674. * @return the found transform node or null if not found at all.
  28675. */
  28676. Scene.prototype.getTransformNodeByID = function (id) {
  28677. for (var index = 0; index < this.transformNodes.length; index++) {
  28678. if (this.transformNodes[index].id === id) {
  28679. return this.transformNodes[index];
  28680. }
  28681. }
  28682. return null;
  28683. };
  28684. /**
  28685. * Gets a list of transform nodes using their id
  28686. * @param id defines the id to search for
  28687. * @returns a list of transform nodes
  28688. */
  28689. Scene.prototype.getTransformNodesByID = function (id) {
  28690. return this.transformNodes.filter(function (m) {
  28691. return m.id === id;
  28692. });
  28693. };
  28694. /**
  28695. * Gets a mesh with its auto-generated unique id
  28696. * @param uniqueId defines the unique id to search for
  28697. * @return the found mesh or null if not found at all.
  28698. */
  28699. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28700. for (var index = 0; index < this.meshes.length; index++) {
  28701. if (this.meshes[index].uniqueId === uniqueId) {
  28702. return this.meshes[index];
  28703. }
  28704. }
  28705. return null;
  28706. };
  28707. /**
  28708. * Gets a the last added mesh using a given id
  28709. * @param id defines the id to search for
  28710. * @return the found mesh or null if not found at all.
  28711. */
  28712. Scene.prototype.getLastMeshByID = function (id) {
  28713. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28714. if (this.meshes[index].id === id) {
  28715. return this.meshes[index];
  28716. }
  28717. }
  28718. return null;
  28719. };
  28720. /**
  28721. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28722. * @param id defines the id to search for
  28723. * @return the found node or null if not found at all
  28724. */
  28725. Scene.prototype.getLastEntryByID = function (id) {
  28726. var index;
  28727. for (index = this.meshes.length - 1; index >= 0; index--) {
  28728. if (this.meshes[index].id === id) {
  28729. return this.meshes[index];
  28730. }
  28731. }
  28732. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28733. if (this.transformNodes[index].id === id) {
  28734. return this.transformNodes[index];
  28735. }
  28736. }
  28737. for (index = this.cameras.length - 1; index >= 0; index--) {
  28738. if (this.cameras[index].id === id) {
  28739. return this.cameras[index];
  28740. }
  28741. }
  28742. for (index = this.lights.length - 1; index >= 0; index--) {
  28743. if (this.lights[index].id === id) {
  28744. return this.lights[index];
  28745. }
  28746. }
  28747. return null;
  28748. };
  28749. /**
  28750. * Gets a node (Mesh, Camera, Light) using a given id
  28751. * @param id defines the id to search for
  28752. * @return the found node or null if not found at all
  28753. */
  28754. Scene.prototype.getNodeByID = function (id) {
  28755. var mesh = this.getMeshByID(id);
  28756. if (mesh) {
  28757. return mesh;
  28758. }
  28759. var transformNode = this.getTransformNodeByID(id);
  28760. if (transformNode) {
  28761. return transformNode;
  28762. }
  28763. var light = this.getLightByID(id);
  28764. if (light) {
  28765. return light;
  28766. }
  28767. var camera = this.getCameraByID(id);
  28768. if (camera) {
  28769. return camera;
  28770. }
  28771. var bone = this.getBoneByID(id);
  28772. if (bone) {
  28773. return bone;
  28774. }
  28775. return null;
  28776. };
  28777. /**
  28778. * Gets a node (Mesh, Camera, Light) using a given name
  28779. * @param name defines the name to search for
  28780. * @return the found node or null if not found at all.
  28781. */
  28782. Scene.prototype.getNodeByName = function (name) {
  28783. var mesh = this.getMeshByName(name);
  28784. if (mesh) {
  28785. return mesh;
  28786. }
  28787. var transformNode = this.getTransformNodeByName(name);
  28788. if (transformNode) {
  28789. return transformNode;
  28790. }
  28791. var light = this.getLightByName(name);
  28792. if (light) {
  28793. return light;
  28794. }
  28795. var camera = this.getCameraByName(name);
  28796. if (camera) {
  28797. return camera;
  28798. }
  28799. var bone = this.getBoneByName(name);
  28800. if (bone) {
  28801. return bone;
  28802. }
  28803. return null;
  28804. };
  28805. /**
  28806. * Gets a mesh using a given name
  28807. * @param name defines the name to search for
  28808. * @return the found mesh or null if not found at all.
  28809. */
  28810. Scene.prototype.getMeshByName = function (name) {
  28811. for (var index = 0; index < this.meshes.length; index++) {
  28812. if (this.meshes[index].name === name) {
  28813. return this.meshes[index];
  28814. }
  28815. }
  28816. return null;
  28817. };
  28818. /**
  28819. * Gets a transform node using a given name
  28820. * @param name defines the name to search for
  28821. * @return the found transform node or null if not found at all.
  28822. */
  28823. Scene.prototype.getTransformNodeByName = function (name) {
  28824. for (var index = 0; index < this.transformNodes.length; index++) {
  28825. if (this.transformNodes[index].name === name) {
  28826. return this.transformNodes[index];
  28827. }
  28828. }
  28829. return null;
  28830. };
  28831. /**
  28832. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28833. * @param id defines the id to search for
  28834. * @return the found skeleton or null if not found at all.
  28835. */
  28836. Scene.prototype.getLastSkeletonByID = function (id) {
  28837. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28838. if (this.skeletons[index].id === id) {
  28839. return this.skeletons[index];
  28840. }
  28841. }
  28842. return null;
  28843. };
  28844. /**
  28845. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28846. * @param id defines the id to search for
  28847. * @return the found skeleton or null if not found at all.
  28848. */
  28849. Scene.prototype.getSkeletonById = function (id) {
  28850. for (var index = 0; index < this.skeletons.length; index++) {
  28851. if (this.skeletons[index].id === id) {
  28852. return this.skeletons[index];
  28853. }
  28854. }
  28855. return null;
  28856. };
  28857. /**
  28858. * Gets a skeleton using a given name
  28859. * @param name defines the name to search for
  28860. * @return the found skeleton or null if not found at all.
  28861. */
  28862. Scene.prototype.getSkeletonByName = function (name) {
  28863. for (var index = 0; index < this.skeletons.length; index++) {
  28864. if (this.skeletons[index].name === name) {
  28865. return this.skeletons[index];
  28866. }
  28867. }
  28868. return null;
  28869. };
  28870. /**
  28871. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28872. * @param id defines the id to search for
  28873. * @return the found morph target manager or null if not found at all.
  28874. */
  28875. Scene.prototype.getMorphTargetManagerById = function (id) {
  28876. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28877. if (this.morphTargetManagers[index].uniqueId === id) {
  28878. return this.morphTargetManagers[index];
  28879. }
  28880. }
  28881. return null;
  28882. };
  28883. /**
  28884. * Gets a boolean indicating if the given mesh is active
  28885. * @param mesh defines the mesh to look for
  28886. * @returns true if the mesh is in the active list
  28887. */
  28888. Scene.prototype.isActiveMesh = function (mesh) {
  28889. return (this._activeMeshes.indexOf(mesh) !== -1);
  28890. };
  28891. Object.defineProperty(Scene.prototype, "uid", {
  28892. /**
  28893. * Return a unique id as a string which can serve as an identifier for the scene
  28894. */
  28895. get: function () {
  28896. if (!this._uid) {
  28897. this._uid = BABYLON.Tools.RandomId();
  28898. }
  28899. return this._uid;
  28900. },
  28901. enumerable: true,
  28902. configurable: true
  28903. });
  28904. /**
  28905. * Add an externaly attached data from its key.
  28906. * This method call will fail and return false, if such key already exists.
  28907. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28908. * @param key the unique key that identifies the data
  28909. * @param data the data object to associate to the key for this Engine instance
  28910. * @return true if no such key were already present and the data was added successfully, false otherwise
  28911. */
  28912. Scene.prototype.addExternalData = function (key, data) {
  28913. if (!this._externalData) {
  28914. this._externalData = new BABYLON.StringDictionary();
  28915. }
  28916. return this._externalData.add(key, data);
  28917. };
  28918. /**
  28919. * Get an externaly attached data from its key
  28920. * @param key the unique key that identifies the data
  28921. * @return the associated data, if present (can be null), or undefined if not present
  28922. */
  28923. Scene.prototype.getExternalData = function (key) {
  28924. if (!this._externalData) {
  28925. return null;
  28926. }
  28927. return this._externalData.get(key);
  28928. };
  28929. /**
  28930. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28931. * @param key the unique key that identifies the data
  28932. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28933. * @return the associated data, can be null if the factory returned null.
  28934. */
  28935. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28936. if (!this._externalData) {
  28937. this._externalData = new BABYLON.StringDictionary();
  28938. }
  28939. return this._externalData.getOrAddWithFactory(key, factory);
  28940. };
  28941. /**
  28942. * Remove an externaly attached data from the Engine instance
  28943. * @param key the unique key that identifies the data
  28944. * @return true if the data was successfully removed, false if it doesn't exist
  28945. */
  28946. Scene.prototype.removeExternalData = function (key) {
  28947. return this._externalData.remove(key);
  28948. };
  28949. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28950. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28951. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28952. var step = _a[_i];
  28953. step.action(mesh, subMesh);
  28954. }
  28955. var material = subMesh.getMaterial();
  28956. if (material !== null && material !== undefined) {
  28957. // Render targets
  28958. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28959. if (this._processedMaterials.indexOf(material) === -1) {
  28960. this._processedMaterials.push(material);
  28961. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28962. }
  28963. }
  28964. // Dispatch
  28965. this._activeIndices.addCount(subMesh.indexCount, false);
  28966. this._renderingManager.dispatch(subMesh, mesh, material);
  28967. }
  28968. }
  28969. };
  28970. /**
  28971. * Clear the processed materials smart array preventing retention point in material dispose.
  28972. */
  28973. Scene.prototype.freeProcessedMaterials = function () {
  28974. this._processedMaterials.dispose();
  28975. };
  28976. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  28977. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  28978. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  28979. * when disposing several meshes in a row or a hierarchy of meshes.
  28980. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  28981. */
  28982. get: function () {
  28983. return this._preventFreeActiveMeshesAndRenderingGroups;
  28984. },
  28985. set: function (value) {
  28986. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  28987. return;
  28988. }
  28989. if (value) {
  28990. this.freeActiveMeshes();
  28991. this.freeRenderingGroups();
  28992. }
  28993. this._preventFreeActiveMeshesAndRenderingGroups = value;
  28994. },
  28995. enumerable: true,
  28996. configurable: true
  28997. });
  28998. /**
  28999. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29000. */
  29001. Scene.prototype.freeActiveMeshes = function () {
  29002. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29003. return;
  29004. }
  29005. this._activeMeshes.dispose();
  29006. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29007. this.activeCamera._activeMeshes.dispose();
  29008. }
  29009. if (this.activeCameras) {
  29010. for (var i = 0; i < this.activeCameras.length; i++) {
  29011. var activeCamera = this.activeCameras[i];
  29012. if (activeCamera && activeCamera._activeMeshes) {
  29013. activeCamera._activeMeshes.dispose();
  29014. }
  29015. }
  29016. }
  29017. };
  29018. /**
  29019. * Clear the info related to rendering groups preventing retention points during dispose.
  29020. */
  29021. Scene.prototype.freeRenderingGroups = function () {
  29022. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29023. return;
  29024. }
  29025. if (this._renderingManager) {
  29026. this._renderingManager.freeRenderingGroups();
  29027. }
  29028. if (this.textures) {
  29029. for (var i = 0; i < this.textures.length; i++) {
  29030. var texture = this.textures[i];
  29031. if (texture && texture.renderList) {
  29032. texture.freeRenderingGroups();
  29033. }
  29034. }
  29035. }
  29036. };
  29037. /** @hidden */
  29038. Scene.prototype._isInIntermediateRendering = function () {
  29039. return this._intermediateRendering;
  29040. };
  29041. /**
  29042. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29043. * @returns the current scene
  29044. */
  29045. Scene.prototype.freezeActiveMeshes = function () {
  29046. if (!this.activeCamera) {
  29047. return this;
  29048. }
  29049. if (!this._frustumPlanes) {
  29050. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29051. }
  29052. this._evaluateActiveMeshes();
  29053. this._activeMeshesFrozen = true;
  29054. return this;
  29055. };
  29056. /**
  29057. * Use this function to restart evaluating active meshes on every frame
  29058. * @returns the current scene
  29059. */
  29060. Scene.prototype.unfreezeActiveMeshes = function () {
  29061. this._activeMeshesFrozen = false;
  29062. return this;
  29063. };
  29064. Scene.prototype._evaluateActiveMeshes = function () {
  29065. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29066. return;
  29067. }
  29068. if (!this.activeCamera) {
  29069. return;
  29070. }
  29071. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29072. this.activeCamera._activeMeshes.reset();
  29073. this._activeMeshes.reset();
  29074. this._renderingManager.reset();
  29075. this._processedMaterials.reset();
  29076. this._activeParticleSystems.reset();
  29077. this._activeSkeletons.reset();
  29078. this._softwareSkinnedMeshes.reset();
  29079. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29080. var step = _a[_i];
  29081. step.action();
  29082. }
  29083. // Determine mesh candidates
  29084. var meshes = this.getActiveMeshCandidates();
  29085. // Check each mesh
  29086. var len = meshes.length;
  29087. for (var i = 0; i < len; i++) {
  29088. var mesh = meshes.data[i];
  29089. if (mesh.isBlocked) {
  29090. continue;
  29091. }
  29092. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29093. if (!mesh.isReady() || !mesh.isEnabled()) {
  29094. continue;
  29095. }
  29096. mesh.computeWorldMatrix();
  29097. // Intersections
  29098. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29099. this._meshesForIntersections.pushNoDuplicate(mesh);
  29100. }
  29101. // Switch to current LOD
  29102. var meshLOD = mesh.getLOD(this.activeCamera);
  29103. if (meshLOD === undefined || meshLOD === null) {
  29104. continue;
  29105. }
  29106. mesh._preActivate();
  29107. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29108. this._activeMeshes.push(mesh);
  29109. this.activeCamera._activeMeshes.push(mesh);
  29110. mesh._activate(this._renderId);
  29111. if (meshLOD !== mesh) {
  29112. meshLOD._activate(this._renderId);
  29113. }
  29114. this._activeMesh(mesh, meshLOD);
  29115. }
  29116. }
  29117. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29118. // Particle systems
  29119. if (this.particlesEnabled) {
  29120. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29121. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29122. var particleSystem = this.particleSystems[particleIndex];
  29123. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29124. continue;
  29125. }
  29126. var emitter = particleSystem.emitter;
  29127. if (!emitter.position || emitter.isEnabled()) {
  29128. this._activeParticleSystems.push(particleSystem);
  29129. particleSystem.animate();
  29130. this._renderingManager.dispatchParticles(particleSystem);
  29131. }
  29132. }
  29133. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29134. }
  29135. };
  29136. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29137. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29138. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29139. mesh.skeleton.prepare();
  29140. }
  29141. if (!mesh.computeBonesUsingShaders) {
  29142. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29143. }
  29144. }
  29145. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29146. var step = _a[_i];
  29147. step.action(sourceMesh, mesh);
  29148. }
  29149. if (mesh !== undefined && mesh !== null
  29150. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29151. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29152. var len = subMeshes.length;
  29153. for (var i = 0; i < len; i++) {
  29154. var subMesh = subMeshes.data[i];
  29155. this._evaluateSubMesh(subMesh, mesh);
  29156. }
  29157. }
  29158. };
  29159. /**
  29160. * Update the transform matrix to update from the current active camera
  29161. * @param force defines a boolean used to force the update even if cache is up to date
  29162. */
  29163. Scene.prototype.updateTransformMatrix = function (force) {
  29164. if (!this.activeCamera) {
  29165. return;
  29166. }
  29167. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29168. };
  29169. /**
  29170. * 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)
  29171. * @param alternateCamera defines the camera to use
  29172. */
  29173. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29174. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29175. };
  29176. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29177. if (camera && camera._skipRendering) {
  29178. return;
  29179. }
  29180. var engine = this._engine;
  29181. this.activeCamera = camera;
  29182. if (!this.activeCamera) {
  29183. throw new Error("Active camera not set");
  29184. }
  29185. // Viewport
  29186. engine.setViewport(this.activeCamera.viewport);
  29187. // Camera
  29188. this.resetCachedMaterial();
  29189. this._renderId++;
  29190. this.updateTransformMatrix();
  29191. if (camera._alternateCamera) {
  29192. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29193. this._alternateRendering = true;
  29194. }
  29195. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29196. // Meshes
  29197. this._evaluateActiveMeshes();
  29198. // Software skinning
  29199. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29200. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29201. mesh.applySkeleton(mesh.skeleton);
  29202. }
  29203. // Render targets
  29204. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29205. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29206. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29207. }
  29208. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29209. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29210. }
  29211. // Collects render targets from external components.
  29212. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29213. var step = _a[_i];
  29214. step.action(this._renderTargets);
  29215. }
  29216. if (this.renderTargetsEnabled) {
  29217. this._intermediateRendering = true;
  29218. if (this._renderTargets.length > 0) {
  29219. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29220. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29221. var renderTarget = this._renderTargets.data[renderIndex];
  29222. if (renderTarget._shouldRender()) {
  29223. this._renderId++;
  29224. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29225. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29226. }
  29227. }
  29228. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29229. this._renderId++;
  29230. }
  29231. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29232. var step = _c[_b];
  29233. step.action(this.activeCamera);
  29234. }
  29235. this._intermediateRendering = false;
  29236. if (this.activeCamera.outputRenderTarget) {
  29237. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29238. if (internalTexture) {
  29239. engine.bindFramebuffer(internalTexture);
  29240. }
  29241. else {
  29242. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29243. }
  29244. }
  29245. else {
  29246. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29247. }
  29248. }
  29249. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29250. // Prepare Frame
  29251. if (this.postProcessManager) {
  29252. this.postProcessManager._prepareFrame();
  29253. }
  29254. // Before Camera Draw
  29255. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29256. var step = _e[_d];
  29257. step.action(this.activeCamera);
  29258. }
  29259. // Render
  29260. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29261. this._renderingManager.render(null, null, true, true);
  29262. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29263. // After Camera Draw
  29264. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29265. var step = _g[_f];
  29266. step.action(this.activeCamera);
  29267. }
  29268. // Finalize frame
  29269. if (this.postProcessManager) {
  29270. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29271. }
  29272. // Reset some special arrays
  29273. this._renderTargets.reset();
  29274. this._alternateRendering = false;
  29275. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29276. };
  29277. Scene.prototype._processSubCameras = function (camera) {
  29278. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29279. this._renderForCamera(camera);
  29280. return;
  29281. }
  29282. // rig cameras
  29283. for (var index = 0; index < camera._rigCameras.length; index++) {
  29284. this._renderForCamera(camera._rigCameras[index], camera);
  29285. }
  29286. this.activeCamera = camera;
  29287. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29288. };
  29289. Scene.prototype._checkIntersections = function () {
  29290. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29291. var sourceMesh = this._meshesForIntersections.data[index];
  29292. if (!sourceMesh.actionManager) {
  29293. continue;
  29294. }
  29295. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29296. var action = sourceMesh.actionManager.actions[actionIndex];
  29297. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29298. var parameters = action.getTriggerParameter();
  29299. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29300. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29301. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29302. if (areIntersecting && currentIntersectionInProgress === -1) {
  29303. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29304. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29305. sourceMesh._intersectionsInProgress.push(otherMesh);
  29306. }
  29307. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29308. sourceMesh._intersectionsInProgress.push(otherMesh);
  29309. }
  29310. }
  29311. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29312. //They intersected, and now they don't.
  29313. //is this trigger an exit trigger? execute an event.
  29314. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29315. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29316. }
  29317. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29318. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29319. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29320. return otherMesh === parameterMesh;
  29321. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29322. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29323. }
  29324. }
  29325. }
  29326. }
  29327. }
  29328. };
  29329. /** @hidden */
  29330. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29331. // Do nothing. Code will be replaced if physics engine component is referenced
  29332. };
  29333. /**
  29334. * Render the scene
  29335. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29336. */
  29337. Scene.prototype.render = function (updateCameras) {
  29338. if (updateCameras === void 0) { updateCameras = true; }
  29339. if (this.isDisposed) {
  29340. return;
  29341. }
  29342. this._frameId++;
  29343. // Register components that have been associated lately to the scene.
  29344. this._registerTransientComponents();
  29345. this._activeParticles.fetchNewFrame();
  29346. this._totalVertices.fetchNewFrame();
  29347. this._activeIndices.fetchNewFrame();
  29348. this._activeBones.fetchNewFrame();
  29349. this._meshesForIntersections.reset();
  29350. this.resetCachedMaterial();
  29351. this.onBeforeAnimationsObservable.notifyObservers(this);
  29352. // Actions
  29353. if (this.actionManager) {
  29354. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29355. }
  29356. if (this._engine.isDeterministicLockStep()) {
  29357. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29358. var defaultFPS = (60.0 / 1000.0);
  29359. var defaultFrameTime = this.getDeterministicFrameTime();
  29360. var stepsTaken = 0;
  29361. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29362. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29363. internalSteps = Math.min(internalSteps, maxSubSteps);
  29364. do {
  29365. this.onBeforeStepObservable.notifyObservers(this);
  29366. // Animations
  29367. this._animationRatio = defaultFrameTime * defaultFPS;
  29368. this._animate();
  29369. this.onAfterAnimationsObservable.notifyObservers(this);
  29370. // Physics
  29371. this._advancePhysicsEngineStep(defaultFrameTime);
  29372. this.onAfterStepObservable.notifyObservers(this);
  29373. this._currentStepId++;
  29374. stepsTaken++;
  29375. deltaTime -= defaultFrameTime;
  29376. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29377. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29378. }
  29379. else {
  29380. // Animations
  29381. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29382. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29383. this._animate();
  29384. this.onAfterAnimationsObservable.notifyObservers(this);
  29385. // Physics
  29386. this._advancePhysicsEngineStep(deltaTime);
  29387. }
  29388. // Before camera update steps
  29389. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29390. var step = _a[_i];
  29391. step.action();
  29392. }
  29393. // Update Cameras
  29394. if (updateCameras) {
  29395. if (this.activeCameras.length > 0) {
  29396. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29397. var camera = this.activeCameras[cameraIndex];
  29398. camera.update();
  29399. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29400. // rig cameras
  29401. for (var index = 0; index < camera._rigCameras.length; index++) {
  29402. camera._rigCameras[index].update();
  29403. }
  29404. }
  29405. }
  29406. }
  29407. else if (this.activeCamera) {
  29408. this.activeCamera.update();
  29409. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29410. // rig cameras
  29411. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29412. this.activeCamera._rigCameras[index].update();
  29413. }
  29414. }
  29415. }
  29416. }
  29417. // Before render
  29418. this.onBeforeRenderObservable.notifyObservers(this);
  29419. // Customs render targets
  29420. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29421. var engine = this.getEngine();
  29422. var currentActiveCamera = this.activeCamera;
  29423. if (this.renderTargetsEnabled) {
  29424. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29425. this._intermediateRendering = true;
  29426. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29427. var renderTarget = this.customRenderTargets[customIndex];
  29428. if (renderTarget._shouldRender()) {
  29429. this._renderId++;
  29430. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29431. if (!this.activeCamera) {
  29432. throw new Error("Active camera not set");
  29433. }
  29434. // Viewport
  29435. engine.setViewport(this.activeCamera.viewport);
  29436. // Camera
  29437. this.updateTransformMatrix();
  29438. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29439. }
  29440. }
  29441. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29442. this._intermediateRendering = false;
  29443. this._renderId++;
  29444. }
  29445. // Restore back buffer
  29446. if (this.customRenderTargets.length > 0) {
  29447. engine.restoreDefaultFramebuffer();
  29448. }
  29449. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29450. this.activeCamera = currentActiveCamera;
  29451. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29452. var step = _c[_b];
  29453. step.action();
  29454. }
  29455. // Clear
  29456. if (this.autoClearDepthAndStencil || this.autoClear) {
  29457. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29458. }
  29459. // Collects render targets from external components.
  29460. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29461. var step = _e[_d];
  29462. step.action(this._renderTargets);
  29463. }
  29464. // Multi-cameras?
  29465. if (this.activeCameras.length > 0) {
  29466. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29467. if (cameraIndex > 0) {
  29468. this._engine.clear(null, false, true, true);
  29469. }
  29470. this._processSubCameras(this.activeCameras[cameraIndex]);
  29471. }
  29472. }
  29473. else {
  29474. if (!this.activeCamera) {
  29475. throw new Error("No camera defined");
  29476. }
  29477. this._processSubCameras(this.activeCamera);
  29478. }
  29479. // Intersection checks
  29480. this._checkIntersections();
  29481. // Executes the after render stage actions.
  29482. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29483. var step = _g[_f];
  29484. step.action();
  29485. }
  29486. // After render
  29487. if (this.afterRender) {
  29488. this.afterRender();
  29489. }
  29490. this.onAfterRenderObservable.notifyObservers(this);
  29491. // Cleaning
  29492. if (this._toBeDisposed.length) {
  29493. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29494. var data = this._toBeDisposed[index];
  29495. if (data) {
  29496. data.dispose();
  29497. }
  29498. }
  29499. this._toBeDisposed = [];
  29500. }
  29501. if (this.dumpNextRenderTargets) {
  29502. this.dumpNextRenderTargets = false;
  29503. }
  29504. this._activeBones.addCount(0, true);
  29505. this._activeIndices.addCount(0, true);
  29506. this._activeParticles.addCount(0, true);
  29507. };
  29508. /**
  29509. * Freeze all materials
  29510. * A frozen material will not be updatable but should be faster to render
  29511. */
  29512. Scene.prototype.freezeMaterials = function () {
  29513. for (var i = 0; i < this.materials.length; i++) {
  29514. this.materials[i].freeze();
  29515. }
  29516. };
  29517. /**
  29518. * Unfreeze all materials
  29519. * A frozen material will not be updatable but should be faster to render
  29520. */
  29521. Scene.prototype.unfreezeMaterials = function () {
  29522. for (var i = 0; i < this.materials.length; i++) {
  29523. this.materials[i].unfreeze();
  29524. }
  29525. };
  29526. /**
  29527. * Releases all held ressources
  29528. */
  29529. Scene.prototype.dispose = function () {
  29530. this.beforeRender = null;
  29531. this.afterRender = null;
  29532. this.skeletons = [];
  29533. this.morphTargetManagers = [];
  29534. this._transientComponents = [];
  29535. this._isReadyForMeshStage.clear();
  29536. this._beforeEvaluateActiveMeshStage.clear();
  29537. this._evaluateSubMeshStage.clear();
  29538. this._activeMeshStage.clear();
  29539. this._cameraDrawRenderTargetStage.clear();
  29540. this._beforeCameraDrawStage.clear();
  29541. this._beforeRenderingGroupDrawStage.clear();
  29542. this._beforeRenderingMeshStage.clear();
  29543. this._afterRenderingMeshStage.clear();
  29544. this._afterRenderingGroupDrawStage.clear();
  29545. this._afterCameraDrawStage.clear();
  29546. this._afterRenderStage.clear();
  29547. this._beforeCameraUpdateStage.clear();
  29548. this._beforeClearStage.clear();
  29549. this._gatherRenderTargetsStage.clear();
  29550. this._gatherActiveCameraRenderTargetsStage.clear();
  29551. this._pointerMoveStage.clear();
  29552. this._pointerDownStage.clear();
  29553. this._pointerUpStage.clear();
  29554. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29555. var component = _a[_i];
  29556. component.dispose();
  29557. }
  29558. this.importedMeshesFiles = new Array();
  29559. this.stopAllAnimations();
  29560. this.resetCachedMaterial();
  29561. // Smart arrays
  29562. if (this.activeCamera) {
  29563. this.activeCamera._activeMeshes.dispose();
  29564. this.activeCamera = null;
  29565. }
  29566. this._activeMeshes.dispose();
  29567. this._renderingManager.dispose();
  29568. this._processedMaterials.dispose();
  29569. this._activeParticleSystems.dispose();
  29570. this._activeSkeletons.dispose();
  29571. this._softwareSkinnedMeshes.dispose();
  29572. this._renderTargets.dispose();
  29573. this._registeredForLateAnimationBindings.dispose();
  29574. this._meshesForIntersections.dispose();
  29575. this._toBeDisposed = [];
  29576. // Abort active requests
  29577. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29578. var request = _c[_b];
  29579. request.abort();
  29580. }
  29581. // Events
  29582. this.onDisposeObservable.notifyObservers(this);
  29583. this.onDisposeObservable.clear();
  29584. this.onBeforeRenderObservable.clear();
  29585. this.onAfterRenderObservable.clear();
  29586. this.onBeforeRenderTargetsRenderObservable.clear();
  29587. this.onAfterRenderTargetsRenderObservable.clear();
  29588. this.onAfterStepObservable.clear();
  29589. this.onBeforeStepObservable.clear();
  29590. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29591. this.onAfterActiveMeshesEvaluationObservable.clear();
  29592. this.onBeforeParticlesRenderingObservable.clear();
  29593. this.onAfterParticlesRenderingObservable.clear();
  29594. this.onBeforeDrawPhaseObservable.clear();
  29595. this.onAfterDrawPhaseObservable.clear();
  29596. this.onBeforeAnimationsObservable.clear();
  29597. this.onAfterAnimationsObservable.clear();
  29598. this.onDataLoadedObservable.clear();
  29599. this.onBeforeRenderingGroupObservable.clear();
  29600. this.onAfterRenderingGroupObservable.clear();
  29601. this.onMeshImportedObservable.clear();
  29602. this.onBeforeCameraRenderObservable.clear();
  29603. this.onAfterCameraRenderObservable.clear();
  29604. this.onReadyObservable.clear();
  29605. this.onNewCameraAddedObservable.clear();
  29606. this.onCameraRemovedObservable.clear();
  29607. this.onNewLightAddedObservable.clear();
  29608. this.onLightRemovedObservable.clear();
  29609. this.onNewGeometryAddedObservable.clear();
  29610. this.onGeometryRemovedObservable.clear();
  29611. this.onNewTransformNodeAddedObservable.clear();
  29612. this.onTransformNodeRemovedObservable.clear();
  29613. this.onNewMeshAddedObservable.clear();
  29614. this.onMeshRemovedObservable.clear();
  29615. this.onNewMaterialAddedObservable.clear();
  29616. this.onMaterialRemovedObservable.clear();
  29617. this.onNewTextureAddedObservable.clear();
  29618. this.onTextureRemovedObservable.clear();
  29619. this.onPrePointerObservable.clear();
  29620. this.onPointerObservable.clear();
  29621. this.onPreKeyboardObservable.clear();
  29622. this.onKeyboardObservable.clear();
  29623. this.onActiveCameraChanged.clear();
  29624. this.detachControl();
  29625. // Detach cameras
  29626. var canvas = this._engine.getRenderingCanvas();
  29627. if (canvas) {
  29628. var index;
  29629. for (index = 0; index < this.cameras.length; index++) {
  29630. this.cameras[index].detachControl(canvas);
  29631. }
  29632. }
  29633. // Release animation groups
  29634. while (this.animationGroups.length) {
  29635. this.animationGroups[0].dispose();
  29636. }
  29637. // Release lights
  29638. while (this.lights.length) {
  29639. this.lights[0].dispose();
  29640. }
  29641. // Release meshes
  29642. while (this.meshes.length) {
  29643. this.meshes[0].dispose(true);
  29644. }
  29645. while (this.transformNodes.length) {
  29646. this.removeTransformNode(this.transformNodes[0]);
  29647. }
  29648. // Release cameras
  29649. while (this.cameras.length) {
  29650. this.cameras[0].dispose();
  29651. }
  29652. // Release materials
  29653. if (this.defaultMaterial) {
  29654. this.defaultMaterial.dispose();
  29655. }
  29656. while (this.multiMaterials.length) {
  29657. this.multiMaterials[0].dispose();
  29658. }
  29659. while (this.materials.length) {
  29660. this.materials[0].dispose();
  29661. }
  29662. // Release particles
  29663. while (this.particleSystems.length) {
  29664. this.particleSystems[0].dispose();
  29665. }
  29666. // Release postProcesses
  29667. while (this.postProcesses.length) {
  29668. this.postProcesses[0].dispose();
  29669. }
  29670. // Release textures
  29671. while (this.textures.length) {
  29672. this.textures[0].dispose();
  29673. }
  29674. // Release UBO
  29675. this._sceneUbo.dispose();
  29676. if (this._alternateSceneUbo) {
  29677. this._alternateSceneUbo.dispose();
  29678. }
  29679. // Post-processes
  29680. this.postProcessManager.dispose();
  29681. // Remove from engine
  29682. index = this._engine.scenes.indexOf(this);
  29683. if (index > -1) {
  29684. this._engine.scenes.splice(index, 1);
  29685. }
  29686. this._engine.wipeCaches(true);
  29687. this._isDisposed = true;
  29688. };
  29689. Object.defineProperty(Scene.prototype, "isDisposed", {
  29690. /**
  29691. * Gets if the scene is already disposed
  29692. */
  29693. get: function () {
  29694. return this._isDisposed;
  29695. },
  29696. enumerable: true,
  29697. configurable: true
  29698. });
  29699. /**
  29700. * Call this function to reduce memory footprint of the scene.
  29701. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29702. */
  29703. Scene.prototype.clearCachedVertexData = function () {
  29704. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29705. var mesh = this.meshes[meshIndex];
  29706. var geometry = mesh.geometry;
  29707. if (geometry) {
  29708. geometry._indices = [];
  29709. for (var vbName in geometry._vertexBuffers) {
  29710. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29711. continue;
  29712. }
  29713. geometry._vertexBuffers[vbName]._buffer._data = null;
  29714. }
  29715. }
  29716. }
  29717. };
  29718. /**
  29719. * This function will remove the local cached buffer data from texture.
  29720. * It will save memory but will prevent the texture from being rebuilt
  29721. */
  29722. Scene.prototype.cleanCachedTextureBuffer = function () {
  29723. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29724. var baseTexture = _a[_i];
  29725. var buffer = baseTexture._buffer;
  29726. if (buffer) {
  29727. baseTexture._buffer = null;
  29728. }
  29729. }
  29730. };
  29731. /**
  29732. * Get the world extend vectors with an optional filter
  29733. *
  29734. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29735. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29736. */
  29737. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29738. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29739. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29740. filterPredicate = filterPredicate || (function () { return true; });
  29741. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29742. mesh.computeWorldMatrix(true);
  29743. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29744. return;
  29745. }
  29746. var boundingInfo = mesh.getBoundingInfo();
  29747. var minBox = boundingInfo.boundingBox.minimumWorld;
  29748. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29749. BABYLON.Tools.CheckExtends(minBox, min, max);
  29750. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29751. });
  29752. return {
  29753. min: min,
  29754. max: max
  29755. };
  29756. };
  29757. // Picking
  29758. /**
  29759. * Creates a ray that can be used to pick in the scene
  29760. * @param x defines the x coordinate of the origin (on-screen)
  29761. * @param y defines the y coordinate of the origin (on-screen)
  29762. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29763. * @param camera defines the camera to use for the picking
  29764. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29765. * @returns a Ray
  29766. */
  29767. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29768. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29769. var result = BABYLON.Ray.Zero();
  29770. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29771. return result;
  29772. };
  29773. /**
  29774. * Creates a ray that can be used to pick in the scene
  29775. * @param x defines the x coordinate of the origin (on-screen)
  29776. * @param y defines the y coordinate of the origin (on-screen)
  29777. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29778. * @param result defines the ray where to store the picking ray
  29779. * @param camera defines the camera to use for the picking
  29780. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29781. * @returns the current scene
  29782. */
  29783. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29784. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29785. var engine = this._engine;
  29786. if (!camera) {
  29787. if (!this.activeCamera) {
  29788. throw new Error("Active camera not set");
  29789. }
  29790. camera = this.activeCamera;
  29791. }
  29792. var cameraViewport = camera.viewport;
  29793. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29794. // Moving coordinates to local viewport world
  29795. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29796. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29797. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29798. return this;
  29799. };
  29800. /**
  29801. * Creates a ray that can be used to pick in the scene
  29802. * @param x defines the x coordinate of the origin (on-screen)
  29803. * @param y defines the y coordinate of the origin (on-screen)
  29804. * @param camera defines the camera to use for the picking
  29805. * @returns a Ray
  29806. */
  29807. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29808. var result = BABYLON.Ray.Zero();
  29809. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29810. return result;
  29811. };
  29812. /**
  29813. * Creates a ray that can be used to pick in the scene
  29814. * @param x defines the x coordinate of the origin (on-screen)
  29815. * @param y defines the y coordinate of the origin (on-screen)
  29816. * @param result defines the ray where to store the picking ray
  29817. * @param camera defines the camera to use for the picking
  29818. * @returns the current scene
  29819. */
  29820. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29821. if (!BABYLON.PickingInfo) {
  29822. return this;
  29823. }
  29824. var engine = this._engine;
  29825. if (!camera) {
  29826. if (!this.activeCamera) {
  29827. throw new Error("Active camera not set");
  29828. }
  29829. camera = this.activeCamera;
  29830. }
  29831. var cameraViewport = camera.viewport;
  29832. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29833. var identity = BABYLON.Matrix.Identity();
  29834. // Moving coordinates to local viewport world
  29835. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29836. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29837. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29838. return this;
  29839. };
  29840. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29841. if (!BABYLON.PickingInfo) {
  29842. return null;
  29843. }
  29844. var pickingInfo = null;
  29845. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29846. var mesh = this.meshes[meshIndex];
  29847. if (predicate) {
  29848. if (!predicate(mesh)) {
  29849. continue;
  29850. }
  29851. }
  29852. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29853. continue;
  29854. }
  29855. var world = mesh.getWorldMatrix();
  29856. var ray = rayFunction(world);
  29857. var result = mesh.intersects(ray, fastCheck);
  29858. if (!result || !result.hit) {
  29859. continue;
  29860. }
  29861. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29862. continue;
  29863. }
  29864. pickingInfo = result;
  29865. if (fastCheck) {
  29866. break;
  29867. }
  29868. }
  29869. return pickingInfo || new BABYLON.PickingInfo();
  29870. };
  29871. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29872. if (!BABYLON.PickingInfo) {
  29873. return null;
  29874. }
  29875. var pickingInfos = new Array();
  29876. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29877. var mesh = this.meshes[meshIndex];
  29878. if (predicate) {
  29879. if (!predicate(mesh)) {
  29880. continue;
  29881. }
  29882. }
  29883. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29884. continue;
  29885. }
  29886. var world = mesh.getWorldMatrix();
  29887. var ray = rayFunction(world);
  29888. var result = mesh.intersects(ray, false);
  29889. if (!result || !result.hit) {
  29890. continue;
  29891. }
  29892. pickingInfos.push(result);
  29893. }
  29894. return pickingInfos;
  29895. };
  29896. /** Launch a ray to try to pick a mesh in the scene
  29897. * @param x position on screen
  29898. * @param y position on screen
  29899. * @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
  29900. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29901. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29902. * @returns a PickingInfo
  29903. */
  29904. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29905. var _this = this;
  29906. if (!BABYLON.PickingInfo) {
  29907. return null;
  29908. }
  29909. var result = this._internalPick(function (world) {
  29910. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29911. return _this._tempPickingRay;
  29912. }, predicate, fastCheck);
  29913. if (result) {
  29914. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29915. }
  29916. return result;
  29917. };
  29918. /** Use the given ray to pick a mesh in the scene
  29919. * @param ray The ray to use to pick meshes
  29920. * @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
  29921. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29922. * @returns a PickingInfo
  29923. */
  29924. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29925. var _this = this;
  29926. var result = this._internalPick(function (world) {
  29927. if (!_this._pickWithRayInverseMatrix) {
  29928. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29929. }
  29930. world.invertToRef(_this._pickWithRayInverseMatrix);
  29931. if (!_this._cachedRayForTransform) {
  29932. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29933. }
  29934. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29935. return _this._cachedRayForTransform;
  29936. }, predicate, fastCheck);
  29937. if (result) {
  29938. result.ray = ray;
  29939. }
  29940. return result;
  29941. };
  29942. /**
  29943. * Launch a ray to try to pick a mesh in the scene
  29944. * @param x X position on screen
  29945. * @param y Y position on screen
  29946. * @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
  29947. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29948. * @returns an array of PickingInfo
  29949. */
  29950. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29951. var _this = this;
  29952. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29953. };
  29954. /**
  29955. * Launch a ray to try to pick a mesh in the scene
  29956. * @param ray Ray to use
  29957. * @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
  29958. * @returns an array of PickingInfo
  29959. */
  29960. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29961. var _this = this;
  29962. return this._internalMultiPick(function (world) {
  29963. if (!_this._pickWithRayInverseMatrix) {
  29964. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29965. }
  29966. world.invertToRef(_this._pickWithRayInverseMatrix);
  29967. if (!_this._cachedRayForTransform) {
  29968. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29969. }
  29970. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29971. return _this._cachedRayForTransform;
  29972. }, predicate);
  29973. };
  29974. /**
  29975. * Force the value of meshUnderPointer
  29976. * @param mesh defines the mesh to use
  29977. */
  29978. Scene.prototype.setPointerOverMesh = function (mesh) {
  29979. if (this._pointerOverMesh === mesh) {
  29980. return;
  29981. }
  29982. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29983. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29984. }
  29985. this._pointerOverMesh = mesh;
  29986. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29987. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29988. }
  29989. };
  29990. /**
  29991. * Gets the mesh under the pointer
  29992. * @returns a Mesh or null if no mesh is under the pointer
  29993. */
  29994. Scene.prototype.getPointerOverMesh = function () {
  29995. return this._pointerOverMesh;
  29996. };
  29997. // Misc.
  29998. /** @hidden */
  29999. Scene.prototype._rebuildGeometries = function () {
  30000. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30001. var geometry = _a[_i];
  30002. geometry._rebuild();
  30003. }
  30004. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30005. var mesh = _c[_b];
  30006. mesh._rebuild();
  30007. }
  30008. if (this.postProcessManager) {
  30009. this.postProcessManager._rebuild();
  30010. }
  30011. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30012. var component = _e[_d];
  30013. component.rebuild();
  30014. }
  30015. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30016. var system = _g[_f];
  30017. system.rebuild();
  30018. }
  30019. };
  30020. /** @hidden */
  30021. Scene.prototype._rebuildTextures = function () {
  30022. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30023. var texture = _a[_i];
  30024. texture._rebuild();
  30025. }
  30026. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30027. };
  30028. // Tags
  30029. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30030. if (tagsQuery === undefined) {
  30031. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30032. return list;
  30033. }
  30034. var listByTags = [];
  30035. forEach = forEach || (function (item) { return; });
  30036. for (var i in list) {
  30037. var item = list[i];
  30038. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30039. listByTags.push(item);
  30040. forEach(item);
  30041. }
  30042. }
  30043. return listByTags;
  30044. };
  30045. /**
  30046. * Get a list of meshes by tags
  30047. * @param tagsQuery defines the tags query to use
  30048. * @param forEach defines a predicate used to filter results
  30049. * @returns an array of Mesh
  30050. */
  30051. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30052. return this._getByTags(this.meshes, tagsQuery, forEach);
  30053. };
  30054. /**
  30055. * Get a list of cameras by tags
  30056. * @param tagsQuery defines the tags query to use
  30057. * @param forEach defines a predicate used to filter results
  30058. * @returns an array of Camera
  30059. */
  30060. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30061. return this._getByTags(this.cameras, tagsQuery, forEach);
  30062. };
  30063. /**
  30064. * Get a list of lights by tags
  30065. * @param tagsQuery defines the tags query to use
  30066. * @param forEach defines a predicate used to filter results
  30067. * @returns an array of Light
  30068. */
  30069. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30070. return this._getByTags(this.lights, tagsQuery, forEach);
  30071. };
  30072. /**
  30073. * Get a list of materials by tags
  30074. * @param tagsQuery defines the tags query to use
  30075. * @param forEach defines a predicate used to filter results
  30076. * @returns an array of Material
  30077. */
  30078. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30079. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30080. };
  30081. /**
  30082. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30083. * This allowed control for front to back rendering or reversly depending of the special needs.
  30084. *
  30085. * @param renderingGroupId The rendering group id corresponding to its index
  30086. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30087. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30088. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30089. */
  30090. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30091. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30092. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30093. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30094. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30095. };
  30096. /**
  30097. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30098. *
  30099. * @param renderingGroupId The rendering group id corresponding to its index
  30100. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30101. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30102. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30103. */
  30104. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30105. if (depth === void 0) { depth = true; }
  30106. if (stencil === void 0) { stencil = true; }
  30107. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30108. };
  30109. /**
  30110. * Gets the current auto clear configuration for one rendering group of the rendering
  30111. * manager.
  30112. * @param index the rendering group index to get the information for
  30113. * @returns The auto clear setup for the requested rendering group
  30114. */
  30115. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30116. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30117. };
  30118. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30119. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30120. get: function () {
  30121. return this._blockMaterialDirtyMechanism;
  30122. },
  30123. set: function (value) {
  30124. if (this._blockMaterialDirtyMechanism === value) {
  30125. return;
  30126. }
  30127. this._blockMaterialDirtyMechanism = value;
  30128. if (!value) { // Do a complete update
  30129. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30130. }
  30131. },
  30132. enumerable: true,
  30133. configurable: true
  30134. });
  30135. /**
  30136. * Will flag all materials as dirty to trigger new shader compilation
  30137. * @param flag defines the flag used to specify which material part must be marked as dirty
  30138. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30139. */
  30140. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30141. if (this._blockMaterialDirtyMechanism) {
  30142. return;
  30143. }
  30144. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30145. var material = _a[_i];
  30146. if (predicate && !predicate(material)) {
  30147. continue;
  30148. }
  30149. material.markAsDirty(flag);
  30150. }
  30151. };
  30152. /** @hidden */
  30153. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30154. var _this = this;
  30155. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30156. this._activeRequests.push(request);
  30157. request.onCompleteObservable.add(function (request) {
  30158. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30159. });
  30160. return request;
  30161. };
  30162. /** @hidden */
  30163. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30164. var _this = this;
  30165. return new Promise(function (resolve, reject) {
  30166. _this._loadFile(url, function (data) {
  30167. resolve(data);
  30168. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30169. reject(exception);
  30170. });
  30171. });
  30172. };
  30173. // Statics
  30174. Scene._uniqueIdCounter = 0;
  30175. /** The fog is deactivated */
  30176. Scene.FOGMODE_NONE = 0;
  30177. /** The fog density is following an exponential function */
  30178. Scene.FOGMODE_EXP = 1;
  30179. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30180. Scene.FOGMODE_EXP2 = 2;
  30181. /** The fog density is following a linear function. */
  30182. Scene.FOGMODE_LINEAR = 3;
  30183. /**
  30184. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30185. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30186. */
  30187. Scene.MinDeltaTime = 1.0;
  30188. /**
  30189. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30190. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30191. */
  30192. Scene.MaxDeltaTime = 1000.0;
  30193. /** The distance in pixel that you have to move to prevent some events */
  30194. Scene.DragMovementThreshold = 10; // in pixels
  30195. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30196. Scene.LongPressDelay = 500; // in milliseconds
  30197. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30198. Scene.DoubleClickDelay = 300; // in milliseconds
  30199. /** If you need to check double click without raising a single click at first click, enable this flag */
  30200. Scene.ExclusiveDoubleClickMode = false;
  30201. return Scene;
  30202. }(BABYLON.AbstractScene));
  30203. BABYLON.Scene = Scene;
  30204. })(BABYLON || (BABYLON = {}));
  30205. //# sourceMappingURL=babylon.scene.js.map
  30206. var BABYLON;
  30207. (function (BABYLON) {
  30208. /**
  30209. * Set of assets to keep when moving a scene into an asset container.
  30210. */
  30211. var KeepAssets = /** @class */ (function (_super) {
  30212. __extends(KeepAssets, _super);
  30213. function KeepAssets() {
  30214. return _super !== null && _super.apply(this, arguments) || this;
  30215. }
  30216. return KeepAssets;
  30217. }(BABYLON.AbstractScene));
  30218. BABYLON.KeepAssets = KeepAssets;
  30219. /**
  30220. * Container with a set of assets that can be added or removed from a scene.
  30221. */
  30222. var AssetContainer = /** @class */ (function (_super) {
  30223. __extends(AssetContainer, _super);
  30224. /**
  30225. * Instantiates an AssetContainer.
  30226. * @param scene The scene the AssetContainer belongs to.
  30227. */
  30228. function AssetContainer(scene) {
  30229. var _this = _super.call(this) || this;
  30230. _this.scene = scene;
  30231. _this["sounds"] = [];
  30232. _this["effectLayers"] = [];
  30233. _this["layers"] = [];
  30234. _this["lensFlareSystems"] = [];
  30235. _this["proceduralTextures"] = [];
  30236. return _this;
  30237. }
  30238. /**
  30239. * Adds all the assets from the container to the scene.
  30240. */
  30241. AssetContainer.prototype.addAllToScene = function () {
  30242. var _this = this;
  30243. this.cameras.forEach(function (o) {
  30244. _this.scene.addCamera(o);
  30245. });
  30246. this.lights.forEach(function (o) {
  30247. _this.scene.addLight(o);
  30248. });
  30249. this.meshes.forEach(function (o) {
  30250. _this.scene.addMesh(o);
  30251. });
  30252. this.skeletons.forEach(function (o) {
  30253. _this.scene.addSkeleton(o);
  30254. });
  30255. this.animations.forEach(function (o) {
  30256. _this.scene.addAnimation(o);
  30257. });
  30258. this.animationGroups.forEach(function (o) {
  30259. _this.scene.addAnimationGroup(o);
  30260. });
  30261. this.multiMaterials.forEach(function (o) {
  30262. _this.scene.addMultiMaterial(o);
  30263. });
  30264. this.materials.forEach(function (o) {
  30265. _this.scene.addMaterial(o);
  30266. });
  30267. this.morphTargetManagers.forEach(function (o) {
  30268. _this.scene.addMorphTargetManager(o);
  30269. });
  30270. this.geometries.forEach(function (o) {
  30271. _this.scene.addGeometry(o);
  30272. });
  30273. this.transformNodes.forEach(function (o) {
  30274. _this.scene.addTransformNode(o);
  30275. });
  30276. this.actionManagers.forEach(function (o) {
  30277. _this.scene.addActionManager(o);
  30278. });
  30279. this.textures.forEach(function (o) {
  30280. _this.scene.addTexture(o);
  30281. });
  30282. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30283. var component = _a[_i];
  30284. component.addFromContainer(this);
  30285. }
  30286. };
  30287. /**
  30288. * Removes all the assets in the container from the scene
  30289. */
  30290. AssetContainer.prototype.removeAllFromScene = function () {
  30291. var _this = this;
  30292. this.cameras.forEach(function (o) {
  30293. _this.scene.removeCamera(o);
  30294. });
  30295. this.lights.forEach(function (o) {
  30296. _this.scene.removeLight(o);
  30297. });
  30298. this.meshes.forEach(function (o) {
  30299. _this.scene.removeMesh(o);
  30300. });
  30301. this.skeletons.forEach(function (o) {
  30302. _this.scene.removeSkeleton(o);
  30303. });
  30304. this.animations.forEach(function (o) {
  30305. _this.scene.removeAnimation(o);
  30306. });
  30307. this.animationGroups.forEach(function (o) {
  30308. _this.scene.removeAnimationGroup(o);
  30309. });
  30310. this.multiMaterials.forEach(function (o) {
  30311. _this.scene.removeMultiMaterial(o);
  30312. });
  30313. this.materials.forEach(function (o) {
  30314. _this.scene.removeMaterial(o);
  30315. });
  30316. this.morphTargetManagers.forEach(function (o) {
  30317. _this.scene.removeMorphTargetManager(o);
  30318. });
  30319. this.geometries.forEach(function (o) {
  30320. _this.scene.removeGeometry(o);
  30321. });
  30322. this.transformNodes.forEach(function (o) {
  30323. _this.scene.removeTransformNode(o);
  30324. });
  30325. this.actionManagers.forEach(function (o) {
  30326. _this.scene.removeActionManager(o);
  30327. });
  30328. this.textures.forEach(function (o) {
  30329. _this.scene.removeTexture(o);
  30330. });
  30331. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30332. var component = _a[_i];
  30333. component.removeFromContainer(this);
  30334. }
  30335. };
  30336. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30337. if (!sourceAssets) {
  30338. return;
  30339. }
  30340. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30341. var asset = sourceAssets_1[_i];
  30342. var move = true;
  30343. if (keepAssets) {
  30344. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30345. var keepAsset = keepAssets_1[_a];
  30346. if (asset === keepAsset) {
  30347. move = false;
  30348. break;
  30349. }
  30350. }
  30351. }
  30352. if (move) {
  30353. targetAssets.push(asset);
  30354. }
  30355. }
  30356. };
  30357. /**
  30358. * Removes all the assets contained in the scene and adds them to the container.
  30359. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30360. */
  30361. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30362. if (keepAssets === undefined) {
  30363. keepAssets = new KeepAssets();
  30364. }
  30365. for (var key in this) {
  30366. if (this.hasOwnProperty(key)) {
  30367. this[key] = this[key] || [];
  30368. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30369. }
  30370. }
  30371. this.removeAllFromScene();
  30372. };
  30373. /**
  30374. * 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.
  30375. * @returns the root mesh
  30376. */
  30377. AssetContainer.prototype.createRootMesh = function () {
  30378. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30379. this.meshes.forEach(function (m) {
  30380. if (!m.parent) {
  30381. rootMesh.addChild(m);
  30382. }
  30383. });
  30384. this.meshes.unshift(rootMesh);
  30385. return rootMesh;
  30386. };
  30387. return AssetContainer;
  30388. }(BABYLON.AbstractScene));
  30389. BABYLON.AssetContainer = AssetContainer;
  30390. })(BABYLON || (BABYLON = {}));
  30391. //# sourceMappingURL=babylon.assetContainer.js.map
  30392. var BABYLON;
  30393. (function (BABYLON) {
  30394. /**
  30395. * Class used to store data that will be store in GPU memory
  30396. */
  30397. var Buffer = /** @class */ (function () {
  30398. /**
  30399. * Constructor
  30400. * @param engine the engine
  30401. * @param data the data to use for this buffer
  30402. * @param updatable whether the data is updatable
  30403. * @param stride the stride (optional)
  30404. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30405. * @param instanced whether the buffer is instanced (optional)
  30406. * @param useBytes set to true if the stride in in bytes (optional)
  30407. */
  30408. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30409. if (stride === void 0) { stride = 0; }
  30410. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30411. if (instanced === void 0) { instanced = false; }
  30412. if (useBytes === void 0) { useBytes = false; }
  30413. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30414. this._engine = engine.getScene().getEngine();
  30415. }
  30416. else {
  30417. this._engine = engine;
  30418. }
  30419. this._updatable = updatable;
  30420. this._instanced = instanced;
  30421. this._data = data;
  30422. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30423. if (!postponeInternalCreation) { // by default
  30424. this.create();
  30425. }
  30426. }
  30427. /**
  30428. * Create a new VertexBuffer based on the current buffer
  30429. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30430. * @param offset defines offset in the buffer (0 by default)
  30431. * @param size defines the size in floats of attributes (position is 3 for instance)
  30432. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30433. * @param instanced defines if the vertex buffer contains indexed data
  30434. * @param useBytes defines if the offset and stride are in bytes
  30435. * @returns the new vertex buffer
  30436. */
  30437. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30438. if (useBytes === void 0) { useBytes = false; }
  30439. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30440. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30441. // a lot of these parameters are ignored as they are overriden by the buffer
  30442. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30443. };
  30444. // Properties
  30445. /**
  30446. * Gets a boolean indicating if the Buffer is updatable?
  30447. * @returns true if the buffer is updatable
  30448. */
  30449. Buffer.prototype.isUpdatable = function () {
  30450. return this._updatable;
  30451. };
  30452. /**
  30453. * Gets current buffer's data
  30454. * @returns a DataArray or null
  30455. */
  30456. Buffer.prototype.getData = function () {
  30457. return this._data;
  30458. };
  30459. /**
  30460. * Gets underlying native buffer
  30461. * @returns underlying native buffer
  30462. */
  30463. Buffer.prototype.getBuffer = function () {
  30464. return this._buffer;
  30465. };
  30466. /**
  30467. * Gets the stride in float32 units (i.e. byte stride / 4).
  30468. * May not be an integer if the byte stride is not divisible by 4.
  30469. * DEPRECATED. Use byteStride instead.
  30470. * @returns the stride in float32 units
  30471. */
  30472. Buffer.prototype.getStrideSize = function () {
  30473. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30474. };
  30475. // Methods
  30476. /**
  30477. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30478. * @param data defines the data to store
  30479. */
  30480. Buffer.prototype.create = function (data) {
  30481. if (data === void 0) { data = null; }
  30482. if (!data && this._buffer) {
  30483. return; // nothing to do
  30484. }
  30485. data = data || this._data;
  30486. if (!data) {
  30487. return;
  30488. }
  30489. if (!this._buffer) { // create buffer
  30490. if (this._updatable) {
  30491. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30492. this._data = data;
  30493. }
  30494. else {
  30495. this._buffer = this._engine.createVertexBuffer(data);
  30496. }
  30497. }
  30498. else if (this._updatable) { // update buffer
  30499. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30500. this._data = data;
  30501. }
  30502. };
  30503. /** @hidden */
  30504. Buffer.prototype._rebuild = function () {
  30505. this._buffer = null;
  30506. this.create(this._data);
  30507. };
  30508. /**
  30509. * Update current buffer data
  30510. * @param data defines the data to store
  30511. */
  30512. Buffer.prototype.update = function (data) {
  30513. this.create(data);
  30514. };
  30515. /**
  30516. * Updates the data directly.
  30517. * @param data the new data
  30518. * @param offset the new offset
  30519. * @param vertexCount the vertex count (optional)
  30520. * @param useBytes set to true if the offset is in bytes
  30521. */
  30522. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30523. if (useBytes === void 0) { useBytes = false; }
  30524. if (!this._buffer) {
  30525. return;
  30526. }
  30527. if (this._updatable) { // update buffer
  30528. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30529. this._data = null;
  30530. }
  30531. };
  30532. /**
  30533. * Release all resources
  30534. */
  30535. Buffer.prototype.dispose = function () {
  30536. if (!this._buffer) {
  30537. return;
  30538. }
  30539. if (this._engine._releaseBuffer(this._buffer)) {
  30540. this._buffer = null;
  30541. }
  30542. };
  30543. return Buffer;
  30544. }());
  30545. BABYLON.Buffer = Buffer;
  30546. })(BABYLON || (BABYLON = {}));
  30547. //# sourceMappingURL=babylon.buffer.js.map
  30548. var BABYLON;
  30549. (function (BABYLON) {
  30550. /**
  30551. * Specialized buffer used to store vertex data
  30552. */
  30553. var VertexBuffer = /** @class */ (function () {
  30554. /**
  30555. * Constructor
  30556. * @param engine the engine
  30557. * @param data the data to use for this vertex buffer
  30558. * @param kind the vertex buffer kind
  30559. * @param updatable whether the data is updatable
  30560. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30561. * @param stride the stride (optional)
  30562. * @param instanced whether the buffer is instanced (optional)
  30563. * @param offset the offset of the data (optional)
  30564. * @param size the number of components (optional)
  30565. * @param type the type of the component (optional)
  30566. * @param normalized whether the data contains normalized data (optional)
  30567. * @param useBytes set to true if stride and offset are in bytes (optional)
  30568. */
  30569. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30570. if (normalized === void 0) { normalized = false; }
  30571. if (useBytes === void 0) { useBytes = false; }
  30572. if (data instanceof BABYLON.Buffer) {
  30573. this._buffer = data;
  30574. this._ownsBuffer = false;
  30575. }
  30576. else {
  30577. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30578. this._ownsBuffer = true;
  30579. }
  30580. this._kind = kind;
  30581. if (type == undefined) {
  30582. var data_1 = this.getData();
  30583. this.type = VertexBuffer.FLOAT;
  30584. if (data_1 instanceof Int8Array) {
  30585. this.type = VertexBuffer.BYTE;
  30586. }
  30587. else if (data_1 instanceof Uint8Array) {
  30588. this.type = VertexBuffer.UNSIGNED_BYTE;
  30589. }
  30590. else if (data_1 instanceof Int16Array) {
  30591. this.type = VertexBuffer.SHORT;
  30592. }
  30593. else if (data_1 instanceof Uint16Array) {
  30594. this.type = VertexBuffer.UNSIGNED_SHORT;
  30595. }
  30596. else if (data_1 instanceof Int32Array) {
  30597. this.type = VertexBuffer.INT;
  30598. }
  30599. else if (data_1 instanceof Uint32Array) {
  30600. this.type = VertexBuffer.UNSIGNED_INT;
  30601. }
  30602. }
  30603. else {
  30604. this.type = type;
  30605. }
  30606. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30607. if (useBytes) {
  30608. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30609. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30610. this.byteOffset = offset || 0;
  30611. }
  30612. else {
  30613. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30614. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30615. this.byteOffset = (offset || 0) * typeByteLength;
  30616. }
  30617. this.normalized = normalized;
  30618. this._instanced = instanced !== undefined ? instanced : false;
  30619. this._instanceDivisor = instanced ? 1 : 0;
  30620. }
  30621. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30622. /**
  30623. * Gets or sets the instance divisor when in instanced mode
  30624. */
  30625. get: function () {
  30626. return this._instanceDivisor;
  30627. },
  30628. set: function (value) {
  30629. this._instanceDivisor = value;
  30630. if (value == 0) {
  30631. this._instanced = false;
  30632. }
  30633. else {
  30634. this._instanced = true;
  30635. }
  30636. },
  30637. enumerable: true,
  30638. configurable: true
  30639. });
  30640. /** @hidden */
  30641. VertexBuffer.prototype._rebuild = function () {
  30642. if (!this._buffer) {
  30643. return;
  30644. }
  30645. this._buffer._rebuild();
  30646. };
  30647. /**
  30648. * Returns the kind of the VertexBuffer (string)
  30649. * @returns a string
  30650. */
  30651. VertexBuffer.prototype.getKind = function () {
  30652. return this._kind;
  30653. };
  30654. // Properties
  30655. /**
  30656. * Gets a boolean indicating if the VertexBuffer is updatable?
  30657. * @returns true if the buffer is updatable
  30658. */
  30659. VertexBuffer.prototype.isUpdatable = function () {
  30660. return this._buffer.isUpdatable();
  30661. };
  30662. /**
  30663. * Gets current buffer's data
  30664. * @returns a DataArray or null
  30665. */
  30666. VertexBuffer.prototype.getData = function () {
  30667. return this._buffer.getData();
  30668. };
  30669. /**
  30670. * Gets underlying native buffer
  30671. * @returns underlying native buffer
  30672. */
  30673. VertexBuffer.prototype.getBuffer = function () {
  30674. return this._buffer.getBuffer();
  30675. };
  30676. /**
  30677. * Gets the stride in float32 units (i.e. byte stride / 4).
  30678. * May not be an integer if the byte stride is not divisible by 4.
  30679. * DEPRECATED. Use byteStride instead.
  30680. * @returns the stride in float32 units
  30681. */
  30682. VertexBuffer.prototype.getStrideSize = function () {
  30683. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30684. };
  30685. /**
  30686. * Returns the offset as a multiple of the type byte length.
  30687. * DEPRECATED. Use byteOffset instead.
  30688. * @returns the offset in bytes
  30689. */
  30690. VertexBuffer.prototype.getOffset = function () {
  30691. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30692. };
  30693. /**
  30694. * Returns the number of components per vertex attribute (integer)
  30695. * @returns the size in float
  30696. */
  30697. VertexBuffer.prototype.getSize = function () {
  30698. return this._size;
  30699. };
  30700. /**
  30701. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30702. * @returns true if this buffer is instanced
  30703. */
  30704. VertexBuffer.prototype.getIsInstanced = function () {
  30705. return this._instanced;
  30706. };
  30707. /**
  30708. * Returns the instancing divisor, zero for non-instanced (integer).
  30709. * @returns a number
  30710. */
  30711. VertexBuffer.prototype.getInstanceDivisor = function () {
  30712. return this._instanceDivisor;
  30713. };
  30714. // Methods
  30715. /**
  30716. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30717. * @param data defines the data to store
  30718. */
  30719. VertexBuffer.prototype.create = function (data) {
  30720. this._buffer.create(data);
  30721. };
  30722. /**
  30723. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30724. * This function will create a new buffer if the current one is not updatable
  30725. * @param data defines the data to store
  30726. */
  30727. VertexBuffer.prototype.update = function (data) {
  30728. this._buffer.update(data);
  30729. };
  30730. /**
  30731. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30732. * Returns the directly updated WebGLBuffer.
  30733. * @param data the new data
  30734. * @param offset the new offset
  30735. * @param useBytes set to true if the offset is in bytes
  30736. */
  30737. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30738. if (useBytes === void 0) { useBytes = false; }
  30739. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30740. };
  30741. /**
  30742. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30743. */
  30744. VertexBuffer.prototype.dispose = function () {
  30745. if (this._ownsBuffer) {
  30746. this._buffer.dispose();
  30747. }
  30748. };
  30749. /**
  30750. * Enumerates each value of this vertex buffer as numbers.
  30751. * @param count the number of values to enumerate
  30752. * @param callback the callback function called for each value
  30753. */
  30754. VertexBuffer.prototype.forEach = function (count, callback) {
  30755. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30756. };
  30757. /**
  30758. * Deduces the stride given a kind.
  30759. * @param kind The kind string to deduce
  30760. * @returns The deduced stride
  30761. */
  30762. VertexBuffer.DeduceStride = function (kind) {
  30763. switch (kind) {
  30764. case VertexBuffer.UVKind:
  30765. case VertexBuffer.UV2Kind:
  30766. case VertexBuffer.UV3Kind:
  30767. case VertexBuffer.UV4Kind:
  30768. case VertexBuffer.UV5Kind:
  30769. case VertexBuffer.UV6Kind:
  30770. return 2;
  30771. case VertexBuffer.NormalKind:
  30772. case VertexBuffer.PositionKind:
  30773. return 3;
  30774. case VertexBuffer.ColorKind:
  30775. case VertexBuffer.MatricesIndicesKind:
  30776. case VertexBuffer.MatricesIndicesExtraKind:
  30777. case VertexBuffer.MatricesWeightsKind:
  30778. case VertexBuffer.MatricesWeightsExtraKind:
  30779. case VertexBuffer.TangentKind:
  30780. return 4;
  30781. default:
  30782. throw new Error("Invalid kind '" + kind + "'");
  30783. }
  30784. };
  30785. /**
  30786. * Gets the byte length of the given type.
  30787. * @param type the type
  30788. * @returns the number of bytes
  30789. */
  30790. VertexBuffer.GetTypeByteLength = function (type) {
  30791. switch (type) {
  30792. case VertexBuffer.BYTE:
  30793. case VertexBuffer.UNSIGNED_BYTE:
  30794. return 1;
  30795. case VertexBuffer.SHORT:
  30796. case VertexBuffer.UNSIGNED_SHORT:
  30797. return 2;
  30798. case VertexBuffer.INT:
  30799. case VertexBuffer.FLOAT:
  30800. return 4;
  30801. default:
  30802. throw new Error("Invalid type '" + type + "'");
  30803. }
  30804. };
  30805. /**
  30806. * Enumerates each value of the given parameters as numbers.
  30807. * @param data the data to enumerate
  30808. * @param byteOffset the byte offset of the data
  30809. * @param byteStride the byte stride of the data
  30810. * @param componentCount the number of components per element
  30811. * @param componentType the type of the component
  30812. * @param count the total number of components
  30813. * @param normalized whether the data is normalized
  30814. * @param callback the callback function called for each value
  30815. */
  30816. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30817. if (data instanceof Array) {
  30818. var offset = byteOffset / 4;
  30819. var stride = byteStride / 4;
  30820. for (var index = 0; index < count; index += componentCount) {
  30821. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30822. callback(data[offset + componentIndex], index + componentIndex);
  30823. }
  30824. offset += stride;
  30825. }
  30826. }
  30827. else {
  30828. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30829. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30830. for (var index = 0; index < count; index += componentCount) {
  30831. var componentByteOffset = byteOffset;
  30832. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30833. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30834. callback(value, index + componentIndex);
  30835. componentByteOffset += componentByteLength;
  30836. }
  30837. byteOffset += byteStride;
  30838. }
  30839. }
  30840. };
  30841. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30842. switch (type) {
  30843. case VertexBuffer.BYTE: {
  30844. var value = dataView.getInt8(byteOffset);
  30845. if (normalized) {
  30846. value = Math.max(value / 127, -1);
  30847. }
  30848. return value;
  30849. }
  30850. case VertexBuffer.UNSIGNED_BYTE: {
  30851. var value = dataView.getUint8(byteOffset);
  30852. if (normalized) {
  30853. value = value / 255;
  30854. }
  30855. return value;
  30856. }
  30857. case VertexBuffer.SHORT: {
  30858. var value = dataView.getInt16(byteOffset, true);
  30859. if (normalized) {
  30860. value = Math.max(value / 16383, -1);
  30861. }
  30862. return value;
  30863. }
  30864. case VertexBuffer.UNSIGNED_SHORT: {
  30865. var value = dataView.getUint16(byteOffset, true);
  30866. if (normalized) {
  30867. value = value / 65535;
  30868. }
  30869. return value;
  30870. }
  30871. case VertexBuffer.FLOAT: {
  30872. return dataView.getFloat32(byteOffset, true);
  30873. }
  30874. default: {
  30875. throw new Error("Invalid component type " + type);
  30876. }
  30877. }
  30878. };
  30879. /**
  30880. * The byte type.
  30881. */
  30882. VertexBuffer.BYTE = 5120;
  30883. /**
  30884. * The unsigned byte type.
  30885. */
  30886. VertexBuffer.UNSIGNED_BYTE = 5121;
  30887. /**
  30888. * The short type.
  30889. */
  30890. VertexBuffer.SHORT = 5122;
  30891. /**
  30892. * The unsigned short type.
  30893. */
  30894. VertexBuffer.UNSIGNED_SHORT = 5123;
  30895. /**
  30896. * The integer type.
  30897. */
  30898. VertexBuffer.INT = 5124;
  30899. /**
  30900. * The unsigned integer type.
  30901. */
  30902. VertexBuffer.UNSIGNED_INT = 5125;
  30903. /**
  30904. * The float type.
  30905. */
  30906. VertexBuffer.FLOAT = 5126;
  30907. // Enums
  30908. /**
  30909. * Positions
  30910. */
  30911. VertexBuffer.PositionKind = "position";
  30912. /**
  30913. * Normals
  30914. */
  30915. VertexBuffer.NormalKind = "normal";
  30916. /**
  30917. * Tangents
  30918. */
  30919. VertexBuffer.TangentKind = "tangent";
  30920. /**
  30921. * Texture coordinates
  30922. */
  30923. VertexBuffer.UVKind = "uv";
  30924. /**
  30925. * Texture coordinates 2
  30926. */
  30927. VertexBuffer.UV2Kind = "uv2";
  30928. /**
  30929. * Texture coordinates 3
  30930. */
  30931. VertexBuffer.UV3Kind = "uv3";
  30932. /**
  30933. * Texture coordinates 4
  30934. */
  30935. VertexBuffer.UV4Kind = "uv4";
  30936. /**
  30937. * Texture coordinates 5
  30938. */
  30939. VertexBuffer.UV5Kind = "uv5";
  30940. /**
  30941. * Texture coordinates 6
  30942. */
  30943. VertexBuffer.UV6Kind = "uv6";
  30944. /**
  30945. * Colors
  30946. */
  30947. VertexBuffer.ColorKind = "color";
  30948. /**
  30949. * Matrix indices (for bones)
  30950. */
  30951. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30952. /**
  30953. * Matrix weights (for bones)
  30954. */
  30955. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30956. /**
  30957. * Additional matrix indices (for bones)
  30958. */
  30959. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30960. /**
  30961. * Additional matrix weights (for bones)
  30962. */
  30963. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30964. return VertexBuffer;
  30965. }());
  30966. BABYLON.VertexBuffer = VertexBuffer;
  30967. })(BABYLON || (BABYLON = {}));
  30968. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30969. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30970. var BABYLON;
  30971. (function (BABYLON) {
  30972. /**
  30973. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30974. */
  30975. var DummyInternalTextureTracker = /** @class */ (function () {
  30976. function DummyInternalTextureTracker() {
  30977. /**
  30978. * Gets or set the previous tracker in the list
  30979. */
  30980. this.previous = null;
  30981. /**
  30982. * Gets or set the next tracker in the list
  30983. */
  30984. this.next = null;
  30985. }
  30986. return DummyInternalTextureTracker;
  30987. }());
  30988. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30989. })(BABYLON || (BABYLON = {}));
  30990. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30991. var BABYLON;
  30992. (function (BABYLON) {
  30993. /**
  30994. * Class used to store data associated with WebGL texture data for the engine
  30995. * This class should not be used directly
  30996. */
  30997. var InternalTexture = /** @class */ (function () {
  30998. /**
  30999. * Creates a new InternalTexture
  31000. * @param engine defines the engine to use
  31001. * @param dataSource defines the type of data that will be used
  31002. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31003. */
  31004. function InternalTexture(engine, dataSource, delayAllocation) {
  31005. if (delayAllocation === void 0) { delayAllocation = false; }
  31006. /**
  31007. * Observable called when the texture is loaded
  31008. */
  31009. this.onLoadedObservable = new BABYLON.Observable();
  31010. /**
  31011. * Gets or set the previous tracker in the list
  31012. */
  31013. this.previous = null;
  31014. /**
  31015. * Gets or set the next tracker in the list
  31016. */
  31017. this.next = null;
  31018. // Private
  31019. /** @hidden */
  31020. this._initialSlot = -1;
  31021. /** @hidden */
  31022. this._designatedSlot = -1;
  31023. /** @hidden */
  31024. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31025. /** @hidden */
  31026. this._comparisonFunction = 0;
  31027. /** @hidden */
  31028. this._sphericalPolynomial = null;
  31029. /** @hidden */
  31030. this._lodGenerationScale = 0;
  31031. /** @hidden */
  31032. this._lodGenerationOffset = 0;
  31033. /** @hidden */
  31034. this._isRGBD = false;
  31035. /** @hidden */
  31036. this._references = 1;
  31037. this._engine = engine;
  31038. this._dataSource = dataSource;
  31039. if (!delayAllocation) {
  31040. this._webGLTexture = engine._createTexture();
  31041. }
  31042. }
  31043. /**
  31044. * Gets the Engine the texture belongs to.
  31045. * @returns The babylon engine
  31046. */
  31047. InternalTexture.prototype.getEngine = function () {
  31048. return this._engine;
  31049. };
  31050. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31051. /**
  31052. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31053. */
  31054. get: function () {
  31055. return this._dataSource;
  31056. },
  31057. enumerable: true,
  31058. configurable: true
  31059. });
  31060. /**
  31061. * Increments the number of references (ie. the number of Texture that point to it)
  31062. */
  31063. InternalTexture.prototype.incrementReferences = function () {
  31064. this._references++;
  31065. };
  31066. /**
  31067. * Change the size of the texture (not the size of the content)
  31068. * @param width defines the new width
  31069. * @param height defines the new height
  31070. * @param depth defines the new depth (1 by default)
  31071. */
  31072. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31073. if (depth === void 0) { depth = 1; }
  31074. this.width = width;
  31075. this.height = height;
  31076. this.depth = depth;
  31077. this.baseWidth = width;
  31078. this.baseHeight = height;
  31079. this.baseDepth = depth;
  31080. this._size = width * height * depth;
  31081. };
  31082. /** @hidden */
  31083. InternalTexture.prototype._rebuild = function () {
  31084. var _this = this;
  31085. var proxy;
  31086. this.isReady = false;
  31087. this._cachedCoordinatesMode = null;
  31088. this._cachedWrapU = null;
  31089. this._cachedWrapV = null;
  31090. this._cachedAnisotropicFilteringLevel = null;
  31091. switch (this._dataSource) {
  31092. case InternalTexture.DATASOURCE_TEMP:
  31093. return;
  31094. case InternalTexture.DATASOURCE_URL:
  31095. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31096. _this.isReady = true;
  31097. }, null, this._buffer, undefined, this.format);
  31098. proxy._swapAndDie(this);
  31099. return;
  31100. case InternalTexture.DATASOURCE_RAW:
  31101. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31102. proxy._swapAndDie(this);
  31103. this.isReady = true;
  31104. return;
  31105. case InternalTexture.DATASOURCE_RAW3D:
  31106. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31107. proxy._swapAndDie(this);
  31108. this.isReady = true;
  31109. return;
  31110. case InternalTexture.DATASOURCE_DYNAMIC:
  31111. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31112. proxy._swapAndDie(this);
  31113. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31114. // The engine will make sure to update content so no need to flag it as isReady = true
  31115. return;
  31116. case InternalTexture.DATASOURCE_RENDERTARGET:
  31117. var options = new BABYLON.RenderTargetCreationOptions();
  31118. options.generateDepthBuffer = this._generateDepthBuffer;
  31119. options.generateMipMaps = this.generateMipMaps;
  31120. options.generateStencilBuffer = this._generateStencilBuffer;
  31121. options.samplingMode = this.samplingMode;
  31122. options.type = this.type;
  31123. if (this.isCube) {
  31124. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31125. }
  31126. else {
  31127. var size = {
  31128. width: this.width,
  31129. height: this.height
  31130. };
  31131. proxy = this._engine.createRenderTargetTexture(size, options);
  31132. }
  31133. proxy._swapAndDie(this);
  31134. this.isReady = true;
  31135. return;
  31136. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31137. var depthTextureOptions = {
  31138. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31139. comparisonFunction: this._comparisonFunction,
  31140. generateStencil: this._generateStencilBuffer,
  31141. isCube: this.isCube
  31142. };
  31143. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31144. proxy._swapAndDie(this);
  31145. this.isReady = true;
  31146. return;
  31147. case InternalTexture.DATASOURCE_CUBE:
  31148. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31149. _this.isReady = true;
  31150. }, null, this.format, this._extension);
  31151. proxy._swapAndDie(this);
  31152. return;
  31153. case InternalTexture.DATASOURCE_CUBERAW:
  31154. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31155. proxy._swapAndDie(this);
  31156. this.isReady = true;
  31157. return;
  31158. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31159. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31160. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31161. _this.isReady = true;
  31162. });
  31163. proxy._swapAndDie(this);
  31164. return;
  31165. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31166. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31167. if (proxy) {
  31168. proxy._swapAndDie(_this);
  31169. }
  31170. _this.isReady = true;
  31171. }, null, this.format, this._extension);
  31172. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31173. return;
  31174. }
  31175. };
  31176. /** @hidden */
  31177. InternalTexture.prototype._swapAndDie = function (target) {
  31178. target._webGLTexture = this._webGLTexture;
  31179. if (this._framebuffer) {
  31180. target._framebuffer = this._framebuffer;
  31181. }
  31182. if (this._depthStencilBuffer) {
  31183. target._depthStencilBuffer = this._depthStencilBuffer;
  31184. }
  31185. if (this._lodTextureHigh) {
  31186. if (target._lodTextureHigh) {
  31187. target._lodTextureHigh.dispose();
  31188. }
  31189. target._lodTextureHigh = this._lodTextureHigh;
  31190. }
  31191. if (this._lodTextureMid) {
  31192. if (target._lodTextureMid) {
  31193. target._lodTextureMid.dispose();
  31194. }
  31195. target._lodTextureMid = this._lodTextureMid;
  31196. }
  31197. if (this._lodTextureLow) {
  31198. if (target._lodTextureLow) {
  31199. target._lodTextureLow.dispose();
  31200. }
  31201. target._lodTextureLow = this._lodTextureLow;
  31202. }
  31203. var cache = this._engine.getLoadedTexturesCache();
  31204. var index = cache.indexOf(this);
  31205. if (index !== -1) {
  31206. cache.splice(index, 1);
  31207. }
  31208. };
  31209. /**
  31210. * Dispose the current allocated resources
  31211. */
  31212. InternalTexture.prototype.dispose = function () {
  31213. if (!this._webGLTexture) {
  31214. return;
  31215. }
  31216. this._references--;
  31217. if (this._references === 0) {
  31218. this._engine._releaseTexture(this);
  31219. this._webGLTexture = null;
  31220. this.previous = null;
  31221. this.next = null;
  31222. }
  31223. };
  31224. /**
  31225. * The source of the texture data is unknown
  31226. */
  31227. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31228. /**
  31229. * Texture data comes from an URL
  31230. */
  31231. InternalTexture.DATASOURCE_URL = 1;
  31232. /**
  31233. * Texture data is only used for temporary storage
  31234. */
  31235. InternalTexture.DATASOURCE_TEMP = 2;
  31236. /**
  31237. * Texture data comes from raw data (ArrayBuffer)
  31238. */
  31239. InternalTexture.DATASOURCE_RAW = 3;
  31240. /**
  31241. * Texture content is dynamic (video or dynamic texture)
  31242. */
  31243. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31244. /**
  31245. * Texture content is generated by rendering to it
  31246. */
  31247. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31248. /**
  31249. * Texture content is part of a multi render target process
  31250. */
  31251. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31252. /**
  31253. * Texture data comes from a cube data file
  31254. */
  31255. InternalTexture.DATASOURCE_CUBE = 7;
  31256. /**
  31257. * Texture data comes from a raw cube data
  31258. */
  31259. InternalTexture.DATASOURCE_CUBERAW = 8;
  31260. /**
  31261. * Texture data come from a prefiltered cube data file
  31262. */
  31263. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31264. /**
  31265. * Texture content is raw 3D data
  31266. */
  31267. InternalTexture.DATASOURCE_RAW3D = 10;
  31268. /**
  31269. * Texture content is a depth texture
  31270. */
  31271. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31272. /**
  31273. * Texture data comes from a raw cube data encoded with RGBD
  31274. */
  31275. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31276. return InternalTexture;
  31277. }());
  31278. BABYLON.InternalTexture = InternalTexture;
  31279. })(BABYLON || (BABYLON = {}));
  31280. //# sourceMappingURL=babylon.internalTexture.js.map
  31281. var BABYLON;
  31282. (function (BABYLON) {
  31283. /**
  31284. * Base class of all the textures in babylon.
  31285. * It groups all the common properties the materials, post process, lights... might need
  31286. * in order to make a correct use of the texture.
  31287. */
  31288. var BaseTexture = /** @class */ (function () {
  31289. /**
  31290. * Instantiates a new BaseTexture.
  31291. * Base class of all the textures in babylon.
  31292. * It groups all the common properties the materials, post process, lights... might need
  31293. * in order to make a correct use of the texture.
  31294. * @param scene Define the scene the texture blongs to
  31295. */
  31296. function BaseTexture(scene) {
  31297. this._hasAlpha = false;
  31298. /**
  31299. * Defines if the alpha value should be determined via the rgb values.
  31300. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31301. */
  31302. this.getAlphaFromRGB = false;
  31303. /**
  31304. * Intensity or strength of the texture.
  31305. * It is commonly used by materials to fine tune the intensity of the texture
  31306. */
  31307. this.level = 1;
  31308. /**
  31309. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31310. * This is part of the texture as textures usually maps to one uv set.
  31311. */
  31312. this.coordinatesIndex = 0;
  31313. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31314. /**
  31315. * | Value | Type | Description |
  31316. * | ----- | ------------------ | ----------- |
  31317. * | 0 | CLAMP_ADDRESSMODE | |
  31318. * | 1 | WRAP_ADDRESSMODE | |
  31319. * | 2 | MIRROR_ADDRESSMODE | |
  31320. */
  31321. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31322. /**
  31323. * | Value | Type | Description |
  31324. * | ----- | ------------------ | ----------- |
  31325. * | 0 | CLAMP_ADDRESSMODE | |
  31326. * | 1 | WRAP_ADDRESSMODE | |
  31327. * | 2 | MIRROR_ADDRESSMODE | |
  31328. */
  31329. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31330. /**
  31331. * | Value | Type | Description |
  31332. * | ----- | ------------------ | ----------- |
  31333. * | 0 | CLAMP_ADDRESSMODE | |
  31334. * | 1 | WRAP_ADDRESSMODE | |
  31335. * | 2 | MIRROR_ADDRESSMODE | |
  31336. */
  31337. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31338. /**
  31339. * With compliant hardware and browser (supporting anisotropic filtering)
  31340. * this defines the level of anisotropic filtering in the texture.
  31341. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31342. */
  31343. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31344. /**
  31345. * Define if the texture is a cube texture or if false a 2d texture.
  31346. */
  31347. this.isCube = false;
  31348. /**
  31349. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31350. */
  31351. this.is3D = false;
  31352. /**
  31353. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31354. * HDR texture are usually stored in linear space.
  31355. * This only impacts the PBR and Background materials
  31356. */
  31357. this.gammaSpace = true;
  31358. /**
  31359. * Is Z inverted in the texture (useful in a cube texture).
  31360. */
  31361. this.invertZ = false;
  31362. /**
  31363. * @hidden
  31364. */
  31365. this.lodLevelInAlpha = false;
  31366. /**
  31367. * Define if the texture is a render target.
  31368. */
  31369. this.isRenderTarget = false;
  31370. /**
  31371. * Define the list of animation attached to the texture.
  31372. */
  31373. this.animations = new Array();
  31374. /**
  31375. * An event triggered when the texture is disposed.
  31376. */
  31377. this.onDisposeObservable = new BABYLON.Observable();
  31378. /**
  31379. * Define the current state of the loading sequence when in delayed load mode.
  31380. */
  31381. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31382. this._cachedSize = BABYLON.Size.Zero();
  31383. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31384. if (this._scene) {
  31385. this._scene.textures.push(this);
  31386. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31387. this.uniqueId = this._scene.getUniqueId();
  31388. }
  31389. this._uid = null;
  31390. }
  31391. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31392. get: function () {
  31393. return this._hasAlpha;
  31394. },
  31395. /**
  31396. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31397. */
  31398. set: function (value) {
  31399. if (this._hasAlpha === value) {
  31400. return;
  31401. }
  31402. this._hasAlpha = value;
  31403. if (this._scene) {
  31404. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31405. }
  31406. },
  31407. enumerable: true,
  31408. configurable: true
  31409. });
  31410. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31411. get: function () {
  31412. return this._coordinatesMode;
  31413. },
  31414. /**
  31415. * How a texture is mapped.
  31416. *
  31417. * | Value | Type | Description |
  31418. * | ----- | ----------------------------------- | ----------- |
  31419. * | 0 | EXPLICIT_MODE | |
  31420. * | 1 | SPHERICAL_MODE | |
  31421. * | 2 | PLANAR_MODE | |
  31422. * | 3 | CUBIC_MODE | |
  31423. * | 4 | PROJECTION_MODE | |
  31424. * | 5 | SKYBOX_MODE | |
  31425. * | 6 | INVCUBIC_MODE | |
  31426. * | 7 | EQUIRECTANGULAR_MODE | |
  31427. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31428. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31429. */
  31430. set: function (value) {
  31431. if (this._coordinatesMode === value) {
  31432. return;
  31433. }
  31434. this._coordinatesMode = value;
  31435. if (this._scene) {
  31436. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31437. }
  31438. },
  31439. enumerable: true,
  31440. configurable: true
  31441. });
  31442. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31443. /**
  31444. * Gets whether or not the texture contains RGBD data.
  31445. */
  31446. get: function () {
  31447. return this._texture != null && this._texture._isRGBD;
  31448. },
  31449. enumerable: true,
  31450. configurable: true
  31451. });
  31452. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31453. /**
  31454. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31455. */
  31456. get: function () {
  31457. if (this._texture) {
  31458. return this._texture._lodGenerationOffset;
  31459. }
  31460. return 0.0;
  31461. },
  31462. set: function (value) {
  31463. if (this._texture) {
  31464. this._texture._lodGenerationOffset = value;
  31465. }
  31466. },
  31467. enumerable: true,
  31468. configurable: true
  31469. });
  31470. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31471. /**
  31472. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31473. */
  31474. get: function () {
  31475. if (this._texture) {
  31476. return this._texture._lodGenerationScale;
  31477. }
  31478. return 0.0;
  31479. },
  31480. set: function (value) {
  31481. if (this._texture) {
  31482. this._texture._lodGenerationScale = value;
  31483. }
  31484. },
  31485. enumerable: true,
  31486. configurable: true
  31487. });
  31488. Object.defineProperty(BaseTexture.prototype, "uid", {
  31489. /**
  31490. * Define the unique id of the texture in the scene.
  31491. */
  31492. get: function () {
  31493. if (!this._uid) {
  31494. this._uid = BABYLON.Tools.RandomId();
  31495. }
  31496. return this._uid;
  31497. },
  31498. enumerable: true,
  31499. configurable: true
  31500. });
  31501. /**
  31502. * Return a string representation of the texture.
  31503. * @returns the texture as a string
  31504. */
  31505. BaseTexture.prototype.toString = function () {
  31506. return this.name;
  31507. };
  31508. /**
  31509. * Get the class name of the texture.
  31510. * @returns "BaseTexture"
  31511. */
  31512. BaseTexture.prototype.getClassName = function () {
  31513. return "BaseTexture";
  31514. };
  31515. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31516. /**
  31517. * Callback triggered when the texture has been disposed.
  31518. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31519. */
  31520. set: function (callback) {
  31521. if (this._onDisposeObserver) {
  31522. this.onDisposeObservable.remove(this._onDisposeObserver);
  31523. }
  31524. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31525. },
  31526. enumerable: true,
  31527. configurable: true
  31528. });
  31529. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31530. /**
  31531. * Define if the texture is preventinga material to render or not.
  31532. * If not and the texture is not ready, the engine will use a default black texture instead.
  31533. */
  31534. get: function () {
  31535. return true;
  31536. },
  31537. enumerable: true,
  31538. configurable: true
  31539. });
  31540. /**
  31541. * Get the scene the texture belongs to.
  31542. * @returns the scene or null if undefined
  31543. */
  31544. BaseTexture.prototype.getScene = function () {
  31545. return this._scene;
  31546. };
  31547. /**
  31548. * Get the texture transform matrix used to offset tile the texture for istance.
  31549. * @returns the transformation matrix
  31550. */
  31551. BaseTexture.prototype.getTextureMatrix = function () {
  31552. return BABYLON.Matrix.IdentityReadOnly;
  31553. };
  31554. /**
  31555. * Get the texture reflection matrix used to rotate/transform the reflection.
  31556. * @returns the reflection matrix
  31557. */
  31558. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31559. return BABYLON.Matrix.IdentityReadOnly;
  31560. };
  31561. /**
  31562. * Get the underlying lower level texture from Babylon.
  31563. * @returns the insternal texture
  31564. */
  31565. BaseTexture.prototype.getInternalTexture = function () {
  31566. return this._texture;
  31567. };
  31568. /**
  31569. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31570. * @returns true if ready or not blocking
  31571. */
  31572. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31573. return !this.isBlocking || this.isReady();
  31574. };
  31575. /**
  31576. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31577. * @returns true if fully ready
  31578. */
  31579. BaseTexture.prototype.isReady = function () {
  31580. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31581. this.delayLoad();
  31582. return false;
  31583. }
  31584. if (this._texture) {
  31585. return this._texture.isReady;
  31586. }
  31587. return false;
  31588. };
  31589. /**
  31590. * Get the size of the texture.
  31591. * @returns the texture size.
  31592. */
  31593. BaseTexture.prototype.getSize = function () {
  31594. if (this._texture) {
  31595. if (this._texture.width) {
  31596. this._cachedSize.width = this._texture.width;
  31597. this._cachedSize.height = this._texture.height;
  31598. return this._cachedSize;
  31599. }
  31600. if (this._texture._size) {
  31601. this._cachedSize.width = this._texture._size;
  31602. this._cachedSize.height = this._texture._size;
  31603. return this._cachedSize;
  31604. }
  31605. }
  31606. return this._cachedSize;
  31607. };
  31608. /**
  31609. * Get the base size of the texture.
  31610. * It can be different from the size if the texture has been resized for POT for instance
  31611. * @returns the base size
  31612. */
  31613. BaseTexture.prototype.getBaseSize = function () {
  31614. if (!this.isReady() || !this._texture) {
  31615. return BABYLON.Size.Zero();
  31616. }
  31617. if (this._texture._size) {
  31618. return new BABYLON.Size(this._texture._size, this._texture._size);
  31619. }
  31620. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31621. };
  31622. /**
  31623. * Scales the texture if is `canRescale()`
  31624. * @param ratio the resize factor we want to use to rescale
  31625. */
  31626. BaseTexture.prototype.scale = function (ratio) {
  31627. };
  31628. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31629. /**
  31630. * Get if the texture can rescale.
  31631. */
  31632. get: function () {
  31633. return false;
  31634. },
  31635. enumerable: true,
  31636. configurable: true
  31637. });
  31638. /** @hidden */
  31639. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31640. if (!this._scene) {
  31641. return null;
  31642. }
  31643. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31644. for (var index = 0; index < texturesCache.length; index++) {
  31645. var texturesCacheEntry = texturesCache[index];
  31646. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31647. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31648. texturesCacheEntry.incrementReferences();
  31649. return texturesCacheEntry;
  31650. }
  31651. }
  31652. }
  31653. return null;
  31654. };
  31655. /** @hidden */
  31656. BaseTexture.prototype._rebuild = function () {
  31657. };
  31658. /**
  31659. * Triggers the load sequence in delayed load mode.
  31660. */
  31661. BaseTexture.prototype.delayLoad = function () {
  31662. };
  31663. /**
  31664. * Clones the texture.
  31665. * @returns the cloned texture
  31666. */
  31667. BaseTexture.prototype.clone = function () {
  31668. return null;
  31669. };
  31670. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31671. /**
  31672. * Get the texture underlying type (INT, FLOAT...)
  31673. */
  31674. get: function () {
  31675. if (!this._texture) {
  31676. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31677. }
  31678. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31679. },
  31680. enumerable: true,
  31681. configurable: true
  31682. });
  31683. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31684. /**
  31685. * Get the texture underlying format (RGB, RGBA...)
  31686. */
  31687. get: function () {
  31688. if (!this._texture) {
  31689. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31690. }
  31691. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31692. },
  31693. enumerable: true,
  31694. configurable: true
  31695. });
  31696. /**
  31697. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31698. * This will returns an RGBA array buffer containing either in values (0-255) or
  31699. * float values (0-1) depending of the underlying buffer type.
  31700. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31701. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31702. * @param buffer defines a user defined buffer to fill with data (can be null)
  31703. * @returns The Array buffer containing the pixels data.
  31704. */
  31705. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31706. if (faceIndex === void 0) { faceIndex = 0; }
  31707. if (level === void 0) { level = 0; }
  31708. if (buffer === void 0) { buffer = null; }
  31709. if (!this._texture) {
  31710. return null;
  31711. }
  31712. var size = this.getSize();
  31713. var width = size.width;
  31714. var height = size.height;
  31715. var scene = this.getScene();
  31716. if (!scene) {
  31717. return null;
  31718. }
  31719. var engine = scene.getEngine();
  31720. if (level != 0) {
  31721. width = width / Math.pow(2, level);
  31722. height = height / Math.pow(2, level);
  31723. width = Math.round(width);
  31724. height = Math.round(height);
  31725. }
  31726. if (this._texture.isCube) {
  31727. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31728. }
  31729. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31730. };
  31731. /**
  31732. * Release and destroy the underlying lower level texture aka internalTexture.
  31733. */
  31734. BaseTexture.prototype.releaseInternalTexture = function () {
  31735. if (this._texture) {
  31736. this._texture.dispose();
  31737. this._texture = null;
  31738. }
  31739. };
  31740. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31741. /**
  31742. * Get the polynomial representation of the texture data.
  31743. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31744. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31745. */
  31746. get: function () {
  31747. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31748. return null;
  31749. }
  31750. if (!this._texture._sphericalPolynomial) {
  31751. this._texture._sphericalPolynomial =
  31752. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31753. }
  31754. return this._texture._sphericalPolynomial;
  31755. },
  31756. set: function (value) {
  31757. if (this._texture) {
  31758. this._texture._sphericalPolynomial = value;
  31759. }
  31760. },
  31761. enumerable: true,
  31762. configurable: true
  31763. });
  31764. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31765. /** @hidden */
  31766. get: function () {
  31767. if (this._texture) {
  31768. return this._texture._lodTextureHigh;
  31769. }
  31770. return null;
  31771. },
  31772. enumerable: true,
  31773. configurable: true
  31774. });
  31775. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31776. /** @hidden */
  31777. get: function () {
  31778. if (this._texture) {
  31779. return this._texture._lodTextureMid;
  31780. }
  31781. return null;
  31782. },
  31783. enumerable: true,
  31784. configurable: true
  31785. });
  31786. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31787. /** @hidden */
  31788. get: function () {
  31789. if (this._texture) {
  31790. return this._texture._lodTextureLow;
  31791. }
  31792. return null;
  31793. },
  31794. enumerable: true,
  31795. configurable: true
  31796. });
  31797. /**
  31798. * Dispose the texture and release its associated resources.
  31799. */
  31800. BaseTexture.prototype.dispose = function () {
  31801. if (!this._scene) {
  31802. return;
  31803. }
  31804. // Animations
  31805. this._scene.stopAnimation(this);
  31806. // Remove from scene
  31807. this._scene._removePendingData(this);
  31808. var index = this._scene.textures.indexOf(this);
  31809. if (index >= 0) {
  31810. this._scene.textures.splice(index, 1);
  31811. }
  31812. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31813. if (this._texture === undefined) {
  31814. return;
  31815. }
  31816. // Release
  31817. this.releaseInternalTexture();
  31818. // Callback
  31819. this.onDisposeObservable.notifyObservers(this);
  31820. this.onDisposeObservable.clear();
  31821. };
  31822. /**
  31823. * Serialize the texture into a JSON representation that can be parsed later on.
  31824. * @returns the JSON representation of the texture
  31825. */
  31826. BaseTexture.prototype.serialize = function () {
  31827. if (!this.name) {
  31828. return null;
  31829. }
  31830. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31831. // Animations
  31832. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31833. return serializationObject;
  31834. };
  31835. /**
  31836. * Helper function to be called back once a list of texture contains only ready textures.
  31837. * @param textures Define the list of textures to wait for
  31838. * @param callback Define the callback triggered once the entire list will be ready
  31839. */
  31840. BaseTexture.WhenAllReady = function (textures, callback) {
  31841. var numRemaining = textures.length;
  31842. if (numRemaining === 0) {
  31843. callback();
  31844. return;
  31845. }
  31846. var _loop_1 = function () {
  31847. texture = textures[i];
  31848. if (texture.isReady()) {
  31849. if (--numRemaining === 0) {
  31850. callback();
  31851. }
  31852. }
  31853. else {
  31854. onLoadObservable = texture.onLoadObservable;
  31855. var onLoadCallback_1 = function () {
  31856. onLoadObservable.removeCallback(onLoadCallback_1);
  31857. if (--numRemaining === 0) {
  31858. callback();
  31859. }
  31860. };
  31861. onLoadObservable.add(onLoadCallback_1);
  31862. }
  31863. };
  31864. var texture, onLoadObservable;
  31865. for (var i = 0; i < textures.length; i++) {
  31866. _loop_1();
  31867. }
  31868. };
  31869. /**
  31870. * Default anisotropic filtering level for the application.
  31871. * It is set to 4 as a good tradeoff between perf and quality.
  31872. */
  31873. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31874. __decorate([
  31875. BABYLON.serialize()
  31876. ], BaseTexture.prototype, "uniqueId", void 0);
  31877. __decorate([
  31878. BABYLON.serialize()
  31879. ], BaseTexture.prototype, "name", void 0);
  31880. __decorate([
  31881. BABYLON.serialize("hasAlpha")
  31882. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31883. __decorate([
  31884. BABYLON.serialize()
  31885. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31886. __decorate([
  31887. BABYLON.serialize()
  31888. ], BaseTexture.prototype, "level", void 0);
  31889. __decorate([
  31890. BABYLON.serialize()
  31891. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31892. __decorate([
  31893. BABYLON.serialize("coordinatesMode")
  31894. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31895. __decorate([
  31896. BABYLON.serialize()
  31897. ], BaseTexture.prototype, "wrapU", void 0);
  31898. __decorate([
  31899. BABYLON.serialize()
  31900. ], BaseTexture.prototype, "wrapV", void 0);
  31901. __decorate([
  31902. BABYLON.serialize()
  31903. ], BaseTexture.prototype, "wrapR", void 0);
  31904. __decorate([
  31905. BABYLON.serialize()
  31906. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31907. __decorate([
  31908. BABYLON.serialize()
  31909. ], BaseTexture.prototype, "isCube", void 0);
  31910. __decorate([
  31911. BABYLON.serialize()
  31912. ], BaseTexture.prototype, "is3D", void 0);
  31913. __decorate([
  31914. BABYLON.serialize()
  31915. ], BaseTexture.prototype, "gammaSpace", void 0);
  31916. __decorate([
  31917. BABYLON.serialize()
  31918. ], BaseTexture.prototype, "invertZ", void 0);
  31919. __decorate([
  31920. BABYLON.serialize()
  31921. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31922. __decorate([
  31923. BABYLON.serialize()
  31924. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31925. __decorate([
  31926. BABYLON.serialize()
  31927. ], BaseTexture.prototype, "lodGenerationScale", null);
  31928. __decorate([
  31929. BABYLON.serialize()
  31930. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31931. return BaseTexture;
  31932. }());
  31933. BABYLON.BaseTexture = BaseTexture;
  31934. })(BABYLON || (BABYLON = {}));
  31935. //# sourceMappingURL=babylon.baseTexture.js.map
  31936. var BABYLON;
  31937. (function (BABYLON) {
  31938. /**
  31939. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31940. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31941. */
  31942. var Texture = /** @class */ (function (_super) {
  31943. __extends(Texture, _super);
  31944. /**
  31945. * Instantiates a new texture.
  31946. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31947. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31948. * @param url define the url of the picture to load as a texture
  31949. * @param scene define the scene the texture will belong to
  31950. * @param noMipmap define if the texture will require mip maps or not
  31951. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31952. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31953. * @param onLoad define a callback triggered when the texture has been loaded
  31954. * @param onError define a callback triggered when an error occurred during the loading session
  31955. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31956. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31957. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31958. */
  31959. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31960. if (noMipmap === void 0) { noMipmap = false; }
  31961. if (invertY === void 0) { invertY = true; }
  31962. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31963. if (onLoad === void 0) { onLoad = null; }
  31964. if (onError === void 0) { onError = null; }
  31965. if (buffer === void 0) { buffer = null; }
  31966. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31967. var _this = _super.call(this, scene) || this;
  31968. /**
  31969. * Define an offset on the texture to offset the u coordinates of the UVs
  31970. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31971. */
  31972. _this.uOffset = 0;
  31973. /**
  31974. * Define an offset on the texture to offset the v coordinates of the UVs
  31975. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31976. */
  31977. _this.vOffset = 0;
  31978. /**
  31979. * Define an offset on the texture to scale the u coordinates of the UVs
  31980. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31981. */
  31982. _this.uScale = 1.0;
  31983. /**
  31984. * Define an offset on the texture to scale the v coordinates of the UVs
  31985. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31986. */
  31987. _this.vScale = 1.0;
  31988. /**
  31989. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31990. * @see http://doc.babylonjs.com/how_to/more_materials
  31991. */
  31992. _this.uAng = 0;
  31993. /**
  31994. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31995. * @see http://doc.babylonjs.com/how_to/more_materials
  31996. */
  31997. _this.vAng = 0;
  31998. /**
  31999. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32000. * @see http://doc.babylonjs.com/how_to/more_materials
  32001. */
  32002. _this.wAng = 0;
  32003. /**
  32004. * Defines the center of rotation (U)
  32005. */
  32006. _this.uRotationCenter = 0.5;
  32007. /**
  32008. * Defines the center of rotation (V)
  32009. */
  32010. _this.vRotationCenter = 0.5;
  32011. /**
  32012. * Defines the center of rotation (W)
  32013. */
  32014. _this.wRotationCenter = 0.5;
  32015. /**
  32016. * Observable triggered once the texture has been loaded.
  32017. */
  32018. _this.onLoadObservable = new BABYLON.Observable();
  32019. _this._isBlocking = true;
  32020. _this.name = url || "";
  32021. _this.url = url;
  32022. _this._noMipmap = noMipmap;
  32023. _this._invertY = invertY;
  32024. _this._samplingMode = samplingMode;
  32025. _this._buffer = buffer;
  32026. _this._deleteBuffer = deleteBuffer;
  32027. if (format) {
  32028. _this._format = format;
  32029. }
  32030. scene = _this.getScene();
  32031. if (!scene) {
  32032. return _this;
  32033. }
  32034. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32035. var load = function () {
  32036. if (_this.onLoadObservable.hasObservers()) {
  32037. _this.onLoadObservable.notifyObservers(_this);
  32038. }
  32039. if (onLoad) {
  32040. onLoad();
  32041. }
  32042. if (!_this.isBlocking && scene) {
  32043. scene.resetCachedMaterial();
  32044. }
  32045. };
  32046. if (!_this.url) {
  32047. _this._delayedOnLoad = load;
  32048. _this._delayedOnError = onError;
  32049. return _this;
  32050. }
  32051. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32052. if (!_this._texture) {
  32053. if (!scene.useDelayedTextureLoading) {
  32054. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32055. if (deleteBuffer) {
  32056. delete _this._buffer;
  32057. }
  32058. }
  32059. else {
  32060. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32061. _this._delayedOnLoad = load;
  32062. _this._delayedOnError = onError;
  32063. }
  32064. }
  32065. else {
  32066. if (_this._texture.isReady) {
  32067. BABYLON.Tools.SetImmediate(function () { return load(); });
  32068. }
  32069. else {
  32070. _this._texture.onLoadedObservable.add(load);
  32071. }
  32072. }
  32073. return _this;
  32074. }
  32075. Object.defineProperty(Texture.prototype, "noMipmap", {
  32076. /**
  32077. * Are mip maps generated for this texture or not.
  32078. */
  32079. get: function () {
  32080. return this._noMipmap;
  32081. },
  32082. enumerable: true,
  32083. configurable: true
  32084. });
  32085. Object.defineProperty(Texture.prototype, "isBlocking", {
  32086. get: function () {
  32087. return this._isBlocking;
  32088. },
  32089. /**
  32090. * Is the texture preventing material to render while loading.
  32091. * If false, a default texture will be used instead of the loading one during the preparation step.
  32092. */
  32093. set: function (value) {
  32094. this._isBlocking = value;
  32095. },
  32096. enumerable: true,
  32097. configurable: true
  32098. });
  32099. Object.defineProperty(Texture.prototype, "samplingMode", {
  32100. /**
  32101. * Get the current sampling mode associated with the texture.
  32102. */
  32103. get: function () {
  32104. return this._samplingMode;
  32105. },
  32106. enumerable: true,
  32107. configurable: true
  32108. });
  32109. Object.defineProperty(Texture.prototype, "invertY", {
  32110. /**
  32111. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32112. */
  32113. get: function () {
  32114. return this._invertY;
  32115. },
  32116. enumerable: true,
  32117. configurable: true
  32118. });
  32119. /**
  32120. * Update the url (and optional buffer) of this texture if url was null during construction.
  32121. * @param url the url of the texture
  32122. * @param buffer the buffer of the texture (defaults to null)
  32123. */
  32124. Texture.prototype.updateURL = function (url, buffer) {
  32125. if (buffer === void 0) { buffer = null; }
  32126. if (this.url) {
  32127. throw new Error("URL is already set");
  32128. }
  32129. this.url = url;
  32130. this._buffer = buffer;
  32131. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32132. this.delayLoad();
  32133. };
  32134. /**
  32135. * Finish the loading sequence of a texture flagged as delayed load.
  32136. * @hidden
  32137. */
  32138. Texture.prototype.delayLoad = function () {
  32139. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32140. return;
  32141. }
  32142. var scene = this.getScene();
  32143. if (!scene) {
  32144. return;
  32145. }
  32146. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32147. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32148. if (!this._texture) {
  32149. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32150. if (this._deleteBuffer) {
  32151. delete this._buffer;
  32152. }
  32153. }
  32154. else {
  32155. if (this._delayedOnLoad) {
  32156. if (this._texture.isReady) {
  32157. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32158. }
  32159. else {
  32160. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32161. }
  32162. }
  32163. }
  32164. this._delayedOnLoad = null;
  32165. this._delayedOnError = null;
  32166. };
  32167. /**
  32168. * Update the sampling mode of the texture.
  32169. * Default is Trilinear mode.
  32170. *
  32171. * | Value | Type | Description |
  32172. * | ----- | ------------------ | ----------- |
  32173. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32174. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32175. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32176. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32177. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32178. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32179. * | 7 | NEAREST_LINEAR | |
  32180. * | 8 | NEAREST_NEAREST | |
  32181. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32182. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32183. * | 11 | LINEAR_LINEAR | |
  32184. * | 12 | LINEAR_NEAREST | |
  32185. *
  32186. * > _mag_: magnification filter (close to the viewer)
  32187. * > _min_: minification filter (far from the viewer)
  32188. * > _mip_: filter used between mip map levels
  32189. *@param samplingMode Define the new sampling mode of the texture
  32190. */
  32191. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32192. if (!this._texture) {
  32193. return;
  32194. }
  32195. var scene = this.getScene();
  32196. if (!scene) {
  32197. return;
  32198. }
  32199. this._samplingMode = samplingMode;
  32200. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32201. };
  32202. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32203. x *= this.uScale;
  32204. y *= this.vScale;
  32205. x -= this.uRotationCenter * this.uScale;
  32206. y -= this.vRotationCenter * this.vScale;
  32207. z -= this.wRotationCenter;
  32208. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32209. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32210. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32211. t.z += this.wRotationCenter;
  32212. };
  32213. /**
  32214. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32215. * @returns the transform matrix of the texture.
  32216. */
  32217. Texture.prototype.getTextureMatrix = function () {
  32218. var _this = this;
  32219. if (this.uOffset === this._cachedUOffset &&
  32220. this.vOffset === this._cachedVOffset &&
  32221. this.uScale === this._cachedUScale &&
  32222. this.vScale === this._cachedVScale &&
  32223. this.uAng === this._cachedUAng &&
  32224. this.vAng === this._cachedVAng &&
  32225. this.wAng === this._cachedWAng) {
  32226. return this._cachedTextureMatrix;
  32227. }
  32228. this._cachedUOffset = this.uOffset;
  32229. this._cachedVOffset = this.vOffset;
  32230. this._cachedUScale = this.uScale;
  32231. this._cachedVScale = this.vScale;
  32232. this._cachedUAng = this.uAng;
  32233. this._cachedVAng = this.vAng;
  32234. this._cachedWAng = this.wAng;
  32235. if (!this._cachedTextureMatrix) {
  32236. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32237. this._rowGenerationMatrix = new BABYLON.Matrix();
  32238. this._t0 = BABYLON.Vector3.Zero();
  32239. this._t1 = BABYLON.Vector3.Zero();
  32240. this._t2 = BABYLON.Vector3.Zero();
  32241. }
  32242. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32243. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32244. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32245. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32246. this._t1.subtractInPlace(this._t0);
  32247. this._t2.subtractInPlace(this._t0);
  32248. 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);
  32249. var scene = this.getScene();
  32250. if (!scene) {
  32251. return this._cachedTextureMatrix;
  32252. }
  32253. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32254. return mat.hasTexture(_this);
  32255. });
  32256. return this._cachedTextureMatrix;
  32257. };
  32258. /**
  32259. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32260. * @returns The reflection texture transform
  32261. */
  32262. Texture.prototype.getReflectionTextureMatrix = function () {
  32263. var _this = this;
  32264. var scene = this.getScene();
  32265. if (!scene) {
  32266. return this._cachedTextureMatrix;
  32267. }
  32268. if (this.uOffset === this._cachedUOffset &&
  32269. this.vOffset === this._cachedVOffset &&
  32270. this.uScale === this._cachedUScale &&
  32271. this.vScale === this._cachedVScale &&
  32272. this.coordinatesMode === this._cachedCoordinatesMode) {
  32273. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32274. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32275. return this._cachedTextureMatrix;
  32276. }
  32277. }
  32278. else {
  32279. return this._cachedTextureMatrix;
  32280. }
  32281. }
  32282. if (!this._cachedTextureMatrix) {
  32283. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32284. }
  32285. if (!this._projectionModeMatrix) {
  32286. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32287. }
  32288. this._cachedUOffset = this.uOffset;
  32289. this._cachedVOffset = this.vOffset;
  32290. this._cachedUScale = this.uScale;
  32291. this._cachedVScale = this.vScale;
  32292. this._cachedCoordinatesMode = this.coordinatesMode;
  32293. switch (this.coordinatesMode) {
  32294. case Texture.PLANAR_MODE:
  32295. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32296. this._cachedTextureMatrix[0] = this.uScale;
  32297. this._cachedTextureMatrix[5] = this.vScale;
  32298. this._cachedTextureMatrix[12] = this.uOffset;
  32299. this._cachedTextureMatrix[13] = this.vOffset;
  32300. break;
  32301. case Texture.PROJECTION_MODE:
  32302. 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);
  32303. var projectionMatrix = scene.getProjectionMatrix();
  32304. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32305. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32306. break;
  32307. default:
  32308. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32309. break;
  32310. }
  32311. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32312. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32313. });
  32314. return this._cachedTextureMatrix;
  32315. };
  32316. /**
  32317. * Clones the texture.
  32318. * @returns the cloned texture
  32319. */
  32320. Texture.prototype.clone = function () {
  32321. var _this = this;
  32322. return BABYLON.SerializationHelper.Clone(function () {
  32323. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32324. }, this);
  32325. };
  32326. /**
  32327. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32328. * @returns The JSON representation of the texture
  32329. */
  32330. Texture.prototype.serialize = function () {
  32331. var serializationObject = _super.prototype.serialize.call(this);
  32332. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32333. serializationObject.base64String = this._buffer;
  32334. serializationObject.name = serializationObject.name.replace("data:", "");
  32335. }
  32336. serializationObject.invertY = this._invertY;
  32337. serializationObject.samplingMode = this.samplingMode;
  32338. return serializationObject;
  32339. };
  32340. /**
  32341. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32342. * @returns "Texture"
  32343. */
  32344. Texture.prototype.getClassName = function () {
  32345. return "Texture";
  32346. };
  32347. /**
  32348. * Dispose the texture and release its associated resources.
  32349. */
  32350. Texture.prototype.dispose = function () {
  32351. _super.prototype.dispose.call(this);
  32352. this.onLoadObservable.clear();
  32353. this._delayedOnLoad = null;
  32354. this._delayedOnError = null;
  32355. };
  32356. /**
  32357. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32358. * @param parsedTexture Define the JSON representation of the texture
  32359. * @param scene Define the scene the parsed texture should be instantiated in
  32360. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32361. * @returns The parsed texture if successful
  32362. */
  32363. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32364. if (parsedTexture.customType) {
  32365. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32366. // Update Sampling Mode
  32367. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32368. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32369. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32370. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32371. }
  32372. }
  32373. return parsedCustomTexture;
  32374. }
  32375. if (parsedTexture.isCube) {
  32376. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32377. }
  32378. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32379. return null;
  32380. }
  32381. var texture = BABYLON.SerializationHelper.Parse(function () {
  32382. var generateMipMaps = true;
  32383. if (parsedTexture.noMipmap) {
  32384. generateMipMaps = false;
  32385. }
  32386. if (parsedTexture.mirrorPlane) {
  32387. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32388. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32389. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32390. return mirrorTexture;
  32391. }
  32392. else if (parsedTexture.isRenderTarget) {
  32393. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32394. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32395. return renderTargetTexture;
  32396. }
  32397. else {
  32398. var texture;
  32399. if (parsedTexture.base64String) {
  32400. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32401. }
  32402. else {
  32403. var url = rootUrl + parsedTexture.name;
  32404. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32405. url = parsedTexture.url;
  32406. }
  32407. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32408. }
  32409. return texture;
  32410. }
  32411. }, parsedTexture, scene);
  32412. // Update Sampling Mode
  32413. if (parsedTexture.samplingMode) {
  32414. var sampling = parsedTexture.samplingMode;
  32415. if (texture._samplingMode !== sampling) {
  32416. texture.updateSamplingMode(sampling);
  32417. }
  32418. }
  32419. // Animations
  32420. if (parsedTexture.animations) {
  32421. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32422. var parsedAnimation = parsedTexture.animations[animationIndex];
  32423. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32424. }
  32425. }
  32426. return texture;
  32427. };
  32428. /**
  32429. * Creates a texture from its base 64 representation.
  32430. * @param data Define the base64 payload without the data: prefix
  32431. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32432. * @param scene Define the scene the texture should belong to
  32433. * @param noMipmap Forces the texture to not create mip map information if true
  32434. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32435. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32436. * @param onLoad define a callback triggered when the texture has been loaded
  32437. * @param onError define a callback triggered when an error occurred during the loading session
  32438. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32439. * @returns the created texture
  32440. */
  32441. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32442. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32443. if (onLoad === void 0) { onLoad = null; }
  32444. if (onError === void 0) { onError = null; }
  32445. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32446. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32447. };
  32448. /**
  32449. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32450. * @param data Define the base64 payload without the data: prefix
  32451. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32452. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32453. * @param scene Define the scene the texture should belong to
  32454. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32455. * @param noMipmap Forces the texture to not create mip map information if true
  32456. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32457. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32458. * @param onLoad define a callback triggered when the texture has been loaded
  32459. * @param onError define a callback triggered when an error occurred during the loading session
  32460. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32461. * @returns the created texture
  32462. */
  32463. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32464. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32465. if (noMipmap === void 0) { noMipmap = false; }
  32466. if (invertY === void 0) { invertY = true; }
  32467. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32468. if (onLoad === void 0) { onLoad = null; }
  32469. if (onError === void 0) { onError = null; }
  32470. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32471. if (name.substr(0, 5) !== "data:") {
  32472. name = "data:" + name;
  32473. }
  32474. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32475. };
  32476. /** nearest is mag = nearest and min = nearest and mip = linear */
  32477. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32478. /** nearest is mag = nearest and min = nearest and mip = linear */
  32479. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32480. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32481. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32482. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32483. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32484. /** Trilinear is mag = linear and min = linear and mip = linear */
  32485. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32486. /** Trilinear is mag = linear and min = linear and mip = linear */
  32487. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32488. /** mag = nearest and min = nearest and mip = nearest */
  32489. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32490. /** mag = nearest and min = linear and mip = nearest */
  32491. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32492. /** mag = nearest and min = linear and mip = linear */
  32493. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32494. /** mag = nearest and min = linear and mip = none */
  32495. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32496. /** mag = nearest and min = nearest and mip = none */
  32497. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32498. /** mag = linear and min = nearest and mip = nearest */
  32499. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32500. /** mag = linear and min = nearest and mip = linear */
  32501. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32502. /** mag = linear and min = linear and mip = none */
  32503. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32504. /** mag = linear and min = nearest and mip = none */
  32505. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32506. /** Explicit coordinates mode */
  32507. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32508. /** Spherical coordinates mode */
  32509. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32510. /** Planar coordinates mode */
  32511. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32512. /** Cubic coordinates mode */
  32513. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32514. /** Projection coordinates mode */
  32515. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32516. /** Inverse Cubic coordinates mode */
  32517. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32518. /** Inverse Cubic coordinates mode */
  32519. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32520. /** Equirectangular coordinates mode */
  32521. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32522. /** Equirectangular Fixed coordinates mode */
  32523. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32524. /** Equirectangular Fixed Mirrored coordinates mode */
  32525. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32526. /** Texture is not repeating outside of 0..1 UVs */
  32527. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32528. /** Texture is repeating outside of 0..1 UVs */
  32529. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32530. /** Texture is repeating and mirrored */
  32531. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32532. /**
  32533. * 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
  32534. */
  32535. Texture.UseSerializedUrlIfAny = false;
  32536. __decorate([
  32537. BABYLON.serialize()
  32538. ], Texture.prototype, "url", void 0);
  32539. __decorate([
  32540. BABYLON.serialize()
  32541. ], Texture.prototype, "uOffset", void 0);
  32542. __decorate([
  32543. BABYLON.serialize()
  32544. ], Texture.prototype, "vOffset", void 0);
  32545. __decorate([
  32546. BABYLON.serialize()
  32547. ], Texture.prototype, "uScale", void 0);
  32548. __decorate([
  32549. BABYLON.serialize()
  32550. ], Texture.prototype, "vScale", void 0);
  32551. __decorate([
  32552. BABYLON.serialize()
  32553. ], Texture.prototype, "uAng", void 0);
  32554. __decorate([
  32555. BABYLON.serialize()
  32556. ], Texture.prototype, "vAng", void 0);
  32557. __decorate([
  32558. BABYLON.serialize()
  32559. ], Texture.prototype, "wAng", void 0);
  32560. __decorate([
  32561. BABYLON.serialize()
  32562. ], Texture.prototype, "uRotationCenter", void 0);
  32563. __decorate([
  32564. BABYLON.serialize()
  32565. ], Texture.prototype, "vRotationCenter", void 0);
  32566. __decorate([
  32567. BABYLON.serialize()
  32568. ], Texture.prototype, "wRotationCenter", void 0);
  32569. __decorate([
  32570. BABYLON.serialize()
  32571. ], Texture.prototype, "isBlocking", null);
  32572. return Texture;
  32573. }(BABYLON.BaseTexture));
  32574. BABYLON.Texture = Texture;
  32575. })(BABYLON || (BABYLON = {}));
  32576. //# sourceMappingURL=babylon.texture.js.map
  32577. var BABYLON;
  32578. (function (BABYLON) {
  32579. /**
  32580. * @hidden
  32581. **/
  32582. var _CreationDataStorage = /** @class */ (function () {
  32583. function _CreationDataStorage() {
  32584. }
  32585. return _CreationDataStorage;
  32586. }());
  32587. BABYLON._CreationDataStorage = _CreationDataStorage;
  32588. /**
  32589. * @hidden
  32590. **/
  32591. var _InstanceDataStorage = /** @class */ (function () {
  32592. function _InstanceDataStorage() {
  32593. this.visibleInstances = {};
  32594. this.renderIdForInstances = new Array();
  32595. this.batchCache = new _InstancesBatch();
  32596. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32597. }
  32598. return _InstanceDataStorage;
  32599. }());
  32600. /**
  32601. * @hidden
  32602. **/
  32603. var _InstancesBatch = /** @class */ (function () {
  32604. function _InstancesBatch() {
  32605. this.mustReturn = false;
  32606. this.visibleInstances = new Array();
  32607. this.renderSelf = new Array();
  32608. }
  32609. return _InstancesBatch;
  32610. }());
  32611. BABYLON._InstancesBatch = _InstancesBatch;
  32612. /**
  32613. * Class used to represent renderable models
  32614. */
  32615. var Mesh = /** @class */ (function (_super) {
  32616. __extends(Mesh, _super);
  32617. /**
  32618. * @constructor
  32619. * @param name The value used by scene.getMeshByName() to do a lookup.
  32620. * @param scene The scene to add this mesh to.
  32621. * @param parent The parent of this mesh, if it has one
  32622. * @param source An optional Mesh from which geometry is shared, cloned.
  32623. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32624. * When false, achieved by calling a clone(), also passing False.
  32625. * This will make creation of children, recursive.
  32626. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32627. */
  32628. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32629. if (scene === void 0) { scene = null; }
  32630. if (parent === void 0) { parent = null; }
  32631. if (source === void 0) { source = null; }
  32632. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32633. var _this = _super.call(this, name, scene) || this;
  32634. // Members
  32635. /**
  32636. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32637. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32638. */
  32639. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32640. /**
  32641. * Gets the list of instances created from this mesh
  32642. * it is not supposed to be modified manually.
  32643. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32644. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32645. */
  32646. _this.instances = new Array();
  32647. _this._LODLevels = new Array();
  32648. /** @hidden */
  32649. _this._instanceDataStorage = new _InstanceDataStorage();
  32650. // Use by builder only to know what orientation were the mesh build in.
  32651. /** @hidden */
  32652. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32653. /**
  32654. * Use this property to change the original side orientation defined at construction time
  32655. */
  32656. _this.overrideMaterialSideOrientation = null;
  32657. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32658. // Will be used to save a source mesh reference, If any
  32659. _this._source = null;
  32660. scene = _this.getScene();
  32661. if (source) {
  32662. // Geometry
  32663. if (source._geometry) {
  32664. source._geometry.applyToMesh(_this);
  32665. }
  32666. // Deep copy
  32667. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32668. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32669. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32670. ], ["_poseMatrix"]);
  32671. // Source mesh
  32672. _this._source = source;
  32673. if (scene.useClonedMeshhMap) {
  32674. if (!source.meshMap) {
  32675. source.meshMap = {};
  32676. }
  32677. source.meshMap[_this.uniqueId] = _this;
  32678. }
  32679. // Construction Params
  32680. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32681. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32682. _this._creationDataStorage = source._creationDataStorage;
  32683. // Animation ranges
  32684. if (_this._source._ranges) {
  32685. var ranges = _this._source._ranges;
  32686. for (var name in ranges) {
  32687. if (!ranges.hasOwnProperty(name)) {
  32688. continue;
  32689. }
  32690. if (!ranges[name]) {
  32691. continue;
  32692. }
  32693. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32694. }
  32695. }
  32696. // Metadata
  32697. if (source.metadata && source.metadata.clone) {
  32698. _this.metadata = source.metadata.clone();
  32699. }
  32700. else {
  32701. _this.metadata = source.metadata;
  32702. }
  32703. // Tags
  32704. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32705. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32706. }
  32707. // Parent
  32708. _this.parent = source.parent;
  32709. // Pivot
  32710. _this.setPivotMatrix(source.getPivotMatrix());
  32711. _this.id = name + "." + source.id;
  32712. // Material
  32713. _this.material = source.material;
  32714. var index;
  32715. if (!doNotCloneChildren) {
  32716. // Children
  32717. var directDescendants = source.getDescendants(true);
  32718. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32719. var child = directDescendants[index_1];
  32720. if (child.clone) {
  32721. child.clone(name + "." + child.name, _this);
  32722. }
  32723. }
  32724. }
  32725. // Physics clone
  32726. var physicsEngine = _this.getScene().getPhysicsEngine();
  32727. if (clonePhysicsImpostor && physicsEngine) {
  32728. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32729. if (impostor) {
  32730. _this.physicsImpostor = impostor.clone(_this);
  32731. }
  32732. }
  32733. // Particles
  32734. for (index = 0; index < scene.particleSystems.length; index++) {
  32735. var system = scene.particleSystems[index];
  32736. if (system.emitter === source) {
  32737. system.clone(system.name, _this);
  32738. }
  32739. }
  32740. _this.refreshBoundingInfo();
  32741. _this.computeWorldMatrix(true);
  32742. }
  32743. // Parent
  32744. if (parent !== null) {
  32745. _this.parent = parent;
  32746. }
  32747. return _this;
  32748. }
  32749. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32750. /**
  32751. * An event triggered before rendering the mesh
  32752. */
  32753. get: function () {
  32754. if (!this._onBeforeRenderObservable) {
  32755. this._onBeforeRenderObservable = new BABYLON.Observable();
  32756. }
  32757. return this._onBeforeRenderObservable;
  32758. },
  32759. enumerable: true,
  32760. configurable: true
  32761. });
  32762. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32763. /**
  32764. * An event triggered after rendering the mesh
  32765. */
  32766. get: function () {
  32767. if (!this._onAfterRenderObservable) {
  32768. this._onAfterRenderObservable = new BABYLON.Observable();
  32769. }
  32770. return this._onAfterRenderObservable;
  32771. },
  32772. enumerable: true,
  32773. configurable: true
  32774. });
  32775. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32776. /**
  32777. * An event triggered before drawing the mesh
  32778. */
  32779. get: function () {
  32780. if (!this._onBeforeDrawObservable) {
  32781. this._onBeforeDrawObservable = new BABYLON.Observable();
  32782. }
  32783. return this._onBeforeDrawObservable;
  32784. },
  32785. enumerable: true,
  32786. configurable: true
  32787. });
  32788. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32789. /**
  32790. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32791. */
  32792. set: function (callback) {
  32793. if (this._onBeforeDrawObserver) {
  32794. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32795. }
  32796. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32797. },
  32798. enumerable: true,
  32799. configurable: true
  32800. });
  32801. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32802. /**
  32803. * Gets or sets the morph target manager
  32804. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32805. */
  32806. get: function () {
  32807. return this._morphTargetManager;
  32808. },
  32809. set: function (value) {
  32810. if (this._morphTargetManager === value) {
  32811. return;
  32812. }
  32813. this._morphTargetManager = value;
  32814. this._syncGeometryWithMorphTargetManager();
  32815. },
  32816. enumerable: true,
  32817. configurable: true
  32818. });
  32819. Object.defineProperty(Mesh.prototype, "source", {
  32820. /**
  32821. * Gets the source mesh (the one used to clone this one from)
  32822. */
  32823. get: function () {
  32824. return this._source;
  32825. },
  32826. enumerable: true,
  32827. configurable: true
  32828. });
  32829. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32830. /**
  32831. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32832. */
  32833. get: function () {
  32834. return this._unIndexed;
  32835. },
  32836. set: function (value) {
  32837. if (this._unIndexed !== value) {
  32838. this._unIndexed = value;
  32839. this._markSubMeshesAsAttributesDirty();
  32840. }
  32841. },
  32842. enumerable: true,
  32843. configurable: true
  32844. });
  32845. // Methods
  32846. /**
  32847. * Gets the class name
  32848. * @returns the string "Mesh".
  32849. */
  32850. Mesh.prototype.getClassName = function () {
  32851. return "Mesh";
  32852. };
  32853. /**
  32854. * Returns a description of this mesh
  32855. * @param fullDetails define if full details about this mesh must be used
  32856. * @returns a descriptive string representing this mesh
  32857. */
  32858. Mesh.prototype.toString = function (fullDetails) {
  32859. var ret = _super.prototype.toString.call(this, fullDetails);
  32860. ret += ", n vertices: " + this.getTotalVertices();
  32861. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32862. if (this.animations) {
  32863. for (var i = 0; i < this.animations.length; i++) {
  32864. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32865. }
  32866. }
  32867. if (fullDetails) {
  32868. if (this._geometry) {
  32869. var ib = this.getIndices();
  32870. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32871. if (vb && ib) {
  32872. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32873. }
  32874. }
  32875. else {
  32876. ret += ", flat shading: UNKNOWN";
  32877. }
  32878. }
  32879. return ret;
  32880. };
  32881. /** @hidden */
  32882. Mesh.prototype._unBindEffect = function () {
  32883. _super.prototype._unBindEffect.call(this);
  32884. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32885. var instance = _a[_i];
  32886. instance._unBindEffect();
  32887. }
  32888. };
  32889. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32890. /**
  32891. * Gets a boolean indicating if this mesh has LOD
  32892. */
  32893. get: function () {
  32894. return this._LODLevels.length > 0;
  32895. },
  32896. enumerable: true,
  32897. configurable: true
  32898. });
  32899. /**
  32900. * Gets the list of MeshLODLevel associated with the current mesh
  32901. * @returns an array of MeshLODLevel
  32902. */
  32903. Mesh.prototype.getLODLevels = function () {
  32904. return this._LODLevels;
  32905. };
  32906. Mesh.prototype._sortLODLevels = function () {
  32907. this._LODLevels.sort(function (a, b) {
  32908. if (a.distance < b.distance) {
  32909. return 1;
  32910. }
  32911. if (a.distance > b.distance) {
  32912. return -1;
  32913. }
  32914. return 0;
  32915. });
  32916. };
  32917. /**
  32918. * Add a mesh as LOD level triggered at the given distance.
  32919. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32920. * @param distance The distance from the center of the object to show this level
  32921. * @param mesh The mesh to be added as LOD level (can be null)
  32922. * @return This mesh (for chaining)
  32923. */
  32924. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32925. if (mesh && mesh._masterMesh) {
  32926. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32927. return this;
  32928. }
  32929. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32930. this._LODLevels.push(level);
  32931. if (mesh) {
  32932. mesh._masterMesh = this;
  32933. }
  32934. this._sortLODLevels();
  32935. return this;
  32936. };
  32937. /**
  32938. * Returns the LOD level mesh at the passed distance or null if not found.
  32939. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32940. * @param distance The distance from the center of the object to show this level
  32941. * @returns a Mesh or `null`
  32942. */
  32943. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32944. for (var index = 0; index < this._LODLevels.length; index++) {
  32945. var level = this._LODLevels[index];
  32946. if (level.distance === distance) {
  32947. return level.mesh;
  32948. }
  32949. }
  32950. return null;
  32951. };
  32952. /**
  32953. * Remove a mesh from the LOD array
  32954. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32955. * @param mesh defines the mesh to be removed
  32956. * @return This mesh (for chaining)
  32957. */
  32958. Mesh.prototype.removeLODLevel = function (mesh) {
  32959. for (var index = 0; index < this._LODLevels.length; index++) {
  32960. if (this._LODLevels[index].mesh === mesh) {
  32961. this._LODLevels.splice(index, 1);
  32962. if (mesh) {
  32963. mesh._masterMesh = null;
  32964. }
  32965. }
  32966. }
  32967. this._sortLODLevels();
  32968. return this;
  32969. };
  32970. /**
  32971. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32972. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32973. * @param camera defines the camera to use to compute distance
  32974. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32975. * @return This mesh (for chaining)
  32976. */
  32977. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32978. if (!this._LODLevels || this._LODLevels.length === 0) {
  32979. return this;
  32980. }
  32981. var bSphere;
  32982. if (boundingSphere) {
  32983. bSphere = boundingSphere;
  32984. }
  32985. else {
  32986. var boundingInfo = this.getBoundingInfo();
  32987. bSphere = boundingInfo.boundingSphere;
  32988. }
  32989. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32990. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32991. if (this.onLODLevelSelection) {
  32992. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32993. }
  32994. return this;
  32995. }
  32996. for (var index = 0; index < this._LODLevels.length; index++) {
  32997. var level = this._LODLevels[index];
  32998. if (level.distance < distanceToCamera) {
  32999. if (level.mesh) {
  33000. level.mesh._preActivate();
  33001. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33002. }
  33003. if (this.onLODLevelSelection) {
  33004. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33005. }
  33006. return level.mesh;
  33007. }
  33008. }
  33009. if (this.onLODLevelSelection) {
  33010. this.onLODLevelSelection(distanceToCamera, this, this);
  33011. }
  33012. return this;
  33013. };
  33014. Object.defineProperty(Mesh.prototype, "geometry", {
  33015. /**
  33016. * Gets the mesh internal Geometry object
  33017. */
  33018. get: function () {
  33019. return this._geometry;
  33020. },
  33021. enumerable: true,
  33022. configurable: true
  33023. });
  33024. /**
  33025. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33026. * @returns the total number of vertices
  33027. */
  33028. Mesh.prototype.getTotalVertices = function () {
  33029. if (this._geometry === null || this._geometry === undefined) {
  33030. return 0;
  33031. }
  33032. return this._geometry.getTotalVertices();
  33033. };
  33034. /**
  33035. * Returns the content of an associated vertex buffer
  33036. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33037. * - BABYLON.VertexBuffer.PositionKind
  33038. * - BABYLON.VertexBuffer.UVKind
  33039. * - BABYLON.VertexBuffer.UV2Kind
  33040. * - BABYLON.VertexBuffer.UV3Kind
  33041. * - BABYLON.VertexBuffer.UV4Kind
  33042. * - BABYLON.VertexBuffer.UV5Kind
  33043. * - BABYLON.VertexBuffer.UV6Kind
  33044. * - BABYLON.VertexBuffer.ColorKind
  33045. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33046. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33047. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33048. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33049. * @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
  33050. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33051. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33052. */
  33053. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33054. if (!this._geometry) {
  33055. return null;
  33056. }
  33057. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33058. };
  33059. /**
  33060. * Returns the mesh VertexBuffer object from the requested `kind`
  33061. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33062. * - BABYLON.VertexBuffer.PositionKind
  33063. * - BABYLON.VertexBuffer.UVKind
  33064. * - BABYLON.VertexBuffer.UV2Kind
  33065. * - BABYLON.VertexBuffer.UV3Kind
  33066. * - BABYLON.VertexBuffer.UV4Kind
  33067. * - BABYLON.VertexBuffer.UV5Kind
  33068. * - BABYLON.VertexBuffer.UV6Kind
  33069. * - BABYLON.VertexBuffer.ColorKind
  33070. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33071. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33072. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33073. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33074. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33075. */
  33076. Mesh.prototype.getVertexBuffer = function (kind) {
  33077. if (!this._geometry) {
  33078. return null;
  33079. }
  33080. return this._geometry.getVertexBuffer(kind);
  33081. };
  33082. /**
  33083. * Tests if a specific vertex buffer is associated with this mesh
  33084. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33085. * - BABYLON.VertexBuffer.PositionKind
  33086. * - BABYLON.VertexBuffer.UVKind
  33087. * - BABYLON.VertexBuffer.UV2Kind
  33088. * - BABYLON.VertexBuffer.UV3Kind
  33089. * - BABYLON.VertexBuffer.UV4Kind
  33090. * - BABYLON.VertexBuffer.UV5Kind
  33091. * - BABYLON.VertexBuffer.UV6Kind
  33092. * - BABYLON.VertexBuffer.ColorKind
  33093. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33094. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33095. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33096. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33097. * @returns a boolean
  33098. */
  33099. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33100. if (!this._geometry) {
  33101. if (this._delayInfo) {
  33102. return this._delayInfo.indexOf(kind) !== -1;
  33103. }
  33104. return false;
  33105. }
  33106. return this._geometry.isVerticesDataPresent(kind);
  33107. };
  33108. /**
  33109. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33110. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33111. * - BABYLON.VertexBuffer.PositionKind
  33112. * - BABYLON.VertexBuffer.UVKind
  33113. * - BABYLON.VertexBuffer.UV2Kind
  33114. * - BABYLON.VertexBuffer.UV3Kind
  33115. * - BABYLON.VertexBuffer.UV4Kind
  33116. * - BABYLON.VertexBuffer.UV5Kind
  33117. * - BABYLON.VertexBuffer.UV6Kind
  33118. * - BABYLON.VertexBuffer.ColorKind
  33119. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33120. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33121. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33122. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33123. * @returns a boolean
  33124. */
  33125. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33126. if (!this._geometry) {
  33127. if (this._delayInfo) {
  33128. return this._delayInfo.indexOf(kind) !== -1;
  33129. }
  33130. return false;
  33131. }
  33132. return this._geometry.isVertexBufferUpdatable(kind);
  33133. };
  33134. /**
  33135. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33136. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33137. * - BABYLON.VertexBuffer.PositionKind
  33138. * - BABYLON.VertexBuffer.UVKind
  33139. * - BABYLON.VertexBuffer.UV2Kind
  33140. * - BABYLON.VertexBuffer.UV3Kind
  33141. * - BABYLON.VertexBuffer.UV4Kind
  33142. * - BABYLON.VertexBuffer.UV5Kind
  33143. * - BABYLON.VertexBuffer.UV6Kind
  33144. * - BABYLON.VertexBuffer.ColorKind
  33145. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33146. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33147. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33148. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33149. * @returns an array of strings
  33150. */
  33151. Mesh.prototype.getVerticesDataKinds = function () {
  33152. if (!this._geometry) {
  33153. var result = new Array();
  33154. if (this._delayInfo) {
  33155. this._delayInfo.forEach(function (kind, index, array) {
  33156. result.push(kind);
  33157. });
  33158. }
  33159. return result;
  33160. }
  33161. return this._geometry.getVerticesDataKinds();
  33162. };
  33163. /**
  33164. * Returns a positive integer : the total number of indices in this mesh geometry.
  33165. * @returns the numner of indices or zero if the mesh has no geometry.
  33166. */
  33167. Mesh.prototype.getTotalIndices = function () {
  33168. if (!this._geometry) {
  33169. return 0;
  33170. }
  33171. return this._geometry.getTotalIndices();
  33172. };
  33173. /**
  33174. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33175. * @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.
  33176. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33177. * @returns the indices array or an empty array if the mesh has no geometry
  33178. */
  33179. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33180. if (!this._geometry) {
  33181. return [];
  33182. }
  33183. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33184. };
  33185. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33186. get: function () {
  33187. return this._masterMesh !== null && this._masterMesh !== undefined;
  33188. },
  33189. enumerable: true,
  33190. configurable: true
  33191. });
  33192. /**
  33193. * Determine if the current mesh is ready to be rendered
  33194. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33195. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33196. * @returns true if all associated assets are ready (material, textures, shaders)
  33197. */
  33198. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33199. if (completeCheck === void 0) { completeCheck = false; }
  33200. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33201. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33202. return false;
  33203. }
  33204. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33205. return false;
  33206. }
  33207. if (!this.subMeshes || this.subMeshes.length === 0) {
  33208. return true;
  33209. }
  33210. if (!completeCheck) {
  33211. return true;
  33212. }
  33213. var engine = this.getEngine();
  33214. var scene = this.getScene();
  33215. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33216. this.computeWorldMatrix();
  33217. var mat = this.material || scene.defaultMaterial;
  33218. if (mat) {
  33219. if (mat._storeEffectOnSubMeshes) {
  33220. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33221. var subMesh = _a[_i];
  33222. var effectiveMaterial = subMesh.getMaterial();
  33223. if (effectiveMaterial) {
  33224. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33225. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33226. return false;
  33227. }
  33228. }
  33229. else {
  33230. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33231. return false;
  33232. }
  33233. }
  33234. }
  33235. }
  33236. }
  33237. else {
  33238. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33239. return false;
  33240. }
  33241. }
  33242. }
  33243. // Shadows
  33244. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33245. var light = _c[_b];
  33246. var generator = light.getShadowGenerator();
  33247. if (generator) {
  33248. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33249. var subMesh = _e[_d];
  33250. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33251. return false;
  33252. }
  33253. }
  33254. }
  33255. }
  33256. // LOD
  33257. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33258. var lod = _g[_f];
  33259. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33260. return false;
  33261. }
  33262. }
  33263. return true;
  33264. };
  33265. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33266. /**
  33267. * 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.
  33268. */
  33269. get: function () {
  33270. return this._areNormalsFrozen;
  33271. },
  33272. enumerable: true,
  33273. configurable: true
  33274. });
  33275. /**
  33276. * 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.
  33277. * @returns the current mesh
  33278. */
  33279. Mesh.prototype.freezeNormals = function () {
  33280. this._areNormalsFrozen = true;
  33281. return this;
  33282. };
  33283. /**
  33284. * 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
  33285. * @returns the current mesh
  33286. */
  33287. Mesh.prototype.unfreezeNormals = function () {
  33288. this._areNormalsFrozen = false;
  33289. return this;
  33290. };
  33291. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33292. /**
  33293. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33294. */
  33295. set: function (count) {
  33296. this._instanceDataStorage.overridenInstanceCount = count;
  33297. },
  33298. enumerable: true,
  33299. configurable: true
  33300. });
  33301. // Methods
  33302. /** @hidden */
  33303. Mesh.prototype._preActivate = function () {
  33304. var sceneRenderId = this.getScene().getRenderId();
  33305. if (this._preActivateId === sceneRenderId) {
  33306. return this;
  33307. }
  33308. this._preActivateId = sceneRenderId;
  33309. this._instanceDataStorage.visibleInstances = null;
  33310. return this;
  33311. };
  33312. /** @hidden */
  33313. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33314. if (this._instanceDataStorage.visibleInstances) {
  33315. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33316. }
  33317. return this;
  33318. };
  33319. /** @hidden */
  33320. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33321. if (!this._instanceDataStorage.visibleInstances) {
  33322. this._instanceDataStorage.visibleInstances = {
  33323. defaultRenderId: renderId,
  33324. selfDefaultRenderId: this._renderId
  33325. };
  33326. }
  33327. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33328. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33329. }
  33330. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33331. return this;
  33332. };
  33333. /**
  33334. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33335. * This means the mesh underlying bounding box and sphere are recomputed.
  33336. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33337. * @returns the current mesh
  33338. */
  33339. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33340. if (applySkeleton === void 0) { applySkeleton = false; }
  33341. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33342. return this;
  33343. }
  33344. var bias = this.geometry ? this.geometry.boundingBias : null;
  33345. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33346. return this;
  33347. };
  33348. /** @hidden */
  33349. Mesh.prototype._createGlobalSubMesh = function (force) {
  33350. var totalVertices = this.getTotalVertices();
  33351. if (!totalVertices || !this.getIndices()) {
  33352. return null;
  33353. }
  33354. // Check if we need to recreate the submeshes
  33355. if (this.subMeshes && this.subMeshes.length > 0) {
  33356. var ib = this.getIndices();
  33357. if (!ib) {
  33358. return null;
  33359. }
  33360. var totalIndices = ib.length;
  33361. var needToRecreate = false;
  33362. if (force) {
  33363. needToRecreate = true;
  33364. }
  33365. else {
  33366. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33367. var submesh = _a[_i];
  33368. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33369. needToRecreate = true;
  33370. break;
  33371. }
  33372. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33373. needToRecreate = true;
  33374. break;
  33375. }
  33376. }
  33377. }
  33378. if (!needToRecreate) {
  33379. return this.subMeshes[0];
  33380. }
  33381. }
  33382. this.releaseSubMeshes();
  33383. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33384. };
  33385. /**
  33386. * This function will subdivide the mesh into multiple submeshes
  33387. * @param count defines the expected number of submeshes
  33388. */
  33389. Mesh.prototype.subdivide = function (count) {
  33390. if (count < 1) {
  33391. return;
  33392. }
  33393. var totalIndices = this.getTotalIndices();
  33394. var subdivisionSize = (totalIndices / count) | 0;
  33395. var offset = 0;
  33396. // Ensure that subdivisionSize is a multiple of 3
  33397. while (subdivisionSize % 3 !== 0) {
  33398. subdivisionSize++;
  33399. }
  33400. this.releaseSubMeshes();
  33401. for (var index = 0; index < count; index++) {
  33402. if (offset >= totalIndices) {
  33403. break;
  33404. }
  33405. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33406. offset += subdivisionSize;
  33407. }
  33408. this.synchronizeInstances();
  33409. };
  33410. /**
  33411. * Copy a FloatArray into a specific associated vertex buffer
  33412. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33413. * - BABYLON.VertexBuffer.PositionKind
  33414. * - BABYLON.VertexBuffer.UVKind
  33415. * - BABYLON.VertexBuffer.UV2Kind
  33416. * - BABYLON.VertexBuffer.UV3Kind
  33417. * - BABYLON.VertexBuffer.UV4Kind
  33418. * - BABYLON.VertexBuffer.UV5Kind
  33419. * - BABYLON.VertexBuffer.UV6Kind
  33420. * - BABYLON.VertexBuffer.ColorKind
  33421. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33422. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33423. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33424. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33425. * @param data defines the data source
  33426. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33427. * @param stride defines the data stride size (can be null)
  33428. * @returns the current mesh
  33429. */
  33430. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33431. if (updatable === void 0) { updatable = false; }
  33432. if (!this._geometry) {
  33433. var vertexData = new BABYLON.VertexData();
  33434. vertexData.set(data, kind);
  33435. var scene = this.getScene();
  33436. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33437. }
  33438. else {
  33439. this._geometry.setVerticesData(kind, data, updatable, stride);
  33440. }
  33441. return this;
  33442. };
  33443. /**
  33444. * Flags an associated vertex buffer as updatable
  33445. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33446. * - BABYLON.VertexBuffer.PositionKind
  33447. * - BABYLON.VertexBuffer.UVKind
  33448. * - BABYLON.VertexBuffer.UV2Kind
  33449. * - BABYLON.VertexBuffer.UV3Kind
  33450. * - BABYLON.VertexBuffer.UV4Kind
  33451. * - BABYLON.VertexBuffer.UV5Kind
  33452. * - BABYLON.VertexBuffer.UV6Kind
  33453. * - BABYLON.VertexBuffer.ColorKind
  33454. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33455. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33456. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33457. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33458. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33459. */
  33460. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33461. if (updatable === void 0) { updatable = true; }
  33462. var vb = this.getVertexBuffer(kind);
  33463. if (!vb || vb.isUpdatable() === updatable) {
  33464. return;
  33465. }
  33466. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33467. };
  33468. /**
  33469. * Sets the mesh global Vertex Buffer
  33470. * @param buffer defines the buffer to use
  33471. * @returns the current mesh
  33472. */
  33473. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33474. if (!this._geometry) {
  33475. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33476. }
  33477. this._geometry.setVerticesBuffer(buffer);
  33478. return this;
  33479. };
  33480. /**
  33481. * Update a specific associated vertex buffer
  33482. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33483. * - BABYLON.VertexBuffer.PositionKind
  33484. * - BABYLON.VertexBuffer.UVKind
  33485. * - BABYLON.VertexBuffer.UV2Kind
  33486. * - BABYLON.VertexBuffer.UV3Kind
  33487. * - BABYLON.VertexBuffer.UV4Kind
  33488. * - BABYLON.VertexBuffer.UV5Kind
  33489. * - BABYLON.VertexBuffer.UV6Kind
  33490. * - BABYLON.VertexBuffer.ColorKind
  33491. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33492. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33493. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33494. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33495. * @param data defines the data source
  33496. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33497. * @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)
  33498. * @returns the current mesh
  33499. */
  33500. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33501. if (!this._geometry) {
  33502. return this;
  33503. }
  33504. if (!makeItUnique) {
  33505. this._geometry.updateVerticesData(kind, data, updateExtends);
  33506. }
  33507. else {
  33508. this.makeGeometryUnique();
  33509. this.updateVerticesData(kind, data, updateExtends, false);
  33510. }
  33511. return this;
  33512. };
  33513. /**
  33514. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33515. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33516. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33517. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33518. * @returns the current mesh
  33519. */
  33520. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33521. if (computeNormals === void 0) { computeNormals = true; }
  33522. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33523. if (!positions) {
  33524. return this;
  33525. }
  33526. positionFunction(positions);
  33527. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33528. if (computeNormals) {
  33529. var indices = this.getIndices();
  33530. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33531. if (!normals) {
  33532. return this;
  33533. }
  33534. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33535. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33536. }
  33537. return this;
  33538. };
  33539. /**
  33540. * Creates a un-shared specific occurence of the geometry for the mesh.
  33541. * @returns the current mesh
  33542. */
  33543. Mesh.prototype.makeGeometryUnique = function () {
  33544. if (!this._geometry) {
  33545. return this;
  33546. }
  33547. var oldGeometry = this._geometry;
  33548. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33549. oldGeometry.releaseForMesh(this, true);
  33550. geometry.applyToMesh(this);
  33551. return this;
  33552. };
  33553. /**
  33554. * Set the index buffer of this mesh
  33555. * @param indices defines the source data
  33556. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33557. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33558. * @returns the current mesh
  33559. */
  33560. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33561. if (totalVertices === void 0) { totalVertices = null; }
  33562. if (updatable === void 0) { updatable = false; }
  33563. if (!this._geometry) {
  33564. var vertexData = new BABYLON.VertexData();
  33565. vertexData.indices = indices;
  33566. var scene = this.getScene();
  33567. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33568. }
  33569. else {
  33570. this._geometry.setIndices(indices, totalVertices, updatable);
  33571. }
  33572. return this;
  33573. };
  33574. /**
  33575. * Update the current index buffer
  33576. * @param indices defines the source data
  33577. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33578. * @returns the current mesh
  33579. */
  33580. Mesh.prototype.updateIndices = function (indices, offset) {
  33581. if (!this._geometry) {
  33582. return this;
  33583. }
  33584. this._geometry.updateIndices(indices, offset);
  33585. return this;
  33586. };
  33587. /**
  33588. * Invert the geometry to move from a right handed system to a left handed one.
  33589. * @returns the current mesh
  33590. */
  33591. Mesh.prototype.toLeftHanded = function () {
  33592. if (!this._geometry) {
  33593. return this;
  33594. }
  33595. this._geometry.toLeftHanded();
  33596. return this;
  33597. };
  33598. /** @hidden */
  33599. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33600. if (!this._geometry) {
  33601. return this;
  33602. }
  33603. var engine = this.getScene().getEngine();
  33604. // Wireframe
  33605. var indexToBind;
  33606. if (this._unIndexed) {
  33607. indexToBind = null;
  33608. }
  33609. else {
  33610. switch (fillMode) {
  33611. case BABYLON.Material.PointFillMode:
  33612. indexToBind = null;
  33613. break;
  33614. case BABYLON.Material.WireFrameFillMode:
  33615. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33616. break;
  33617. default:
  33618. case BABYLON.Material.TriangleFillMode:
  33619. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33620. break;
  33621. }
  33622. }
  33623. // VBOs
  33624. this._geometry._bind(effect, indexToBind);
  33625. return this;
  33626. };
  33627. /** @hidden */
  33628. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33629. if (alternate === void 0) { alternate = false; }
  33630. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33631. return this;
  33632. }
  33633. if (this._onBeforeDrawObservable) {
  33634. this._onBeforeDrawObservable.notifyObservers(this);
  33635. }
  33636. var scene = this.getScene();
  33637. var engine = scene.getEngine();
  33638. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33639. // or triangles as points
  33640. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33641. }
  33642. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33643. // Triangles as wireframe
  33644. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33645. }
  33646. else {
  33647. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33648. }
  33649. if (scene._isAlternateRenderingEnabled && !alternate) {
  33650. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33651. if (!effect || !scene.activeCamera) {
  33652. return this;
  33653. }
  33654. scene._switchToAlternateCameraConfiguration(true);
  33655. this._effectiveMaterial.bindView(effect);
  33656. this._effectiveMaterial.bindViewProjection(effect);
  33657. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33658. this._draw(subMesh, fillMode, instancesCount, true);
  33659. engine.setViewport(scene.activeCamera.viewport);
  33660. scene._switchToAlternateCameraConfiguration(false);
  33661. this._effectiveMaterial.bindView(effect);
  33662. this._effectiveMaterial.bindViewProjection(effect);
  33663. }
  33664. return this;
  33665. };
  33666. /**
  33667. * Registers for this mesh a javascript function called just before the rendering process
  33668. * @param func defines the function to call before rendering this mesh
  33669. * @returns the current mesh
  33670. */
  33671. Mesh.prototype.registerBeforeRender = function (func) {
  33672. this.onBeforeRenderObservable.add(func);
  33673. return this;
  33674. };
  33675. /**
  33676. * Disposes a previously registered javascript function called before the rendering
  33677. * @param func defines the function to remove
  33678. * @returns the current mesh
  33679. */
  33680. Mesh.prototype.unregisterBeforeRender = function (func) {
  33681. this.onBeforeRenderObservable.removeCallback(func);
  33682. return this;
  33683. };
  33684. /**
  33685. * Registers for this mesh a javascript function called just after the rendering is complete
  33686. * @param func defines the function to call after rendering this mesh
  33687. * @returns the current mesh
  33688. */
  33689. Mesh.prototype.registerAfterRender = function (func) {
  33690. this.onAfterRenderObservable.add(func);
  33691. return this;
  33692. };
  33693. /**
  33694. * Disposes a previously registered javascript function called after the rendering.
  33695. * @param func defines the function to remove
  33696. * @returns the current mesh
  33697. */
  33698. Mesh.prototype.unregisterAfterRender = function (func) {
  33699. this.onAfterRenderObservable.removeCallback(func);
  33700. return this;
  33701. };
  33702. /** @hidden */
  33703. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33704. var scene = this.getScene();
  33705. var batchCache = this._instanceDataStorage.batchCache;
  33706. batchCache.mustReturn = false;
  33707. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33708. batchCache.visibleInstances[subMeshId] = null;
  33709. if (this._instanceDataStorage.visibleInstances) {
  33710. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33711. var currentRenderId = scene.getRenderId();
  33712. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33713. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33714. var selfRenderId = this._renderId;
  33715. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33716. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33717. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33718. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33719. }
  33720. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33721. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33722. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33723. batchCache.mustReturn = true;
  33724. return batchCache;
  33725. }
  33726. if (currentRenderId !== selfRenderId) {
  33727. batchCache.renderSelf[subMeshId] = false;
  33728. }
  33729. }
  33730. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33731. }
  33732. return batchCache;
  33733. };
  33734. /** @hidden */
  33735. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33736. var visibleInstances = batch.visibleInstances[subMesh._id];
  33737. if (!visibleInstances) {
  33738. return this;
  33739. }
  33740. var matricesCount = visibleInstances.length + 1;
  33741. var bufferSize = matricesCount * 16 * 4;
  33742. var instanceStorage = this._instanceDataStorage;
  33743. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33744. var instancesBuffer = instanceStorage.instancesBuffer;
  33745. while (instanceStorage.instancesBufferSize < bufferSize) {
  33746. instanceStorage.instancesBufferSize *= 2;
  33747. }
  33748. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33749. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33750. }
  33751. var offset = 0;
  33752. var instancesCount = 0;
  33753. var world = this.getWorldMatrix();
  33754. if (batch.renderSelf[subMesh._id]) {
  33755. world.copyToArray(instanceStorage.instancesData, offset);
  33756. offset += 16;
  33757. instancesCount++;
  33758. }
  33759. if (visibleInstances) {
  33760. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33761. var instance = visibleInstances[instanceIndex];
  33762. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33763. offset += 16;
  33764. instancesCount++;
  33765. }
  33766. }
  33767. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33768. if (instancesBuffer) {
  33769. instancesBuffer.dispose();
  33770. }
  33771. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33772. instanceStorage.instancesBuffer = instancesBuffer;
  33773. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33774. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33775. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33776. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33777. }
  33778. else {
  33779. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33780. }
  33781. this._bind(subMesh, effect, fillMode);
  33782. this._draw(subMesh, fillMode, instancesCount);
  33783. engine.unbindInstanceAttributes();
  33784. return this;
  33785. };
  33786. /** @hidden */
  33787. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33788. var scene = this.getScene();
  33789. var engine = scene.getEngine();
  33790. if (hardwareInstancedRendering) {
  33791. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33792. }
  33793. else {
  33794. if (batch.renderSelf[subMesh._id]) {
  33795. // Draw
  33796. if (onBeforeDraw) {
  33797. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33798. }
  33799. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33800. }
  33801. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33802. if (visibleInstancesForSubMesh) {
  33803. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33804. var instance = visibleInstancesForSubMesh[instanceIndex];
  33805. // World
  33806. var world = instance.getWorldMatrix();
  33807. if (onBeforeDraw) {
  33808. onBeforeDraw(true, world, effectiveMaterial);
  33809. }
  33810. // Draw
  33811. this._draw(subMesh, fillMode);
  33812. }
  33813. }
  33814. }
  33815. return this;
  33816. };
  33817. /**
  33818. * 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
  33819. * @param subMesh defines the subMesh to render
  33820. * @param enableAlphaMode defines if alpha mode can be changed
  33821. * @returns the current mesh
  33822. */
  33823. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33824. if (this._checkOcclusionQuery()) {
  33825. return this;
  33826. }
  33827. var scene = this.getScene();
  33828. // Managing instances
  33829. var batch = this._getInstancesRenderList(subMesh._id);
  33830. if (batch.mustReturn) {
  33831. return this;
  33832. }
  33833. // Checking geometry state
  33834. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33835. return this;
  33836. }
  33837. if (this._onBeforeRenderObservable) {
  33838. this._onBeforeRenderObservable.notifyObservers(this);
  33839. }
  33840. var engine = scene.getEngine();
  33841. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33842. // Material
  33843. var material = subMesh.getMaterial();
  33844. if (!material) {
  33845. return this;
  33846. }
  33847. this._effectiveMaterial = material;
  33848. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33849. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33850. return this;
  33851. }
  33852. }
  33853. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33854. return this;
  33855. }
  33856. // Alpha mode
  33857. if (enableAlphaMode) {
  33858. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33859. }
  33860. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33861. var step = _a[_i];
  33862. step.action(this, subMesh, batch);
  33863. }
  33864. var effect;
  33865. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33866. effect = subMesh.effect;
  33867. }
  33868. else {
  33869. effect = this._effectiveMaterial.getEffect();
  33870. }
  33871. if (!effect) {
  33872. return this;
  33873. }
  33874. var sideOrientation = this.overrideMaterialSideOrientation;
  33875. if (sideOrientation == null) {
  33876. sideOrientation = this._effectiveMaterial.sideOrientation;
  33877. if (this._getWorldMatrixDeterminant() < 0) {
  33878. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33879. }
  33880. }
  33881. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33882. if (this._effectiveMaterial.forceDepthWrite) {
  33883. engine.setDepthWrite(true);
  33884. }
  33885. // Bind
  33886. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33887. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33888. this._bind(subMesh, effect, fillMode);
  33889. }
  33890. var world = this.getWorldMatrix();
  33891. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33892. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33893. }
  33894. else {
  33895. this._effectiveMaterial.bind(world, this);
  33896. }
  33897. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33898. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33899. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33900. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33901. }
  33902. // Draw
  33903. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33904. // Unbind
  33905. this._effectiveMaterial.unbind();
  33906. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33907. var step = _c[_b];
  33908. step.action(this, subMesh, batch);
  33909. }
  33910. if (this._onAfterRenderObservable) {
  33911. this._onAfterRenderObservable.notifyObservers(this);
  33912. }
  33913. return this;
  33914. };
  33915. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33916. if (isInstance && effectiveMaterial) {
  33917. effectiveMaterial.bindOnlyWorldMatrix(world);
  33918. }
  33919. };
  33920. /**
  33921. * Renormalize the mesh and patch it up if there are no weights
  33922. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33923. * However in the case of zero weights then we set just a single influence to 1.
  33924. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33925. */
  33926. Mesh.prototype.cleanMatrixWeights = function () {
  33927. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33928. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33929. this.normalizeSkinWeightsAndExtra();
  33930. }
  33931. else {
  33932. this.normalizeSkinFourWeights();
  33933. }
  33934. }
  33935. };
  33936. // faster 4 weight version.
  33937. Mesh.prototype.normalizeSkinFourWeights = function () {
  33938. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33939. var numWeights = matricesWeights.length;
  33940. for (var a = 0; a < numWeights; a += 4) {
  33941. // accumulate weights
  33942. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33943. // check for invalid weight and just set it to 1.
  33944. if (t === 0) {
  33945. matricesWeights[a] = 1;
  33946. }
  33947. else {
  33948. // renormalize so everything adds to 1 use reciprical
  33949. var recip = 1 / t;
  33950. matricesWeights[a] *= recip;
  33951. matricesWeights[a + 1] *= recip;
  33952. matricesWeights[a + 2] *= recip;
  33953. matricesWeights[a + 3] *= recip;
  33954. }
  33955. }
  33956. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33957. };
  33958. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33959. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33960. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33961. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33962. var numWeights = matricesWeights.length;
  33963. for (var a = 0; a < numWeights; a += 4) {
  33964. // accumulate weights
  33965. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33966. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33967. // check for invalid weight and just set it to 1.
  33968. if (t === 0) {
  33969. matricesWeights[a] = 1;
  33970. }
  33971. else {
  33972. // renormalize so everything adds to 1 use reciprical
  33973. var recip = 1 / t;
  33974. matricesWeights[a] *= recip;
  33975. matricesWeights[a + 1] *= recip;
  33976. matricesWeights[a + 2] *= recip;
  33977. matricesWeights[a + 3] *= recip;
  33978. // same goes for extras
  33979. matricesWeightsExtra[a] *= recip;
  33980. matricesWeightsExtra[a + 1] *= recip;
  33981. matricesWeightsExtra[a + 2] *= recip;
  33982. matricesWeightsExtra[a + 3] *= recip;
  33983. }
  33984. }
  33985. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33986. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33987. };
  33988. /**
  33989. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33990. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33991. * the user know there was an issue with importing the mesh
  33992. * @returns a validation object with skinned, valid and report string
  33993. */
  33994. Mesh.prototype.validateSkinning = function () {
  33995. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33996. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33997. if (matricesWeights === null || this.skeleton == null) {
  33998. return { skinned: false, valid: true, report: "not skinned" };
  33999. }
  34000. var numWeights = matricesWeights.length;
  34001. var numberNotSorted = 0;
  34002. var missingWeights = 0;
  34003. var maxUsedWeights = 0;
  34004. var numberNotNormalized = 0;
  34005. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34006. var usedWeightCounts = new Array();
  34007. for (var a = 0; a <= numInfluences; a++) {
  34008. usedWeightCounts[a] = 0;
  34009. }
  34010. var toleranceEpsilon = 0.001;
  34011. for (var a = 0; a < numWeights; a += 4) {
  34012. var lastWeight = matricesWeights[a];
  34013. var t = lastWeight;
  34014. var usedWeights = t === 0 ? 0 : 1;
  34015. for (var b = 1; b < numInfluences; b++) {
  34016. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34017. if (d > lastWeight) {
  34018. numberNotSorted++;
  34019. }
  34020. if (d !== 0) {
  34021. usedWeights++;
  34022. }
  34023. t += d;
  34024. lastWeight = d;
  34025. }
  34026. // count the buffer weights usage
  34027. usedWeightCounts[usedWeights]++;
  34028. // max influences
  34029. if (usedWeights > maxUsedWeights) {
  34030. maxUsedWeights = usedWeights;
  34031. }
  34032. // check for invalid weight and just set it to 1.
  34033. if (t === 0) {
  34034. missingWeights++;
  34035. }
  34036. else {
  34037. // renormalize so everything adds to 1 use reciprical
  34038. var recip = 1 / t;
  34039. var tolerance = 0;
  34040. for (b = 0; b < numInfluences; b++) {
  34041. if (b < 4) {
  34042. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34043. }
  34044. else {
  34045. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34046. }
  34047. }
  34048. // arbitary epsilon value for dicdating not normalized
  34049. if (tolerance > toleranceEpsilon) {
  34050. numberNotNormalized++;
  34051. }
  34052. }
  34053. }
  34054. // validate bone indices are in range of the skeleton
  34055. var numBones = this.skeleton.bones.length;
  34056. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34057. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34058. var numBadBoneIndices = 0;
  34059. for (var a = 0; a < numWeights; a++) {
  34060. for (var b = 0; b < numInfluences; b++) {
  34061. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34062. if (index >= numBones || index < 0) {
  34063. numBadBoneIndices++;
  34064. }
  34065. }
  34066. }
  34067. // log mesh stats
  34068. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34069. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34070. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34071. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34072. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34073. };
  34074. /** @hidden */
  34075. Mesh.prototype._checkDelayState = function () {
  34076. var scene = this.getScene();
  34077. if (this._geometry) {
  34078. this._geometry.load(scene);
  34079. }
  34080. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34081. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34082. this._queueLoad(scene);
  34083. }
  34084. return this;
  34085. };
  34086. Mesh.prototype._queueLoad = function (scene) {
  34087. var _this = this;
  34088. scene._addPendingData(this);
  34089. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34090. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34091. if (data instanceof ArrayBuffer) {
  34092. _this._delayLoadingFunction(data, _this);
  34093. }
  34094. else {
  34095. _this._delayLoadingFunction(JSON.parse(data), _this);
  34096. }
  34097. _this.instances.forEach(function (instance) {
  34098. instance._syncSubMeshes();
  34099. });
  34100. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34101. scene._removePendingData(_this);
  34102. }, function () { }, scene.offlineProvider, getBinaryData);
  34103. return this;
  34104. };
  34105. /**
  34106. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34107. * A mesh is in the frustum if its bounding box intersects the frustum
  34108. * @param frustumPlanes defines the frustum to test
  34109. * @returns true if the mesh is in the frustum planes
  34110. */
  34111. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34112. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34113. return false;
  34114. }
  34115. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34116. return false;
  34117. }
  34118. this._checkDelayState();
  34119. return true;
  34120. };
  34121. /**
  34122. * Sets the mesh material by the material or multiMaterial `id` property
  34123. * @param id is a string identifying the material or the multiMaterial
  34124. * @returns the current mesh
  34125. */
  34126. Mesh.prototype.setMaterialByID = function (id) {
  34127. var materials = this.getScene().materials;
  34128. var index;
  34129. for (index = materials.length - 1; index > -1; index--) {
  34130. if (materials[index].id === id) {
  34131. this.material = materials[index];
  34132. return this;
  34133. }
  34134. }
  34135. // Multi
  34136. var multiMaterials = this.getScene().multiMaterials;
  34137. for (index = multiMaterials.length - 1; index > -1; index--) {
  34138. if (multiMaterials[index].id === id) {
  34139. this.material = multiMaterials[index];
  34140. return this;
  34141. }
  34142. }
  34143. return this;
  34144. };
  34145. /**
  34146. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34147. * @returns an array of IAnimatable
  34148. */
  34149. Mesh.prototype.getAnimatables = function () {
  34150. var results = new Array();
  34151. if (this.material) {
  34152. results.push(this.material);
  34153. }
  34154. if (this.skeleton) {
  34155. results.push(this.skeleton);
  34156. }
  34157. return results;
  34158. };
  34159. /**
  34160. * Modifies the mesh geometry according to the passed transformation matrix.
  34161. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34162. * The mesh normals are modified using the same transformation.
  34163. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34164. * @param transform defines the transform matrix to use
  34165. * @see http://doc.babylonjs.com/resources/baking_transformations
  34166. * @returns the current mesh
  34167. */
  34168. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34169. // Position
  34170. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34171. return this;
  34172. }
  34173. var submeshes = this.subMeshes.splice(0);
  34174. this._resetPointsArrayCache();
  34175. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34176. var temp = new Array();
  34177. var index;
  34178. for (index = 0; index < data.length; index += 3) {
  34179. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34180. }
  34181. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34182. // Normals
  34183. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34184. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34185. temp = [];
  34186. for (index = 0; index < data.length; index += 3) {
  34187. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34188. }
  34189. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34190. }
  34191. // flip faces?
  34192. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34193. this.flipFaces();
  34194. }
  34195. // Restore submeshes
  34196. this.releaseSubMeshes();
  34197. this.subMeshes = submeshes;
  34198. return this;
  34199. };
  34200. /**
  34201. * Modifies the mesh geometry according to its own current World Matrix.
  34202. * The mesh World Matrix is then reset.
  34203. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34204. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34205. * @see http://doc.babylonjs.com/resources/baking_transformations
  34206. * @returns the current mesh
  34207. */
  34208. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34209. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34210. this.scaling.copyFromFloats(1, 1, 1);
  34211. this.position.copyFromFloats(0, 0, 0);
  34212. this.rotation.copyFromFloats(0, 0, 0);
  34213. //only if quaternion is already set
  34214. if (this.rotationQuaternion) {
  34215. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34216. }
  34217. this._worldMatrix = BABYLON.Matrix.Identity();
  34218. return this;
  34219. };
  34220. Object.defineProperty(Mesh.prototype, "_positions", {
  34221. // Cache
  34222. /** @hidden */
  34223. get: function () {
  34224. if (this._geometry) {
  34225. return this._geometry._positions;
  34226. }
  34227. return null;
  34228. },
  34229. enumerable: true,
  34230. configurable: true
  34231. });
  34232. /** @hidden */
  34233. Mesh.prototype._resetPointsArrayCache = function () {
  34234. if (this._geometry) {
  34235. this._geometry._resetPointsArrayCache();
  34236. }
  34237. return this;
  34238. };
  34239. /** @hidden */
  34240. Mesh.prototype._generatePointsArray = function () {
  34241. if (this._geometry) {
  34242. return this._geometry._generatePointsArray();
  34243. }
  34244. return false;
  34245. };
  34246. /**
  34247. * Returns a new Mesh object generated from the current mesh properties.
  34248. * This method must not get confused with createInstance()
  34249. * @param name is a string, the name given to the new mesh
  34250. * @param newParent can be any Node object (default `null`)
  34251. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34252. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34253. * @returns a new mesh
  34254. */
  34255. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34256. if (name === void 0) { name = ""; }
  34257. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34258. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34259. };
  34260. /**
  34261. * Releases resources associated with this mesh.
  34262. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34263. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34264. */
  34265. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34266. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34267. this.morphTargetManager = null;
  34268. if (this._geometry) {
  34269. this._geometry.releaseForMesh(this, true);
  34270. }
  34271. if (this._onBeforeDrawObservable) {
  34272. this._onBeforeDrawObservable.clear();
  34273. }
  34274. if (this._onBeforeRenderObservable) {
  34275. this._onBeforeRenderObservable.clear();
  34276. }
  34277. if (this._onAfterRenderObservable) {
  34278. this._onAfterRenderObservable.clear();
  34279. }
  34280. // Sources
  34281. if (this._scene.useClonedMeshhMap) {
  34282. if (this.meshMap) {
  34283. for (var uniqueId in this.meshMap) {
  34284. var mesh = this.meshMap[uniqueId];
  34285. if (mesh) {
  34286. mesh._source = null;
  34287. this.meshMap[uniqueId] = undefined;
  34288. }
  34289. }
  34290. }
  34291. if (this._source && this._source.meshMap) {
  34292. this._source.meshMap[this.uniqueId] = undefined;
  34293. }
  34294. }
  34295. else {
  34296. var meshes = this.getScene().meshes;
  34297. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34298. var abstractMesh = meshes_1[_i];
  34299. var mesh = abstractMesh;
  34300. if (mesh._source && mesh._source === this) {
  34301. mesh._source = null;
  34302. }
  34303. }
  34304. }
  34305. this._source = null;
  34306. // Instances
  34307. if (this._instanceDataStorage.instancesBuffer) {
  34308. this._instanceDataStorage.instancesBuffer.dispose();
  34309. this._instanceDataStorage.instancesBuffer = null;
  34310. }
  34311. while (this.instances.length) {
  34312. this.instances[0].dispose();
  34313. }
  34314. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34315. };
  34316. /**
  34317. * Modifies the mesh geometry according to a displacement map.
  34318. * 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.
  34319. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34320. * @param url is a string, the URL from the image file is to be downloaded.
  34321. * @param minHeight is the lower limit of the displacement.
  34322. * @param maxHeight is the upper limit of the displacement.
  34323. * @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.
  34324. * @param uvOffset is an optional vector2 used to offset UV.
  34325. * @param uvScale is an optional vector2 used to scale UV.
  34326. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34327. * @returns the Mesh.
  34328. */
  34329. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34330. var _this = this;
  34331. if (forceUpdate === void 0) { forceUpdate = false; }
  34332. var scene = this.getScene();
  34333. var onload = function (img) {
  34334. // Getting height map data
  34335. var canvas = document.createElement("canvas");
  34336. var context = canvas.getContext("2d");
  34337. var heightMapWidth = img.width;
  34338. var heightMapHeight = img.height;
  34339. canvas.width = heightMapWidth;
  34340. canvas.height = heightMapHeight;
  34341. context.drawImage(img, 0, 0);
  34342. // Create VertexData from map data
  34343. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34344. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34345. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34346. //execute success callback, if set
  34347. if (onSuccess) {
  34348. onSuccess(_this);
  34349. }
  34350. };
  34351. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34352. return this;
  34353. };
  34354. /**
  34355. * Modifies the mesh geometry according to a displacementMap buffer.
  34356. * 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.
  34357. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34358. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34359. * @param heightMapWidth is the width of the buffer image.
  34360. * @param heightMapHeight is the height of the buffer image.
  34361. * @param minHeight is the lower limit of the displacement.
  34362. * @param maxHeight is the upper limit of the displacement.
  34363. * @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.
  34364. * @param uvOffset is an optional vector2 used to offset UV.
  34365. * @param uvScale is an optional vector2 used to scale UV.
  34366. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34367. * @returns the Mesh.
  34368. */
  34369. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34370. if (forceUpdate === void 0) { forceUpdate = false; }
  34371. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34372. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34373. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34374. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34375. return this;
  34376. }
  34377. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34378. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34379. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34380. var position = BABYLON.Vector3.Zero();
  34381. var normal = BABYLON.Vector3.Zero();
  34382. var uv = BABYLON.Vector2.Zero();
  34383. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34384. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34385. for (var index = 0; index < positions.length; index += 3) {
  34386. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34387. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34388. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34389. // Compute height
  34390. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34391. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34392. var pos = (u + v * heightMapWidth) * 4;
  34393. var r = buffer[pos] / 255.0;
  34394. var g = buffer[pos + 1] / 255.0;
  34395. var b = buffer[pos + 2] / 255.0;
  34396. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34397. normal.normalize();
  34398. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34399. position = position.add(normal);
  34400. position.toArray(positions, index);
  34401. }
  34402. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34403. if (forceUpdate) {
  34404. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34405. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34406. }
  34407. else {
  34408. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34409. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34410. }
  34411. return this;
  34412. };
  34413. /**
  34414. * Modify the mesh to get a flat shading rendering.
  34415. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34416. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34417. * @returns current mesh
  34418. */
  34419. Mesh.prototype.convertToFlatShadedMesh = function () {
  34420. var kinds = this.getVerticesDataKinds();
  34421. var vbs = {};
  34422. var data = {};
  34423. var newdata = {};
  34424. var updatableNormals = false;
  34425. var kindIndex;
  34426. var kind;
  34427. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34428. kind = kinds[kindIndex];
  34429. var vertexBuffer = this.getVertexBuffer(kind);
  34430. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34431. updatableNormals = vertexBuffer.isUpdatable();
  34432. kinds.splice(kindIndex, 1);
  34433. kindIndex--;
  34434. continue;
  34435. }
  34436. vbs[kind] = vertexBuffer;
  34437. data[kind] = vbs[kind].getData();
  34438. newdata[kind] = [];
  34439. }
  34440. // Save previous submeshes
  34441. var previousSubmeshes = this.subMeshes.slice(0);
  34442. var indices = this.getIndices();
  34443. var totalIndices = this.getTotalIndices();
  34444. // Generating unique vertices per face
  34445. var index;
  34446. for (index = 0; index < totalIndices; index++) {
  34447. var vertexIndex = indices[index];
  34448. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34449. kind = kinds[kindIndex];
  34450. var stride = vbs[kind].getStrideSize();
  34451. for (var offset = 0; offset < stride; offset++) {
  34452. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34453. }
  34454. }
  34455. }
  34456. // Updating faces & normal
  34457. var normals = [];
  34458. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34459. for (index = 0; index < totalIndices; index += 3) {
  34460. indices[index] = index;
  34461. indices[index + 1] = index + 1;
  34462. indices[index + 2] = index + 2;
  34463. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34464. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34465. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34466. var p1p2 = p1.subtract(p2);
  34467. var p3p2 = p3.subtract(p2);
  34468. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34469. // Store same normals for every vertex
  34470. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34471. normals.push(normal.x);
  34472. normals.push(normal.y);
  34473. normals.push(normal.z);
  34474. }
  34475. }
  34476. this.setIndices(indices);
  34477. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34478. // Updating vertex buffers
  34479. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34480. kind = kinds[kindIndex];
  34481. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34482. }
  34483. // Updating submeshes
  34484. this.releaseSubMeshes();
  34485. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34486. var previousOne = previousSubmeshes[submeshIndex];
  34487. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34488. }
  34489. this.synchronizeInstances();
  34490. return this;
  34491. };
  34492. /**
  34493. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34494. * In other words, more vertices, no more indices and a single bigger VBO.
  34495. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34496. * @returns current mesh
  34497. */
  34498. Mesh.prototype.convertToUnIndexedMesh = function () {
  34499. var kinds = this.getVerticesDataKinds();
  34500. var vbs = {};
  34501. var data = {};
  34502. var newdata = {};
  34503. var kindIndex;
  34504. var kind;
  34505. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34506. kind = kinds[kindIndex];
  34507. var vertexBuffer = this.getVertexBuffer(kind);
  34508. vbs[kind] = vertexBuffer;
  34509. data[kind] = vbs[kind].getData();
  34510. newdata[kind] = [];
  34511. }
  34512. // Save previous submeshes
  34513. var previousSubmeshes = this.subMeshes.slice(0);
  34514. var indices = this.getIndices();
  34515. var totalIndices = this.getTotalIndices();
  34516. // Generating unique vertices per face
  34517. var index;
  34518. for (index = 0; index < totalIndices; index++) {
  34519. var vertexIndex = indices[index];
  34520. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34521. kind = kinds[kindIndex];
  34522. var stride = vbs[kind].getStrideSize();
  34523. for (var offset = 0; offset < stride; offset++) {
  34524. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34525. }
  34526. }
  34527. }
  34528. // Updating indices
  34529. for (index = 0; index < totalIndices; index += 3) {
  34530. indices[index] = index;
  34531. indices[index + 1] = index + 1;
  34532. indices[index + 2] = index + 2;
  34533. }
  34534. this.setIndices(indices);
  34535. // Updating vertex buffers
  34536. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34537. kind = kinds[kindIndex];
  34538. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34539. }
  34540. // Updating submeshes
  34541. this.releaseSubMeshes();
  34542. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34543. var previousOne = previousSubmeshes[submeshIndex];
  34544. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34545. }
  34546. this._unIndexed = true;
  34547. this.synchronizeInstances();
  34548. return this;
  34549. };
  34550. /**
  34551. * Inverses facet orientations.
  34552. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34553. * @param flipNormals will also inverts the normals
  34554. * @returns current mesh
  34555. */
  34556. Mesh.prototype.flipFaces = function (flipNormals) {
  34557. if (flipNormals === void 0) { flipNormals = false; }
  34558. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34559. var i;
  34560. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34561. for (i = 0; i < vertex_data.normals.length; i++) {
  34562. vertex_data.normals[i] *= -1;
  34563. }
  34564. }
  34565. if (vertex_data.indices) {
  34566. var temp;
  34567. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34568. // reassign indices
  34569. temp = vertex_data.indices[i + 1];
  34570. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34571. vertex_data.indices[i + 2] = temp;
  34572. }
  34573. }
  34574. vertex_data.applyToMesh(this);
  34575. return this;
  34576. };
  34577. // Instances
  34578. /**
  34579. * Creates a new InstancedMesh object from the mesh model.
  34580. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34581. * @param name defines the name of the new instance
  34582. * @returns a new InstancedMesh
  34583. */
  34584. Mesh.prototype.createInstance = function (name) {
  34585. return new BABYLON.InstancedMesh(name, this);
  34586. };
  34587. /**
  34588. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34589. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34590. * @returns the current mesh
  34591. */
  34592. Mesh.prototype.synchronizeInstances = function () {
  34593. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34594. var instance = this.instances[instanceIndex];
  34595. instance._syncSubMeshes();
  34596. }
  34597. return this;
  34598. };
  34599. /**
  34600. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34601. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34602. * This should be used together with the simplification to avoid disappearing triangles.
  34603. * @param successCallback an optional success callback to be called after the optimization finished.
  34604. * @returns the current mesh
  34605. */
  34606. Mesh.prototype.optimizeIndices = function (successCallback) {
  34607. var _this = this;
  34608. var indices = this.getIndices();
  34609. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34610. if (!positions || !indices) {
  34611. return this;
  34612. }
  34613. var vectorPositions = new Array();
  34614. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34615. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34616. }
  34617. var dupes = new Array();
  34618. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34619. var realPos = vectorPositions.length - 1 - iteration;
  34620. var testedPosition = vectorPositions[realPos];
  34621. for (var j = 0; j < realPos; ++j) {
  34622. var againstPosition = vectorPositions[j];
  34623. if (testedPosition.equals(againstPosition)) {
  34624. dupes[realPos] = j;
  34625. break;
  34626. }
  34627. }
  34628. }, function () {
  34629. for (var i = 0; i < indices.length; ++i) {
  34630. indices[i] = dupes[indices[i]] || indices[i];
  34631. }
  34632. //indices are now reordered
  34633. var originalSubMeshes = _this.subMeshes.slice(0);
  34634. _this.setIndices(indices);
  34635. _this.subMeshes = originalSubMeshes;
  34636. if (successCallback) {
  34637. successCallback(_this);
  34638. }
  34639. });
  34640. return this;
  34641. };
  34642. /**
  34643. * Serialize current mesh
  34644. * @param serializationObject defines the object which will receive the serialization data
  34645. */
  34646. Mesh.prototype.serialize = function (serializationObject) {
  34647. serializationObject.name = this.name;
  34648. serializationObject.id = this.id;
  34649. serializationObject.type = this.getClassName();
  34650. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34651. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34652. }
  34653. serializationObject.position = this.position.asArray();
  34654. if (this.rotationQuaternion) {
  34655. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34656. }
  34657. else if (this.rotation) {
  34658. serializationObject.rotation = this.rotation.asArray();
  34659. }
  34660. serializationObject.scaling = this.scaling.asArray();
  34661. if (this._postMultiplyPivotMatrix) {
  34662. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34663. }
  34664. else {
  34665. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34666. }
  34667. serializationObject.isEnabled = this.isEnabled(false);
  34668. serializationObject.isVisible = this.isVisible;
  34669. serializationObject.infiniteDistance = this.infiniteDistance;
  34670. serializationObject.pickable = this.isPickable;
  34671. serializationObject.receiveShadows = this.receiveShadows;
  34672. serializationObject.billboardMode = this.billboardMode;
  34673. serializationObject.visibility = this.visibility;
  34674. serializationObject.checkCollisions = this.checkCollisions;
  34675. serializationObject.isBlocker = this.isBlocker;
  34676. // Parent
  34677. if (this.parent) {
  34678. serializationObject.parentId = this.parent.id;
  34679. }
  34680. // Geometry
  34681. serializationObject.isUnIndexed = this.isUnIndexed;
  34682. var geometry = this._geometry;
  34683. if (geometry) {
  34684. var geometryId = geometry.id;
  34685. serializationObject.geometryId = geometryId;
  34686. // SubMeshes
  34687. serializationObject.subMeshes = [];
  34688. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34689. var subMesh = this.subMeshes[subIndex];
  34690. serializationObject.subMeshes.push({
  34691. materialIndex: subMesh.materialIndex,
  34692. verticesStart: subMesh.verticesStart,
  34693. verticesCount: subMesh.verticesCount,
  34694. indexStart: subMesh.indexStart,
  34695. indexCount: subMesh.indexCount
  34696. });
  34697. }
  34698. }
  34699. // Material
  34700. if (this.material) {
  34701. serializationObject.materialId = this.material.id;
  34702. }
  34703. else {
  34704. this.material = null;
  34705. }
  34706. // Morph targets
  34707. if (this.morphTargetManager) {
  34708. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34709. }
  34710. // Skeleton
  34711. if (this.skeleton) {
  34712. serializationObject.skeletonId = this.skeleton.id;
  34713. }
  34714. // Physics
  34715. //TODO implement correct serialization for physics impostors.
  34716. var impostor = this.getPhysicsImpostor();
  34717. if (impostor) {
  34718. serializationObject.physicsMass = impostor.getParam("mass");
  34719. serializationObject.physicsFriction = impostor.getParam("friction");
  34720. serializationObject.physicsRestitution = impostor.getParam("mass");
  34721. serializationObject.physicsImpostor = impostor.type;
  34722. }
  34723. // Metadata
  34724. if (this.metadata) {
  34725. serializationObject.metadata = this.metadata;
  34726. }
  34727. // Instances
  34728. serializationObject.instances = [];
  34729. for (var index = 0; index < this.instances.length; index++) {
  34730. var instance = this.instances[index];
  34731. if (instance.doNotSerialize) {
  34732. continue;
  34733. }
  34734. var serializationInstance = {
  34735. name: instance.name,
  34736. id: instance.id,
  34737. position: instance.position.asArray(),
  34738. scaling: instance.scaling.asArray()
  34739. };
  34740. if (instance.parent) {
  34741. serializationInstance.parentId = instance.parent.id;
  34742. }
  34743. if (instance.rotationQuaternion) {
  34744. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34745. }
  34746. else if (instance.rotation) {
  34747. serializationInstance.rotation = instance.rotation.asArray();
  34748. }
  34749. serializationObject.instances.push(serializationInstance);
  34750. // Animations
  34751. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34752. serializationInstance.ranges = instance.serializeAnimationRanges();
  34753. }
  34754. //
  34755. // Animations
  34756. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34757. serializationObject.ranges = this.serializeAnimationRanges();
  34758. // Layer mask
  34759. serializationObject.layerMask = this.layerMask;
  34760. // Alpha
  34761. serializationObject.alphaIndex = this.alphaIndex;
  34762. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34763. // Overlay
  34764. serializationObject.overlayAlpha = this.overlayAlpha;
  34765. serializationObject.overlayColor = this.overlayColor.asArray();
  34766. serializationObject.renderOverlay = this.renderOverlay;
  34767. // Fog
  34768. serializationObject.applyFog = this.applyFog;
  34769. // Action Manager
  34770. if (this.actionManager) {
  34771. serializationObject.actions = this.actionManager.serialize(this.name);
  34772. }
  34773. };
  34774. /** @hidden */
  34775. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34776. if (!this.geometry) {
  34777. return;
  34778. }
  34779. this._markSubMeshesAsAttributesDirty();
  34780. var morphTargetManager = this._morphTargetManager;
  34781. if (morphTargetManager && morphTargetManager.vertexCount) {
  34782. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34783. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34784. this.morphTargetManager = null;
  34785. return;
  34786. }
  34787. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34788. var morphTarget = morphTargetManager.getActiveTarget(index);
  34789. var positions = morphTarget.getPositions();
  34790. if (!positions) {
  34791. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34792. return;
  34793. }
  34794. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34795. var normals = morphTarget.getNormals();
  34796. if (normals) {
  34797. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34798. }
  34799. var tangents = morphTarget.getTangents();
  34800. if (tangents) {
  34801. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34802. }
  34803. }
  34804. }
  34805. else {
  34806. var index = 0;
  34807. // Positions
  34808. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34809. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34810. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34811. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34812. }
  34813. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34814. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34815. }
  34816. index++;
  34817. }
  34818. }
  34819. };
  34820. // Statics
  34821. /**
  34822. * Returns a new Mesh object parsed from the source provided.
  34823. * @param parsedMesh is the source
  34824. * @param scene defines the hosting scene
  34825. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34826. * @returns a new Mesh
  34827. */
  34828. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34829. var mesh;
  34830. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34831. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34832. }
  34833. else {
  34834. mesh = new Mesh(parsedMesh.name, scene);
  34835. }
  34836. mesh.id = parsedMesh.id;
  34837. if (BABYLON.Tags) {
  34838. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34839. }
  34840. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34841. if (parsedMesh.metadata !== undefined) {
  34842. mesh.metadata = parsedMesh.metadata;
  34843. }
  34844. if (parsedMesh.rotationQuaternion) {
  34845. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34846. }
  34847. else if (parsedMesh.rotation) {
  34848. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34849. }
  34850. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34851. if (parsedMesh.localMatrix) {
  34852. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34853. }
  34854. else if (parsedMesh.pivotMatrix) {
  34855. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34856. }
  34857. mesh.setEnabled(parsedMesh.isEnabled);
  34858. mesh.isVisible = parsedMesh.isVisible;
  34859. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34860. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34861. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34862. if (parsedMesh.applyFog !== undefined) {
  34863. mesh.applyFog = parsedMesh.applyFog;
  34864. }
  34865. if (parsedMesh.pickable !== undefined) {
  34866. mesh.isPickable = parsedMesh.pickable;
  34867. }
  34868. if (parsedMesh.alphaIndex !== undefined) {
  34869. mesh.alphaIndex = parsedMesh.alphaIndex;
  34870. }
  34871. mesh.receiveShadows = parsedMesh.receiveShadows;
  34872. mesh.billboardMode = parsedMesh.billboardMode;
  34873. if (parsedMesh.visibility !== undefined) {
  34874. mesh.visibility = parsedMesh.visibility;
  34875. }
  34876. mesh.checkCollisions = parsedMesh.checkCollisions;
  34877. if (parsedMesh.isBlocker !== undefined) {
  34878. mesh.isBlocker = parsedMesh.isBlocker;
  34879. }
  34880. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34881. // freezeWorldMatrix
  34882. if (parsedMesh.freezeWorldMatrix) {
  34883. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34884. }
  34885. // Parent
  34886. if (parsedMesh.parentId) {
  34887. mesh._waitingParentId = parsedMesh.parentId;
  34888. }
  34889. // Actions
  34890. if (parsedMesh.actions !== undefined) {
  34891. mesh._waitingActions = parsedMesh.actions;
  34892. }
  34893. // Overlay
  34894. if (parsedMesh.overlayAlpha !== undefined) {
  34895. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34896. }
  34897. if (parsedMesh.overlayColor !== undefined) {
  34898. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34899. }
  34900. if (parsedMesh.renderOverlay !== undefined) {
  34901. mesh.renderOverlay = parsedMesh.renderOverlay;
  34902. }
  34903. // Geometry
  34904. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34905. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34906. if (parsedMesh.delayLoadingFile) {
  34907. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34908. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34909. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34910. if (parsedMesh._binaryInfo) {
  34911. mesh._binaryInfo = parsedMesh._binaryInfo;
  34912. }
  34913. mesh._delayInfo = [];
  34914. if (parsedMesh.hasUVs) {
  34915. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34916. }
  34917. if (parsedMesh.hasUVs2) {
  34918. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34919. }
  34920. if (parsedMesh.hasUVs3) {
  34921. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34922. }
  34923. if (parsedMesh.hasUVs4) {
  34924. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34925. }
  34926. if (parsedMesh.hasUVs5) {
  34927. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34928. }
  34929. if (parsedMesh.hasUVs6) {
  34930. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34931. }
  34932. if (parsedMesh.hasColors) {
  34933. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34934. }
  34935. if (parsedMesh.hasMatricesIndices) {
  34936. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34937. }
  34938. if (parsedMesh.hasMatricesWeights) {
  34939. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34940. }
  34941. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34942. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34943. mesh._checkDelayState();
  34944. }
  34945. }
  34946. else {
  34947. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34948. }
  34949. // Material
  34950. if (parsedMesh.materialId) {
  34951. mesh.setMaterialByID(parsedMesh.materialId);
  34952. }
  34953. else {
  34954. mesh.material = null;
  34955. }
  34956. // Morph targets
  34957. if (parsedMesh.morphTargetManagerId > -1) {
  34958. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34959. }
  34960. // Skeleton
  34961. if (parsedMesh.skeletonId > -1) {
  34962. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34963. if (parsedMesh.numBoneInfluencers) {
  34964. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34965. }
  34966. }
  34967. // Animations
  34968. if (parsedMesh.animations) {
  34969. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34970. var parsedAnimation = parsedMesh.animations[animationIndex];
  34971. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34972. }
  34973. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34974. }
  34975. if (parsedMesh.autoAnimate) {
  34976. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34977. }
  34978. // Layer Mask
  34979. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34980. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34981. }
  34982. else {
  34983. mesh.layerMask = 0x0FFFFFFF;
  34984. }
  34985. // Physics
  34986. if (parsedMesh.physicsImpostor) {
  34987. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34988. mass: parsedMesh.physicsMass,
  34989. friction: parsedMesh.physicsFriction,
  34990. restitution: parsedMesh.physicsRestitution
  34991. }, scene);
  34992. }
  34993. // Instances
  34994. if (parsedMesh.instances) {
  34995. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34996. var parsedInstance = parsedMesh.instances[index];
  34997. var instance = mesh.createInstance(parsedInstance.name);
  34998. if (parsedInstance.id) {
  34999. instance.id = parsedInstance.id;
  35000. }
  35001. if (BABYLON.Tags) {
  35002. if (parsedInstance.tags) {
  35003. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35004. }
  35005. else {
  35006. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35007. }
  35008. }
  35009. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35010. if (parsedInstance.parentId) {
  35011. instance._waitingParentId = parsedInstance.parentId;
  35012. }
  35013. if (parsedInstance.rotationQuaternion) {
  35014. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35015. }
  35016. else if (parsedInstance.rotation) {
  35017. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35018. }
  35019. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35020. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35021. instance.checkCollisions = parsedInstance.checkCollisions;
  35022. }
  35023. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35024. instance.isPickable = parsedInstance.pickable;
  35025. }
  35026. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35027. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35028. }
  35029. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35030. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35031. }
  35032. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35033. instance.alphaIndex = parsedInstance.alphaIndex;
  35034. }
  35035. // Physics
  35036. if (parsedInstance.physicsImpostor) {
  35037. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35038. mass: parsedInstance.physicsMass,
  35039. friction: parsedInstance.physicsFriction,
  35040. restitution: parsedInstance.physicsRestitution
  35041. }, scene);
  35042. }
  35043. // Animation
  35044. if (parsedInstance.animations) {
  35045. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35046. parsedAnimation = parsedInstance.animations[animationIndex];
  35047. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35048. }
  35049. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35050. if (parsedInstance.autoAnimate) {
  35051. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35052. }
  35053. }
  35054. }
  35055. }
  35056. return mesh;
  35057. };
  35058. /**
  35059. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35060. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35061. * @param name defines the name of the mesh to create
  35062. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35063. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35064. * @param closePath creates a seam between the first and the last points of each path of the path array
  35065. * @param offset is taken in account only if the `pathArray` is containing a single path
  35066. * @param scene defines the hosting scene
  35067. * @param updatable defines if the mesh must be flagged as updatable
  35068. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35069. * @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)
  35070. * @returns a new Mesh
  35071. */
  35072. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35073. if (closeArray === void 0) { closeArray = false; }
  35074. if (updatable === void 0) { updatable = false; }
  35075. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35076. pathArray: pathArray,
  35077. closeArray: closeArray,
  35078. closePath: closePath,
  35079. offset: offset,
  35080. updatable: updatable,
  35081. sideOrientation: sideOrientation,
  35082. instance: instance
  35083. }, scene);
  35084. };
  35085. /**
  35086. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35087. * @param name defines the name of the mesh to create
  35088. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35089. * @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
  35090. * @param scene defines the hosting scene
  35091. * @param updatable defines if the mesh must be flagged as updatable
  35092. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35093. * @returns a new Mesh
  35094. */
  35095. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35096. if (scene === void 0) { scene = null; }
  35097. var options = {
  35098. radius: radius,
  35099. tessellation: tessellation,
  35100. sideOrientation: sideOrientation,
  35101. updatable: updatable
  35102. };
  35103. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35104. };
  35105. /**
  35106. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35107. * @param name defines the name of the mesh to create
  35108. * @param size sets the size (float) of each box side (default 1)
  35109. * @param scene defines the hosting scene
  35110. * @param updatable defines if the mesh must be flagged as updatable
  35111. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35112. * @returns a new Mesh
  35113. */
  35114. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35115. if (scene === void 0) { scene = null; }
  35116. var options = {
  35117. size: size,
  35118. sideOrientation: sideOrientation,
  35119. updatable: updatable
  35120. };
  35121. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35122. };
  35123. /**
  35124. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35125. * @param name defines the name of the mesh to create
  35126. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35127. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35128. * @param scene defines the hosting scene
  35129. * @param updatable defines if the mesh must be flagged as updatable
  35130. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35131. * @returns a new Mesh
  35132. */
  35133. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35134. var options = {
  35135. segments: segments,
  35136. diameterX: diameter,
  35137. diameterY: diameter,
  35138. diameterZ: diameter,
  35139. sideOrientation: sideOrientation,
  35140. updatable: updatable
  35141. };
  35142. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35143. };
  35144. /**
  35145. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35146. * @param name defines the name of the mesh to create
  35147. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35148. * @param diameterTop set the top cap diameter (floats, default 1)
  35149. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35150. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35151. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35152. * @param scene defines the hosting scene
  35153. * @param updatable defines if the mesh must be flagged as updatable
  35154. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35155. * @returns a new Mesh
  35156. */
  35157. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35158. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35159. if (scene !== undefined) {
  35160. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35161. updatable = scene;
  35162. }
  35163. scene = subdivisions;
  35164. subdivisions = 1;
  35165. }
  35166. var options = {
  35167. height: height,
  35168. diameterTop: diameterTop,
  35169. diameterBottom: diameterBottom,
  35170. tessellation: tessellation,
  35171. subdivisions: subdivisions,
  35172. sideOrientation: sideOrientation,
  35173. updatable: updatable
  35174. };
  35175. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35176. };
  35177. // Torus (Code from SharpDX.org)
  35178. /**
  35179. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35180. * @param name defines the name of the mesh to create
  35181. * @param diameter sets the diameter size (float) of the torus (default 1)
  35182. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35183. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35184. * @param scene defines the hosting scene
  35185. * @param updatable defines if the mesh must be flagged as updatable
  35186. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35187. * @returns a new Mesh
  35188. */
  35189. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35190. var options = {
  35191. diameter: diameter,
  35192. thickness: thickness,
  35193. tessellation: tessellation,
  35194. sideOrientation: sideOrientation,
  35195. updatable: updatable
  35196. };
  35197. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35198. };
  35199. /**
  35200. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35201. * @param name defines the name of the mesh to create
  35202. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35203. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35204. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35205. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35206. * @param p the number of windings on X axis (positive integers, default 2)
  35207. * @param q the number of windings on Y axis (positive integers, default 3)
  35208. * @param scene defines the hosting scene
  35209. * @param updatable defines if the mesh must be flagged as updatable
  35210. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35211. * @returns a new Mesh
  35212. */
  35213. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35214. var options = {
  35215. radius: radius,
  35216. tube: tube,
  35217. radialSegments: radialSegments,
  35218. tubularSegments: tubularSegments,
  35219. p: p,
  35220. q: q,
  35221. sideOrientation: sideOrientation,
  35222. updatable: updatable
  35223. };
  35224. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35225. };
  35226. /**
  35227. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35228. * @param name defines the name of the mesh to create
  35229. * @param points is an array successive Vector3
  35230. * @param scene defines the hosting scene
  35231. * @param updatable defines if the mesh must be flagged as updatable
  35232. * @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).
  35233. * @returns a new Mesh
  35234. */
  35235. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35236. if (scene === void 0) { scene = null; }
  35237. if (updatable === void 0) { updatable = false; }
  35238. if (instance === void 0) { instance = null; }
  35239. var options = {
  35240. points: points,
  35241. updatable: updatable,
  35242. instance: instance
  35243. };
  35244. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35245. };
  35246. /**
  35247. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35248. * @param name defines the name of the mesh to create
  35249. * @param points is an array successive Vector3
  35250. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35251. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35252. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35253. * @param scene defines the hosting scene
  35254. * @param updatable defines if the mesh must be flagged as updatable
  35255. * @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)
  35256. * @returns a new Mesh
  35257. */
  35258. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35259. if (scene === void 0) { scene = null; }
  35260. var options = {
  35261. points: points,
  35262. dashSize: dashSize,
  35263. gapSize: gapSize,
  35264. dashNb: dashNb,
  35265. updatable: updatable,
  35266. instance: instance
  35267. };
  35268. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35269. };
  35270. /**
  35271. * Creates a polygon mesh.
  35272. * Please consider using the same method from the MeshBuilder class instead.
  35273. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35274. * 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.
  35275. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35276. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35277. * Remember you can only change the shape positions, not their number when updating a polygon.
  35278. */
  35279. /**
  35280. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35281. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35282. * @param name defines the name of the mesh to create
  35283. * @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
  35284. * @param scene defines the hosting scene
  35285. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35286. * @param updatable defines if the mesh must be flagged as updatable
  35287. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35288. * @returns a new Mesh
  35289. */
  35290. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35291. var options = {
  35292. shape: shape,
  35293. holes: holes,
  35294. updatable: updatable,
  35295. sideOrientation: sideOrientation
  35296. };
  35297. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35298. };
  35299. /**
  35300. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35301. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35302. * @param name defines the name of the mesh to create
  35303. * @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
  35304. * @param depth defines the height of extrusion
  35305. * @param scene defines the hosting scene
  35306. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35307. * @param updatable defines if the mesh must be flagged as updatable
  35308. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35309. * @returns a new Mesh
  35310. */
  35311. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35312. var options = {
  35313. shape: shape,
  35314. holes: holes,
  35315. depth: depth,
  35316. updatable: updatable,
  35317. sideOrientation: sideOrientation
  35318. };
  35319. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35320. };
  35321. /**
  35322. * Creates an extruded shape mesh.
  35323. * 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
  35324. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35325. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35326. * @param name defines the name of the mesh to create
  35327. * @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
  35328. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35329. * @param scale is the value to scale the shape
  35330. * @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
  35331. * @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
  35332. * @param scene defines the hosting scene
  35333. * @param updatable defines if the mesh must be flagged as updatable
  35334. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35335. * @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)
  35336. * @returns a new Mesh
  35337. */
  35338. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35339. if (scene === void 0) { scene = null; }
  35340. var options = {
  35341. shape: shape,
  35342. path: path,
  35343. scale: scale,
  35344. rotation: rotation,
  35345. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35346. sideOrientation: sideOrientation,
  35347. instance: instance,
  35348. updatable: updatable
  35349. };
  35350. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35351. };
  35352. /**
  35353. * Creates an custom extruded shape mesh.
  35354. * The custom extrusion is a parametric shape.
  35355. * It has no predefined shape. Its final shape will depend on the input parameters.
  35356. * Please consider using the same method from the MeshBuilder class instead
  35357. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35358. * @param name defines the name of the mesh to create
  35359. * @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
  35360. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35361. * @param scaleFunction is a custom Javascript function called on each path point
  35362. * @param rotationFunction is a custom Javascript function called on each path point
  35363. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35364. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35365. * @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
  35366. * @param scene defines the hosting scene
  35367. * @param updatable defines if the mesh must be flagged as updatable
  35368. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35369. * @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)
  35370. * @returns a new Mesh
  35371. */
  35372. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35373. var options = {
  35374. shape: shape,
  35375. path: path,
  35376. scaleFunction: scaleFunction,
  35377. rotationFunction: rotationFunction,
  35378. ribbonCloseArray: ribbonCloseArray,
  35379. ribbonClosePath: ribbonClosePath,
  35380. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35381. sideOrientation: sideOrientation,
  35382. instance: instance,
  35383. updatable: updatable
  35384. };
  35385. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35386. };
  35387. /**
  35388. * Creates lathe mesh.
  35389. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35390. * Please consider using the same method from the MeshBuilder class instead
  35391. * @param name defines the name of the mesh to create
  35392. * @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
  35393. * @param radius is the radius value of the lathe
  35394. * @param tessellation is the side number of the lathe.
  35395. * @param scene defines the hosting scene
  35396. * @param updatable defines if the mesh must be flagged as updatable
  35397. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35398. * @returns a new Mesh
  35399. */
  35400. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35401. var options = {
  35402. shape: shape,
  35403. radius: radius,
  35404. tessellation: tessellation,
  35405. sideOrientation: sideOrientation,
  35406. updatable: updatable
  35407. };
  35408. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35409. };
  35410. /**
  35411. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35412. * @param name defines the name of the mesh to create
  35413. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35414. * @param scene defines the hosting scene
  35415. * @param updatable defines if the mesh must be flagged as updatable
  35416. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35417. * @returns a new Mesh
  35418. */
  35419. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35420. var options = {
  35421. size: size,
  35422. width: size,
  35423. height: size,
  35424. sideOrientation: sideOrientation,
  35425. updatable: updatable
  35426. };
  35427. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35428. };
  35429. /**
  35430. * Creates a ground mesh.
  35431. * Please consider using the same method from the MeshBuilder class instead
  35432. * @param name defines the name of the mesh to create
  35433. * @param width set the width of the ground
  35434. * @param height set the height of the ground
  35435. * @param subdivisions sets the number of subdivisions per side
  35436. * @param scene defines the hosting scene
  35437. * @param updatable defines if the mesh must be flagged as updatable
  35438. * @returns a new Mesh
  35439. */
  35440. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35441. var options = {
  35442. width: width,
  35443. height: height,
  35444. subdivisions: subdivisions,
  35445. updatable: updatable
  35446. };
  35447. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35448. };
  35449. /**
  35450. * Creates a tiled ground mesh.
  35451. * Please consider using the same method from the MeshBuilder class instead
  35452. * @param name defines the name of the mesh to create
  35453. * @param xmin set the ground minimum X coordinate
  35454. * @param zmin set the ground minimum Y coordinate
  35455. * @param xmax set the ground maximum X coordinate
  35456. * @param zmax set the ground maximum Z coordinate
  35457. * @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
  35458. * @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
  35459. * @param scene defines the hosting scene
  35460. * @param updatable defines if the mesh must be flagged as updatable
  35461. * @returns a new Mesh
  35462. */
  35463. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35464. var options = {
  35465. xmin: xmin,
  35466. zmin: zmin,
  35467. xmax: xmax,
  35468. zmax: zmax,
  35469. subdivisions: subdivisions,
  35470. precision: precision,
  35471. updatable: updatable
  35472. };
  35473. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35474. };
  35475. /**
  35476. * Creates a ground mesh from a height map.
  35477. * Please consider using the same method from the MeshBuilder class instead
  35478. * @see http://doc.babylonjs.com/babylon101/height_map
  35479. * @param name defines the name of the mesh to create
  35480. * @param url sets the URL of the height map image resource
  35481. * @param width set the ground width size
  35482. * @param height set the ground height size
  35483. * @param subdivisions sets the number of subdivision per side
  35484. * @param minHeight is the minimum altitude on the ground
  35485. * @param maxHeight is the maximum altitude on the ground
  35486. * @param scene defines the hosting scene
  35487. * @param updatable defines if the mesh must be flagged as updatable
  35488. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35489. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35490. * @returns a new Mesh
  35491. */
  35492. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35493. var options = {
  35494. width: width,
  35495. height: height,
  35496. subdivisions: subdivisions,
  35497. minHeight: minHeight,
  35498. maxHeight: maxHeight,
  35499. updatable: updatable,
  35500. onReady: onReady,
  35501. alphaFilter: alphaFilter
  35502. };
  35503. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35504. };
  35505. /**
  35506. * Creates a tube mesh.
  35507. * The tube is a parametric shape.
  35508. * It has no predefined shape. Its final shape will depend on the input parameters.
  35509. * Please consider using the same method from the MeshBuilder class instead
  35510. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35511. * @param name defines the name of the mesh to create
  35512. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35513. * @param radius sets the tube radius size
  35514. * @param tessellation is the number of sides on the tubular surface
  35515. * @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
  35516. * @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
  35517. * @param scene defines the hosting scene
  35518. * @param updatable defines if the mesh must be flagged as updatable
  35519. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35520. * @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)
  35521. * @returns a new Mesh
  35522. */
  35523. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35524. var options = {
  35525. path: path,
  35526. radius: radius,
  35527. tessellation: tessellation,
  35528. radiusFunction: radiusFunction,
  35529. arc: 1,
  35530. cap: cap,
  35531. updatable: updatable,
  35532. sideOrientation: sideOrientation,
  35533. instance: instance
  35534. };
  35535. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35536. };
  35537. /**
  35538. * Creates a polyhedron mesh.
  35539. * Please consider using the same method from the MeshBuilder class instead.
  35540. * * 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
  35541. * * The parameter `size` (positive float, default 1) sets the polygon size
  35542. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35543. * * 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`
  35544. * * 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
  35545. * * 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)`)
  35546. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35547. * * 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
  35548. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35549. * * 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
  35550. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35551. * @param name defines the name of the mesh to create
  35552. * @param options defines the options used to create the mesh
  35553. * @param scene defines the hosting scene
  35554. * @returns a new Mesh
  35555. */
  35556. Mesh.CreatePolyhedron = function (name, options, scene) {
  35557. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35558. };
  35559. /**
  35560. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35561. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35562. * * 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`)
  35563. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35564. * * 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
  35565. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35566. * * 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
  35567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35568. * @param name defines the name of the mesh
  35569. * @param options defines the options used to create the mesh
  35570. * @param scene defines the hosting scene
  35571. * @returns a new Mesh
  35572. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35573. */
  35574. Mesh.CreateIcoSphere = function (name, options, scene) {
  35575. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35576. };
  35577. /**
  35578. * Creates a decal mesh.
  35579. * Please consider using the same method from the MeshBuilder class instead.
  35580. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35581. * @param name defines the name of the mesh
  35582. * @param sourceMesh defines the mesh receiving the decal
  35583. * @param position sets the position of the decal in world coordinates
  35584. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35585. * @param size sets the decal scaling
  35586. * @param angle sets the angle to rotate the decal
  35587. * @returns a new Mesh
  35588. */
  35589. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35590. var options = {
  35591. position: position,
  35592. normal: normal,
  35593. size: size,
  35594. angle: angle
  35595. };
  35596. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35597. };
  35598. // Skeletons
  35599. /**
  35600. * Prepare internal position array for software CPU skinning
  35601. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35602. */
  35603. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35604. if (!this._sourcePositions) {
  35605. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35606. if (!source) {
  35607. return this._sourcePositions;
  35608. }
  35609. this._sourcePositions = new Float32Array(source);
  35610. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35611. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35612. }
  35613. }
  35614. return this._sourcePositions;
  35615. };
  35616. /**
  35617. * Prepare internal normal array for software CPU skinning
  35618. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35619. */
  35620. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35621. if (!this._sourceNormals) {
  35622. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35623. if (!source) {
  35624. return this._sourceNormals;
  35625. }
  35626. this._sourceNormals = new Float32Array(source);
  35627. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35628. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35629. }
  35630. }
  35631. return this._sourceNormals;
  35632. };
  35633. /**
  35634. * Updates the vertex buffer by applying transformation from the bones
  35635. * @param skeleton defines the skeleton to apply to current mesh
  35636. * @returns the current mesh
  35637. */
  35638. Mesh.prototype.applySkeleton = function (skeleton) {
  35639. if (!this.geometry) {
  35640. return this;
  35641. }
  35642. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35643. return this;
  35644. }
  35645. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35646. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35647. return this;
  35648. }
  35649. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35650. return this;
  35651. }
  35652. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35653. return this;
  35654. }
  35655. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35656. return this;
  35657. }
  35658. if (!this._sourcePositions) {
  35659. var submeshes = this.subMeshes.slice();
  35660. this.setPositionsForCPUSkinning();
  35661. this.subMeshes = submeshes;
  35662. }
  35663. if (!this._sourceNormals) {
  35664. this.setNormalsForCPUSkinning();
  35665. }
  35666. // positionsData checks for not being Float32Array will only pass at most once
  35667. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35668. if (!positionsData) {
  35669. return this;
  35670. }
  35671. if (!(positionsData instanceof Float32Array)) {
  35672. positionsData = new Float32Array(positionsData);
  35673. }
  35674. // normalsData checks for not being Float32Array will only pass at most once
  35675. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35676. if (!normalsData) {
  35677. return this;
  35678. }
  35679. if (!(normalsData instanceof Float32Array)) {
  35680. normalsData = new Float32Array(normalsData);
  35681. }
  35682. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35683. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35684. if (!matricesWeightsData || !matricesIndicesData) {
  35685. return this;
  35686. }
  35687. var needExtras = this.numBoneInfluencers > 4;
  35688. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35689. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35690. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35691. var tempVector3 = BABYLON.Vector3.Zero();
  35692. var finalMatrix = new BABYLON.Matrix();
  35693. var tempMatrix = new BABYLON.Matrix();
  35694. var matWeightIdx = 0;
  35695. var inf;
  35696. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35697. var weight;
  35698. for (inf = 0; inf < 4; inf++) {
  35699. weight = matricesWeightsData[matWeightIdx + inf];
  35700. if (weight > 0) {
  35701. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35702. finalMatrix.addToSelf(tempMatrix);
  35703. }
  35704. }
  35705. if (needExtras) {
  35706. for (inf = 0; inf < 4; inf++) {
  35707. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35708. if (weight > 0) {
  35709. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35710. finalMatrix.addToSelf(tempMatrix);
  35711. }
  35712. }
  35713. }
  35714. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35715. tempVector3.toArray(positionsData, index);
  35716. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35717. tempVector3.toArray(normalsData, index);
  35718. finalMatrix.reset();
  35719. }
  35720. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35721. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35722. return this;
  35723. };
  35724. // Tools
  35725. /**
  35726. * 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
  35727. * @param meshes defines the list of meshes to scan
  35728. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35729. */
  35730. Mesh.MinMax = function (meshes) {
  35731. var minVector = null;
  35732. var maxVector = null;
  35733. meshes.forEach(function (mesh, index, array) {
  35734. var boundingInfo = mesh.getBoundingInfo();
  35735. var boundingBox = boundingInfo.boundingBox;
  35736. if (!minVector || !maxVector) {
  35737. minVector = boundingBox.minimumWorld;
  35738. maxVector = boundingBox.maximumWorld;
  35739. }
  35740. else {
  35741. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35742. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35743. }
  35744. });
  35745. if (!minVector || !maxVector) {
  35746. return {
  35747. min: BABYLON.Vector3.Zero(),
  35748. max: BABYLON.Vector3.Zero()
  35749. };
  35750. }
  35751. return {
  35752. min: minVector,
  35753. max: maxVector
  35754. };
  35755. };
  35756. /**
  35757. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35758. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35759. * @returns a vector3
  35760. */
  35761. Mesh.Center = function (meshesOrMinMaxVector) {
  35762. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35763. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35764. };
  35765. /**
  35766. * Merge the array of meshes into a single mesh for performance reasons.
  35767. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35768. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35769. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35770. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35771. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35772. * @returns a new mesh
  35773. */
  35774. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35775. if (disposeSource === void 0) { disposeSource = true; }
  35776. var index;
  35777. if (!allow32BitsIndices) {
  35778. var totalVertices = 0;
  35779. // Counting vertices
  35780. for (index = 0; index < meshes.length; index++) {
  35781. if (meshes[index]) {
  35782. totalVertices += meshes[index].getTotalVertices();
  35783. if (totalVertices > 65536) {
  35784. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35785. return null;
  35786. }
  35787. }
  35788. }
  35789. }
  35790. // Merge
  35791. var vertexData = null;
  35792. var otherVertexData;
  35793. var indiceArray = new Array();
  35794. var source = null;
  35795. for (index = 0; index < meshes.length; index++) {
  35796. if (meshes[index]) {
  35797. var wm = meshes[index].computeWorldMatrix(true);
  35798. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35799. otherVertexData.transform(wm);
  35800. if (vertexData) {
  35801. vertexData.merge(otherVertexData, allow32BitsIndices);
  35802. }
  35803. else {
  35804. vertexData = otherVertexData;
  35805. source = meshes[index];
  35806. }
  35807. if (subdivideWithSubMeshes) {
  35808. indiceArray.push(meshes[index].getTotalIndices());
  35809. }
  35810. }
  35811. }
  35812. source = source;
  35813. if (!meshSubclass) {
  35814. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35815. }
  35816. vertexData.applyToMesh(meshSubclass);
  35817. // Setting properties
  35818. meshSubclass.material = source.material;
  35819. meshSubclass.checkCollisions = source.checkCollisions;
  35820. // Cleaning
  35821. if (disposeSource) {
  35822. for (index = 0; index < meshes.length; index++) {
  35823. if (meshes[index]) {
  35824. meshes[index].dispose();
  35825. }
  35826. }
  35827. }
  35828. // Subdivide
  35829. if (subdivideWithSubMeshes) {
  35830. //-- removal of global submesh
  35831. meshSubclass.releaseSubMeshes();
  35832. index = 0;
  35833. var offset = 0;
  35834. //-- apply subdivision according to index table
  35835. while (index < indiceArray.length) {
  35836. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35837. offset += indiceArray[index];
  35838. index++;
  35839. }
  35840. }
  35841. return meshSubclass;
  35842. };
  35843. /** @hidden */
  35844. Mesh.prototype.addInstance = function (instance) {
  35845. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35846. this.instances.push(instance);
  35847. };
  35848. /** @hidden */
  35849. Mesh.prototype.removeInstance = function (instance) {
  35850. // Remove from mesh
  35851. var index = instance._indexInSourceMeshInstanceArray;
  35852. if (index != -1) {
  35853. if (index !== this.instances.length - 1) {
  35854. var last = this.instances[this.instances.length - 1];
  35855. this.instances[index] = last;
  35856. last._indexInSourceMeshInstanceArray = index;
  35857. }
  35858. instance._indexInSourceMeshInstanceArray = -1;
  35859. this.instances.pop();
  35860. }
  35861. };
  35862. // Consts
  35863. /**
  35864. * Mesh side orientation : usually the external or front surface
  35865. */
  35866. Mesh.FRONTSIDE = 0;
  35867. /**
  35868. * Mesh side orientation : usually the internal or back surface
  35869. */
  35870. Mesh.BACKSIDE = 1;
  35871. /**
  35872. * Mesh side orientation : both internal and external or front and back surfaces
  35873. */
  35874. Mesh.DOUBLESIDE = 2;
  35875. /**
  35876. * Mesh side orientation : by default, `FRONTSIDE`
  35877. */
  35878. Mesh.DEFAULTSIDE = 0;
  35879. /**
  35880. * Mesh cap setting : no cap
  35881. */
  35882. Mesh.NO_CAP = 0;
  35883. /**
  35884. * Mesh cap setting : one cap at the beginning of the mesh
  35885. */
  35886. Mesh.CAP_START = 1;
  35887. /**
  35888. * Mesh cap setting : one cap at the end of the mesh
  35889. */
  35890. Mesh.CAP_END = 2;
  35891. /**
  35892. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35893. */
  35894. Mesh.CAP_ALL = 3;
  35895. return Mesh;
  35896. }(BABYLON.AbstractMesh));
  35897. BABYLON.Mesh = Mesh;
  35898. })(BABYLON || (BABYLON = {}));
  35899. //# sourceMappingURL=babylon.mesh.js.map
  35900. var BABYLON;
  35901. (function (BABYLON) {
  35902. /**
  35903. * Base class for submeshes
  35904. */
  35905. var BaseSubMesh = /** @class */ (function () {
  35906. function BaseSubMesh() {
  35907. }
  35908. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35909. /**
  35910. * Gets associated effect
  35911. */
  35912. get: function () {
  35913. return this._materialEffect;
  35914. },
  35915. enumerable: true,
  35916. configurable: true
  35917. });
  35918. /**
  35919. * Sets associated effect (effect used to render this submesh)
  35920. * @param effect defines the effect to associate with
  35921. * @param defines defines the set of defines used to compile this effect
  35922. */
  35923. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35924. if (defines === void 0) { defines = null; }
  35925. if (this._materialEffect === effect) {
  35926. if (!effect) {
  35927. this._materialDefines = null;
  35928. }
  35929. return;
  35930. }
  35931. this._materialDefines = defines;
  35932. this._materialEffect = effect;
  35933. };
  35934. return BaseSubMesh;
  35935. }());
  35936. BABYLON.BaseSubMesh = BaseSubMesh;
  35937. /**
  35938. * Defines a subdivision inside a mesh
  35939. */
  35940. var SubMesh = /** @class */ (function (_super) {
  35941. __extends(SubMesh, _super);
  35942. /**
  35943. * Creates a new submesh
  35944. * @param materialIndex defines the material index to use
  35945. * @param verticesStart defines vertex index start
  35946. * @param verticesCount defines vertices count
  35947. * @param indexStart defines index start
  35948. * @param indexCount defines indices count
  35949. * @param mesh defines the parent mesh
  35950. * @param renderingMesh defines an optional rendering mesh
  35951. * @param createBoundingBox defines if bounding box should be created for this submesh
  35952. */
  35953. function SubMesh(
  35954. /** the material index to use */
  35955. materialIndex,
  35956. /** vertex index start */
  35957. verticesStart,
  35958. /** vertices count */
  35959. verticesCount,
  35960. /** index start */
  35961. indexStart,
  35962. /** indices count */
  35963. indexCount, mesh, renderingMesh, createBoundingBox) {
  35964. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35965. var _this = _super.call(this) || this;
  35966. _this.materialIndex = materialIndex;
  35967. _this.verticesStart = verticesStart;
  35968. _this.verticesCount = verticesCount;
  35969. _this.indexStart = indexStart;
  35970. _this.indexCount = indexCount;
  35971. /** @hidden */
  35972. _this._renderId = 0;
  35973. _this._mesh = mesh;
  35974. _this._renderingMesh = renderingMesh || mesh;
  35975. mesh.subMeshes.push(_this);
  35976. _this._trianglePlanes = [];
  35977. _this._id = mesh.subMeshes.length - 1;
  35978. if (createBoundingBox) {
  35979. _this.refreshBoundingInfo();
  35980. mesh.computeWorldMatrix(true);
  35981. }
  35982. return _this;
  35983. }
  35984. /**
  35985. * Add a new submesh to a mesh
  35986. * @param materialIndex defines the material index to use
  35987. * @param verticesStart defines vertex index start
  35988. * @param verticesCount defines vertices count
  35989. * @param indexStart defines index start
  35990. * @param indexCount defines indices count
  35991. * @param mesh defines the parent mesh
  35992. * @param renderingMesh defines an optional rendering mesh
  35993. * @param createBoundingBox defines if bounding box should be created for this submesh
  35994. * @returns the new submesh
  35995. */
  35996. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35997. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35998. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35999. };
  36000. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36001. /**
  36002. * Returns true if this submesh covers the entire parent mesh
  36003. * @ignorenaming
  36004. */
  36005. get: function () {
  36006. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36007. },
  36008. enumerable: true,
  36009. configurable: true
  36010. });
  36011. /**
  36012. * Returns the submesh BoudingInfo object
  36013. * @returns current bounding info (or mesh's one if the submesh is global)
  36014. */
  36015. SubMesh.prototype.getBoundingInfo = function () {
  36016. if (this.IsGlobal) {
  36017. return this._mesh.getBoundingInfo();
  36018. }
  36019. return this._boundingInfo;
  36020. };
  36021. /**
  36022. * Sets the submesh BoundingInfo
  36023. * @param boundingInfo defines the new bounding info to use
  36024. * @returns the SubMesh
  36025. */
  36026. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36027. this._boundingInfo = boundingInfo;
  36028. return this;
  36029. };
  36030. /**
  36031. * Returns the mesh of the current submesh
  36032. * @return the parent mesh
  36033. */
  36034. SubMesh.prototype.getMesh = function () {
  36035. return this._mesh;
  36036. };
  36037. /**
  36038. * Returns the rendering mesh of the submesh
  36039. * @returns the rendering mesh (could be different from parent mesh)
  36040. */
  36041. SubMesh.prototype.getRenderingMesh = function () {
  36042. return this._renderingMesh;
  36043. };
  36044. /**
  36045. * Returns the submesh material
  36046. * @returns null or the current material
  36047. */
  36048. SubMesh.prototype.getMaterial = function () {
  36049. var rootMaterial = this._renderingMesh.material;
  36050. if (rootMaterial === null || rootMaterial === undefined) {
  36051. return this._mesh.getScene().defaultMaterial;
  36052. }
  36053. else if (rootMaterial.getSubMaterial) {
  36054. var multiMaterial = rootMaterial;
  36055. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36056. if (this._currentMaterial !== effectiveMaterial) {
  36057. this._currentMaterial = effectiveMaterial;
  36058. this._materialDefines = null;
  36059. }
  36060. return effectiveMaterial;
  36061. }
  36062. return rootMaterial;
  36063. };
  36064. // Methods
  36065. /**
  36066. * Sets a new updated BoundingInfo object to the submesh
  36067. * @returns the SubMesh
  36068. */
  36069. SubMesh.prototype.refreshBoundingInfo = function () {
  36070. this._lastColliderWorldVertices = null;
  36071. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36072. return this;
  36073. }
  36074. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36075. if (!data) {
  36076. this._boundingInfo = this._mesh.getBoundingInfo();
  36077. return this;
  36078. }
  36079. var indices = this._renderingMesh.getIndices();
  36080. var extend;
  36081. //is this the only submesh?
  36082. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36083. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36084. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36085. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36086. }
  36087. else {
  36088. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36089. }
  36090. if (this._boundingInfo) {
  36091. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36092. }
  36093. else {
  36094. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36095. }
  36096. return this;
  36097. };
  36098. /** @hidden */
  36099. SubMesh.prototype._checkCollision = function (collider) {
  36100. var boundingInfo = this.getBoundingInfo();
  36101. return boundingInfo._checkCollision(collider);
  36102. };
  36103. /**
  36104. * Updates the submesh BoundingInfo
  36105. * @param world defines the world matrix to use to update the bounding info
  36106. * @returns the submesh
  36107. */
  36108. SubMesh.prototype.updateBoundingInfo = function (world) {
  36109. var boundingInfo = this.getBoundingInfo();
  36110. if (!boundingInfo) {
  36111. this.refreshBoundingInfo();
  36112. boundingInfo = this.getBoundingInfo();
  36113. }
  36114. boundingInfo.update(world);
  36115. return this;
  36116. };
  36117. /**
  36118. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36119. * @param frustumPlanes defines the frustum planes
  36120. * @returns true if the submesh is intersecting with the frustum
  36121. */
  36122. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36123. var boundingInfo = this.getBoundingInfo();
  36124. if (!boundingInfo) {
  36125. return false;
  36126. }
  36127. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36128. };
  36129. /**
  36130. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36131. * @param frustumPlanes defines the frustum planes
  36132. * @returns true if the submesh is inside the frustum
  36133. */
  36134. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36135. var boundingInfo = this.getBoundingInfo();
  36136. if (!boundingInfo) {
  36137. return false;
  36138. }
  36139. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36140. };
  36141. /**
  36142. * Renders the submesh
  36143. * @param enableAlphaMode defines if alpha needs to be used
  36144. * @returns the submesh
  36145. */
  36146. SubMesh.prototype.render = function (enableAlphaMode) {
  36147. this._renderingMesh.render(this, enableAlphaMode);
  36148. return this;
  36149. };
  36150. /**
  36151. * @hidden
  36152. */
  36153. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36154. if (!this._linesIndexBuffer) {
  36155. var linesIndices = [];
  36156. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36157. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36158. }
  36159. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36160. this._linesIndexCount = linesIndices.length;
  36161. }
  36162. return this._linesIndexBuffer;
  36163. };
  36164. /**
  36165. * Checks if the submesh intersects with a ray
  36166. * @param ray defines the ray to test
  36167. * @returns true is the passed ray intersects the submesh bounding box
  36168. */
  36169. SubMesh.prototype.canIntersects = function (ray) {
  36170. var boundingInfo = this.getBoundingInfo();
  36171. if (!boundingInfo) {
  36172. return false;
  36173. }
  36174. return ray.intersectsBox(boundingInfo.boundingBox);
  36175. };
  36176. /**
  36177. * Intersects current submesh with a ray
  36178. * @param ray defines the ray to test
  36179. * @param positions defines mesh's positions array
  36180. * @param indices defines mesh's indices array
  36181. * @param fastCheck defines if only bounding info should be used
  36182. * @returns intersection info or null if no intersection
  36183. */
  36184. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36185. var material = this.getMaterial();
  36186. if (!material) {
  36187. return null;
  36188. }
  36189. switch (material.fillMode) {
  36190. case BABYLON.Material.PointListDrawMode:
  36191. case BABYLON.Material.LineListDrawMode:
  36192. case BABYLON.Material.LineLoopDrawMode:
  36193. case BABYLON.Material.LineStripDrawMode:
  36194. case BABYLON.Material.TriangleFanDrawMode:
  36195. case BABYLON.Material.TriangleStripDrawMode:
  36196. return null;
  36197. }
  36198. // LineMesh first as it's also a Mesh...
  36199. if (BABYLON.LinesMesh) {
  36200. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36201. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36202. }
  36203. }
  36204. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36205. };
  36206. /** @hidden */
  36207. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36208. var intersectInfo = null;
  36209. // Line test
  36210. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36211. var p0 = positions[indices[index]];
  36212. var p1 = positions[indices[index + 1]];
  36213. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36214. if (length < 0) {
  36215. continue;
  36216. }
  36217. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36218. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36219. if (fastCheck) {
  36220. break;
  36221. }
  36222. }
  36223. }
  36224. return intersectInfo;
  36225. };
  36226. /** @hidden */
  36227. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36228. var intersectInfo = null;
  36229. // Triangles test
  36230. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36231. var p0 = positions[indices[index]];
  36232. var p1 = positions[indices[index + 1]];
  36233. var p2 = positions[indices[index + 2]];
  36234. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36235. if (currentIntersectInfo) {
  36236. if (currentIntersectInfo.distance < 0) {
  36237. continue;
  36238. }
  36239. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36240. intersectInfo = currentIntersectInfo;
  36241. intersectInfo.faceId = index / 3;
  36242. if (fastCheck) {
  36243. break;
  36244. }
  36245. }
  36246. }
  36247. }
  36248. return intersectInfo;
  36249. };
  36250. /** @hidden */
  36251. SubMesh.prototype._rebuild = function () {
  36252. if (this._linesIndexBuffer) {
  36253. this._linesIndexBuffer = null;
  36254. }
  36255. };
  36256. // Clone
  36257. /**
  36258. * Creates a new submesh from the passed mesh
  36259. * @param newMesh defines the new hosting mesh
  36260. * @param newRenderingMesh defines an optional rendering mesh
  36261. * @returns the new submesh
  36262. */
  36263. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36264. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36265. if (!this.IsGlobal) {
  36266. var boundingInfo = this.getBoundingInfo();
  36267. if (!boundingInfo) {
  36268. return result;
  36269. }
  36270. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36271. }
  36272. return result;
  36273. };
  36274. // Dispose
  36275. /**
  36276. * Release associated resources
  36277. */
  36278. SubMesh.prototype.dispose = function () {
  36279. if (this._linesIndexBuffer) {
  36280. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36281. this._linesIndexBuffer = null;
  36282. }
  36283. // Remove from mesh
  36284. var index = this._mesh.subMeshes.indexOf(this);
  36285. this._mesh.subMeshes.splice(index, 1);
  36286. };
  36287. // Statics
  36288. /**
  36289. * Creates a new submesh from indices data
  36290. * @param materialIndex the index of the main mesh material
  36291. * @param startIndex the index where to start the copy in the mesh indices array
  36292. * @param indexCount the number of indices to copy then from the startIndex
  36293. * @param mesh the main mesh to create the submesh from
  36294. * @param renderingMesh the optional rendering mesh
  36295. * @returns a new submesh
  36296. */
  36297. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36298. var minVertexIndex = Number.MAX_VALUE;
  36299. var maxVertexIndex = -Number.MAX_VALUE;
  36300. renderingMesh = (renderingMesh || mesh);
  36301. var indices = renderingMesh.getIndices();
  36302. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36303. var vertexIndex = indices[index];
  36304. if (vertexIndex < minVertexIndex) {
  36305. minVertexIndex = vertexIndex;
  36306. }
  36307. if (vertexIndex > maxVertexIndex) {
  36308. maxVertexIndex = vertexIndex;
  36309. }
  36310. }
  36311. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36312. };
  36313. return SubMesh;
  36314. }(BaseSubMesh));
  36315. BABYLON.SubMesh = SubMesh;
  36316. })(BABYLON || (BABYLON = {}));
  36317. //# sourceMappingURL=babylon.subMesh.js.map
  36318. var __assign = (this && this.__assign) || function () {
  36319. __assign = Object.assign || function(t) {
  36320. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36321. s = arguments[i];
  36322. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36323. t[p] = s[p];
  36324. }
  36325. return t;
  36326. };
  36327. return __assign.apply(this, arguments);
  36328. };
  36329. var BABYLON;
  36330. (function (BABYLON) {
  36331. /**
  36332. * Manages the defines for the Material
  36333. */
  36334. var MaterialDefines = /** @class */ (function () {
  36335. function MaterialDefines() {
  36336. this._isDirty = true;
  36337. /** @hidden */
  36338. this._areLightsDirty = true;
  36339. /** @hidden */
  36340. this._areAttributesDirty = true;
  36341. /** @hidden */
  36342. this._areTexturesDirty = true;
  36343. /** @hidden */
  36344. this._areFresnelDirty = true;
  36345. /** @hidden */
  36346. this._areMiscDirty = true;
  36347. /** @hidden */
  36348. this._areImageProcessingDirty = true;
  36349. /** @hidden */
  36350. this._normals = false;
  36351. /** @hidden */
  36352. this._uvs = false;
  36353. /** @hidden */
  36354. this._needNormals = false;
  36355. /** @hidden */
  36356. this._needUVs = false;
  36357. }
  36358. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36359. /**
  36360. * Specifies if the material needs to be re-calculated
  36361. */
  36362. get: function () {
  36363. return this._isDirty;
  36364. },
  36365. enumerable: true,
  36366. configurable: true
  36367. });
  36368. /**
  36369. * Marks the material to indicate that it has been re-calculated
  36370. */
  36371. MaterialDefines.prototype.markAsProcessed = function () {
  36372. this._isDirty = false;
  36373. this._areAttributesDirty = false;
  36374. this._areTexturesDirty = false;
  36375. this._areFresnelDirty = false;
  36376. this._areLightsDirty = false;
  36377. this._areMiscDirty = false;
  36378. this._areImageProcessingDirty = false;
  36379. };
  36380. /**
  36381. * Marks the material to indicate that it needs to be re-calculated
  36382. */
  36383. MaterialDefines.prototype.markAsUnprocessed = function () {
  36384. this._isDirty = true;
  36385. };
  36386. /**
  36387. * Marks the material to indicate all of its defines need to be re-calculated
  36388. */
  36389. MaterialDefines.prototype.markAllAsDirty = function () {
  36390. this._areTexturesDirty = true;
  36391. this._areAttributesDirty = true;
  36392. this._areLightsDirty = true;
  36393. this._areFresnelDirty = true;
  36394. this._areMiscDirty = true;
  36395. this._areImageProcessingDirty = true;
  36396. this._isDirty = true;
  36397. };
  36398. /**
  36399. * Marks the material to indicate that image processing needs to be re-calculated
  36400. */
  36401. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36402. this._areImageProcessingDirty = true;
  36403. this._isDirty = true;
  36404. };
  36405. /**
  36406. * Marks the material to indicate the lights need to be re-calculated
  36407. */
  36408. MaterialDefines.prototype.markAsLightDirty = function () {
  36409. this._areLightsDirty = true;
  36410. this._isDirty = true;
  36411. };
  36412. /**
  36413. * Marks the attribute state as changed
  36414. */
  36415. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36416. this._areAttributesDirty = true;
  36417. this._isDirty = true;
  36418. };
  36419. /**
  36420. * Marks the texture state as changed
  36421. */
  36422. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36423. this._areTexturesDirty = true;
  36424. this._isDirty = true;
  36425. };
  36426. /**
  36427. * Marks the fresnel state as changed
  36428. */
  36429. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36430. this._areFresnelDirty = true;
  36431. this._isDirty = true;
  36432. };
  36433. /**
  36434. * Marks the misc state as changed
  36435. */
  36436. MaterialDefines.prototype.markAsMiscDirty = function () {
  36437. this._areMiscDirty = true;
  36438. this._isDirty = true;
  36439. };
  36440. /**
  36441. * Rebuilds the material defines
  36442. */
  36443. MaterialDefines.prototype.rebuild = function () {
  36444. if (this._keys) {
  36445. delete this._keys;
  36446. }
  36447. this._keys = [];
  36448. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36449. var key = _a[_i];
  36450. if (key[0] === "_") {
  36451. continue;
  36452. }
  36453. this._keys.push(key);
  36454. }
  36455. };
  36456. /**
  36457. * Specifies if two material defines are equal
  36458. * @param other - A material define instance to compare to
  36459. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36460. */
  36461. MaterialDefines.prototype.isEqual = function (other) {
  36462. if (this._keys.length !== other._keys.length) {
  36463. return false;
  36464. }
  36465. for (var index = 0; index < this._keys.length; index++) {
  36466. var prop = this._keys[index];
  36467. if (this[prop] !== other[prop]) {
  36468. return false;
  36469. }
  36470. }
  36471. return true;
  36472. };
  36473. /**
  36474. * Clones this instance's defines to another instance
  36475. * @param other - material defines to clone values to
  36476. */
  36477. MaterialDefines.prototype.cloneTo = function (other) {
  36478. if (this._keys.length !== other._keys.length) {
  36479. other._keys = this._keys.slice(0);
  36480. }
  36481. for (var index = 0; index < this._keys.length; index++) {
  36482. var prop = this._keys[index];
  36483. other[prop] = this[prop];
  36484. }
  36485. };
  36486. /**
  36487. * Resets the material define values
  36488. */
  36489. MaterialDefines.prototype.reset = function () {
  36490. for (var index = 0; index < this._keys.length; index++) {
  36491. var prop = this._keys[index];
  36492. var type = typeof this[prop];
  36493. switch (type) {
  36494. case "number":
  36495. this[prop] = 0;
  36496. break;
  36497. case "string":
  36498. this[prop] = "";
  36499. break;
  36500. default:
  36501. this[prop] = false;
  36502. break;
  36503. }
  36504. }
  36505. };
  36506. /**
  36507. * Converts the material define values to a string
  36508. * @returns - String of material define information
  36509. */
  36510. MaterialDefines.prototype.toString = function () {
  36511. var result = "";
  36512. for (var index = 0; index < this._keys.length; index++) {
  36513. var prop = this._keys[index];
  36514. var value = this[prop];
  36515. var type = typeof value;
  36516. switch (type) {
  36517. case "number":
  36518. case "string":
  36519. result += "#define " + prop + " " + value + "\n";
  36520. break;
  36521. default:
  36522. if (value) {
  36523. result += "#define " + prop + "\n";
  36524. }
  36525. break;
  36526. }
  36527. }
  36528. return result;
  36529. };
  36530. return MaterialDefines;
  36531. }());
  36532. BABYLON.MaterialDefines = MaterialDefines;
  36533. /**
  36534. * Base class for the main features of a material in Babylon.js
  36535. */
  36536. var Material = /** @class */ (function () {
  36537. /**
  36538. * Creates a material instance
  36539. * @param name defines the name of the material
  36540. * @param scene defines the scene to reference
  36541. * @param doNotAdd specifies if the material should be added to the scene
  36542. */
  36543. function Material(name, scene, doNotAdd) {
  36544. /**
  36545. * Specifies if the ready state should be checked on each call
  36546. */
  36547. this.checkReadyOnEveryCall = false;
  36548. /**
  36549. * Specifies if the ready state should be checked once
  36550. */
  36551. this.checkReadyOnlyOnce = false;
  36552. /**
  36553. * The state of the material
  36554. */
  36555. this.state = "";
  36556. /**
  36557. * The alpha value of the material
  36558. */
  36559. this._alpha = 1.0;
  36560. /**
  36561. * Specifies if back face culling is enabled
  36562. */
  36563. this._backFaceCulling = true;
  36564. /**
  36565. * Specifies if the material should be serialized
  36566. */
  36567. this.doNotSerialize = false;
  36568. /**
  36569. * @hidden
  36570. */
  36571. this._storeEffectOnSubMeshes = false;
  36572. /**
  36573. * An event triggered when the material is disposed
  36574. */
  36575. this.onDisposeObservable = new BABYLON.Observable();
  36576. /**
  36577. * Stores the value of the alpha mode
  36578. */
  36579. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36580. /**
  36581. * Stores the state of the need depth pre-pass value
  36582. */
  36583. this._needDepthPrePass = false;
  36584. /**
  36585. * Specifies if depth writing should be disabled
  36586. */
  36587. this.disableDepthWrite = false;
  36588. /**
  36589. * Specifies if depth writing should be forced
  36590. */
  36591. this.forceDepthWrite = false;
  36592. /**
  36593. * Specifies if there should be a separate pass for culling
  36594. */
  36595. this.separateCullingPass = false;
  36596. /**
  36597. * Stores the state specifing if fog should be enabled
  36598. */
  36599. this._fogEnabled = true;
  36600. /**
  36601. * Stores the size of points
  36602. */
  36603. this.pointSize = 1.0;
  36604. /**
  36605. * Stores the z offset value
  36606. */
  36607. this.zOffset = 0;
  36608. /**
  36609. * @hidden
  36610. * Specifies if the material was previously ready
  36611. */
  36612. this._wasPreviouslyReady = false;
  36613. /**
  36614. * Stores the fill mode state
  36615. */
  36616. this._fillMode = Material.TriangleFillMode;
  36617. /** @hidden */
  36618. this._indexInSceneMaterialArray = -1;
  36619. this.name = name;
  36620. this.id = name || BABYLON.Tools.RandomId();
  36621. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36622. this.uniqueId = this._scene.getUniqueId();
  36623. if (this._scene.useRightHandedSystem) {
  36624. this.sideOrientation = Material.ClockWiseSideOrientation;
  36625. }
  36626. else {
  36627. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36628. }
  36629. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36630. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36631. if (!doNotAdd) {
  36632. this._scene.addMaterial(this);
  36633. }
  36634. if (this._scene.useMaterialMeshMap) {
  36635. this.meshMap = {};
  36636. }
  36637. }
  36638. Object.defineProperty(Material, "TriangleFillMode", {
  36639. /**
  36640. * Returns the triangle fill mode
  36641. */
  36642. get: function () {
  36643. return Material._TriangleFillMode;
  36644. },
  36645. enumerable: true,
  36646. configurable: true
  36647. });
  36648. Object.defineProperty(Material, "WireFrameFillMode", {
  36649. /**
  36650. * Returns the wireframe mode
  36651. */
  36652. get: function () {
  36653. return Material._WireFrameFillMode;
  36654. },
  36655. enumerable: true,
  36656. configurable: true
  36657. });
  36658. Object.defineProperty(Material, "PointFillMode", {
  36659. /**
  36660. * Returns the point fill mode
  36661. */
  36662. get: function () {
  36663. return Material._PointFillMode;
  36664. },
  36665. enumerable: true,
  36666. configurable: true
  36667. });
  36668. Object.defineProperty(Material, "PointListDrawMode", {
  36669. /**
  36670. * Returns the point list draw mode
  36671. */
  36672. get: function () {
  36673. return Material._PointListDrawMode;
  36674. },
  36675. enumerable: true,
  36676. configurable: true
  36677. });
  36678. Object.defineProperty(Material, "LineListDrawMode", {
  36679. /**
  36680. * Returns the line list draw mode
  36681. */
  36682. get: function () {
  36683. return Material._LineListDrawMode;
  36684. },
  36685. enumerable: true,
  36686. configurable: true
  36687. });
  36688. Object.defineProperty(Material, "LineLoopDrawMode", {
  36689. /**
  36690. * Returns the line loop draw mode
  36691. */
  36692. get: function () {
  36693. return Material._LineLoopDrawMode;
  36694. },
  36695. enumerable: true,
  36696. configurable: true
  36697. });
  36698. Object.defineProperty(Material, "LineStripDrawMode", {
  36699. /**
  36700. * Returns the line strip draw mode
  36701. */
  36702. get: function () {
  36703. return Material._LineStripDrawMode;
  36704. },
  36705. enumerable: true,
  36706. configurable: true
  36707. });
  36708. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36709. /**
  36710. * Returns the triangle strip draw mode
  36711. */
  36712. get: function () {
  36713. return Material._TriangleStripDrawMode;
  36714. },
  36715. enumerable: true,
  36716. configurable: true
  36717. });
  36718. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36719. /**
  36720. * Returns the triangle fan draw mode
  36721. */
  36722. get: function () {
  36723. return Material._TriangleFanDrawMode;
  36724. },
  36725. enumerable: true,
  36726. configurable: true
  36727. });
  36728. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36729. /**
  36730. * Returns the clock-wise side orientation
  36731. */
  36732. get: function () {
  36733. return Material._ClockWiseSideOrientation;
  36734. },
  36735. enumerable: true,
  36736. configurable: true
  36737. });
  36738. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36739. /**
  36740. * Returns the counter clock-wise side orientation
  36741. */
  36742. get: function () {
  36743. return Material._CounterClockWiseSideOrientation;
  36744. },
  36745. enumerable: true,
  36746. configurable: true
  36747. });
  36748. Object.defineProperty(Material.prototype, "alpha", {
  36749. /**
  36750. * Gets the alpha value of the material
  36751. */
  36752. get: function () {
  36753. return this._alpha;
  36754. },
  36755. /**
  36756. * Sets the alpha value of the material
  36757. */
  36758. set: function (value) {
  36759. if (this._alpha === value) {
  36760. return;
  36761. }
  36762. this._alpha = value;
  36763. this.markAsDirty(Material.MiscDirtyFlag);
  36764. },
  36765. enumerable: true,
  36766. configurable: true
  36767. });
  36768. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36769. /**
  36770. * Gets the back-face culling state
  36771. */
  36772. get: function () {
  36773. return this._backFaceCulling;
  36774. },
  36775. /**
  36776. * Sets the back-face culling state
  36777. */
  36778. set: function (value) {
  36779. if (this._backFaceCulling === value) {
  36780. return;
  36781. }
  36782. this._backFaceCulling = value;
  36783. this.markAsDirty(Material.TextureDirtyFlag);
  36784. },
  36785. enumerable: true,
  36786. configurable: true
  36787. });
  36788. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36789. /**
  36790. * Gets a boolean indicating that current material needs to register RTT
  36791. */
  36792. get: function () {
  36793. return false;
  36794. },
  36795. enumerable: true,
  36796. configurable: true
  36797. });
  36798. Object.defineProperty(Material.prototype, "onDispose", {
  36799. /**
  36800. * Called during a dispose event
  36801. */
  36802. set: function (callback) {
  36803. if (this._onDisposeObserver) {
  36804. this.onDisposeObservable.remove(this._onDisposeObserver);
  36805. }
  36806. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36807. },
  36808. enumerable: true,
  36809. configurable: true
  36810. });
  36811. Object.defineProperty(Material.prototype, "onBindObservable", {
  36812. /**
  36813. * An event triggered when the material is bound
  36814. */
  36815. get: function () {
  36816. if (!this._onBindObservable) {
  36817. this._onBindObservable = new BABYLON.Observable();
  36818. }
  36819. return this._onBindObservable;
  36820. },
  36821. enumerable: true,
  36822. configurable: true
  36823. });
  36824. Object.defineProperty(Material.prototype, "onBind", {
  36825. /**
  36826. * Called during a bind event
  36827. */
  36828. set: function (callback) {
  36829. if (this._onBindObserver) {
  36830. this.onBindObservable.remove(this._onBindObserver);
  36831. }
  36832. this._onBindObserver = this.onBindObservable.add(callback);
  36833. },
  36834. enumerable: true,
  36835. configurable: true
  36836. });
  36837. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36838. /**
  36839. * An event triggered when the material is unbound
  36840. */
  36841. get: function () {
  36842. if (!this._onUnBindObservable) {
  36843. this._onUnBindObservable = new BABYLON.Observable();
  36844. }
  36845. return this._onUnBindObservable;
  36846. },
  36847. enumerable: true,
  36848. configurable: true
  36849. });
  36850. Object.defineProperty(Material.prototype, "alphaMode", {
  36851. /**
  36852. * Gets the value of the alpha mode
  36853. */
  36854. get: function () {
  36855. return this._alphaMode;
  36856. },
  36857. /**
  36858. * Sets the value of the alpha mode.
  36859. *
  36860. * | Value | Type | Description |
  36861. * | --- | --- | --- |
  36862. * | 0 | ALPHA_DISABLE | |
  36863. * | 1 | ALPHA_ADD | |
  36864. * | 2 | ALPHA_COMBINE | |
  36865. * | 3 | ALPHA_SUBTRACT | |
  36866. * | 4 | ALPHA_MULTIPLY | |
  36867. * | 5 | ALPHA_MAXIMIZED | |
  36868. * | 6 | ALPHA_ONEONE | |
  36869. * | 7 | ALPHA_PREMULTIPLIED | |
  36870. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36871. * | 9 | ALPHA_INTERPOLATE | |
  36872. * | 10 | ALPHA_SCREENMODE | |
  36873. *
  36874. */
  36875. set: function (value) {
  36876. if (this._alphaMode === value) {
  36877. return;
  36878. }
  36879. this._alphaMode = value;
  36880. this.markAsDirty(Material.TextureDirtyFlag);
  36881. },
  36882. enumerable: true,
  36883. configurable: true
  36884. });
  36885. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36886. /**
  36887. * Gets the depth pre-pass value
  36888. */
  36889. get: function () {
  36890. return this._needDepthPrePass;
  36891. },
  36892. /**
  36893. * Sets the need depth pre-pass value
  36894. */
  36895. set: function (value) {
  36896. if (this._needDepthPrePass === value) {
  36897. return;
  36898. }
  36899. this._needDepthPrePass = value;
  36900. if (this._needDepthPrePass) {
  36901. this.checkReadyOnEveryCall = true;
  36902. }
  36903. },
  36904. enumerable: true,
  36905. configurable: true
  36906. });
  36907. Object.defineProperty(Material.prototype, "fogEnabled", {
  36908. /**
  36909. * Gets the value of the fog enabled state
  36910. */
  36911. get: function () {
  36912. return this._fogEnabled;
  36913. },
  36914. /**
  36915. * Sets the state for enabling fog
  36916. */
  36917. set: function (value) {
  36918. if (this._fogEnabled === value) {
  36919. return;
  36920. }
  36921. this._fogEnabled = value;
  36922. this.markAsDirty(Material.MiscDirtyFlag);
  36923. },
  36924. enumerable: true,
  36925. configurable: true
  36926. });
  36927. Object.defineProperty(Material.prototype, "wireframe", {
  36928. /**
  36929. * Gets a value specifying if wireframe mode is enabled
  36930. */
  36931. get: function () {
  36932. switch (this._fillMode) {
  36933. case Material.WireFrameFillMode:
  36934. case Material.LineListDrawMode:
  36935. case Material.LineLoopDrawMode:
  36936. case Material.LineStripDrawMode:
  36937. return true;
  36938. }
  36939. return this._scene.forceWireframe;
  36940. },
  36941. /**
  36942. * Sets the state of wireframe mode
  36943. */
  36944. set: function (value) {
  36945. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36946. },
  36947. enumerable: true,
  36948. configurable: true
  36949. });
  36950. Object.defineProperty(Material.prototype, "pointsCloud", {
  36951. /**
  36952. * Gets the value specifying if point clouds are enabled
  36953. */
  36954. get: function () {
  36955. switch (this._fillMode) {
  36956. case Material.PointFillMode:
  36957. case Material.PointListDrawMode:
  36958. return true;
  36959. }
  36960. return this._scene.forcePointsCloud;
  36961. },
  36962. /**
  36963. * Sets the state of point cloud mode
  36964. */
  36965. set: function (value) {
  36966. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36967. },
  36968. enumerable: true,
  36969. configurable: true
  36970. });
  36971. Object.defineProperty(Material.prototype, "fillMode", {
  36972. /**
  36973. * Gets the material fill mode
  36974. */
  36975. get: function () {
  36976. return this._fillMode;
  36977. },
  36978. /**
  36979. * Sets the material fill mode
  36980. */
  36981. set: function (value) {
  36982. if (this._fillMode === value) {
  36983. return;
  36984. }
  36985. this._fillMode = value;
  36986. this.markAsDirty(Material.MiscDirtyFlag);
  36987. },
  36988. enumerable: true,
  36989. configurable: true
  36990. });
  36991. /**
  36992. * Returns a string representation of the current material
  36993. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36994. * @returns a string with material information
  36995. */
  36996. Material.prototype.toString = function (fullDetails) {
  36997. var ret = "Name: " + this.name;
  36998. if (fullDetails) {
  36999. }
  37000. return ret;
  37001. };
  37002. /**
  37003. * Gets the class name of the material
  37004. * @returns a string with the class name of the material
  37005. */
  37006. Material.prototype.getClassName = function () {
  37007. return "Material";
  37008. };
  37009. Object.defineProperty(Material.prototype, "isFrozen", {
  37010. /**
  37011. * Specifies if updates for the material been locked
  37012. */
  37013. get: function () {
  37014. return this.checkReadyOnlyOnce;
  37015. },
  37016. enumerable: true,
  37017. configurable: true
  37018. });
  37019. /**
  37020. * Locks updates for the material
  37021. */
  37022. Material.prototype.freeze = function () {
  37023. this.checkReadyOnlyOnce = true;
  37024. };
  37025. /**
  37026. * Unlocks updates for the material
  37027. */
  37028. Material.prototype.unfreeze = function () {
  37029. this.checkReadyOnlyOnce = false;
  37030. };
  37031. /**
  37032. * Specifies if the material is ready to be used
  37033. * @param mesh defines the mesh to check
  37034. * @param useInstances specifies if instances should be used
  37035. * @returns a boolean indicating if the material is ready to be used
  37036. */
  37037. Material.prototype.isReady = function (mesh, useInstances) {
  37038. return true;
  37039. };
  37040. /**
  37041. * Specifies that the submesh is ready to be used
  37042. * @param mesh defines the mesh to check
  37043. * @param subMesh defines which submesh to check
  37044. * @param useInstances specifies that instances should be used
  37045. * @returns a boolean indicating that the submesh is ready or not
  37046. */
  37047. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37048. return false;
  37049. };
  37050. /**
  37051. * Returns the material effect
  37052. * @returns the effect associated with the material
  37053. */
  37054. Material.prototype.getEffect = function () {
  37055. return this._effect;
  37056. };
  37057. /**
  37058. * Returns the current scene
  37059. * @returns a Scene
  37060. */
  37061. Material.prototype.getScene = function () {
  37062. return this._scene;
  37063. };
  37064. /**
  37065. * Specifies if the material will require alpha blending
  37066. * @returns a boolean specifying if alpha blending is needed
  37067. */
  37068. Material.prototype.needAlphaBlending = function () {
  37069. return (this.alpha < 1.0);
  37070. };
  37071. /**
  37072. * Specifies if the mesh will require alpha blending
  37073. * @param mesh defines the mesh to check
  37074. * @returns a boolean specifying if alpha blending is needed for the mesh
  37075. */
  37076. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37077. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37078. };
  37079. /**
  37080. * Specifies if this material should be rendered in alpha test mode
  37081. * @returns a boolean specifying if an alpha test is needed.
  37082. */
  37083. Material.prototype.needAlphaTesting = function () {
  37084. return false;
  37085. };
  37086. /**
  37087. * Gets the texture used for the alpha test
  37088. * @returns the texture to use for alpha testing
  37089. */
  37090. Material.prototype.getAlphaTestTexture = function () {
  37091. return null;
  37092. };
  37093. /**
  37094. * Marks the material to indicate that it needs to be re-calculated
  37095. */
  37096. Material.prototype.markDirty = function () {
  37097. this._wasPreviouslyReady = false;
  37098. };
  37099. /** @hidden */
  37100. Material.prototype._preBind = function (effect, overrideOrientation) {
  37101. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37102. var engine = this._scene.getEngine();
  37103. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37104. var reverse = orientation === Material.ClockWiseSideOrientation;
  37105. engine.enableEffect(effect ? effect : this._effect);
  37106. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37107. return reverse;
  37108. };
  37109. /**
  37110. * Binds the material to the mesh
  37111. * @param world defines the world transformation matrix
  37112. * @param mesh defines the mesh to bind the material to
  37113. */
  37114. Material.prototype.bind = function (world, mesh) {
  37115. };
  37116. /**
  37117. * Binds the submesh to the material
  37118. * @param world defines the world transformation matrix
  37119. * @param mesh defines the mesh containing the submesh
  37120. * @param subMesh defines the submesh to bind the material to
  37121. */
  37122. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37123. };
  37124. /**
  37125. * Binds the world matrix to the material
  37126. * @param world defines the world transformation matrix
  37127. */
  37128. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37129. };
  37130. /**
  37131. * Binds the scene's uniform buffer to the effect.
  37132. * @param effect defines the effect to bind to the scene uniform buffer
  37133. * @param sceneUbo defines the uniform buffer storing scene data
  37134. */
  37135. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37136. sceneUbo.bindToEffect(effect, "Scene");
  37137. };
  37138. /**
  37139. * Binds the view matrix to the effect
  37140. * @param effect defines the effect to bind the view matrix to
  37141. */
  37142. Material.prototype.bindView = function (effect) {
  37143. if (!this._useUBO) {
  37144. effect.setMatrix("view", this.getScene().getViewMatrix());
  37145. }
  37146. else {
  37147. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37148. }
  37149. };
  37150. /**
  37151. * Binds the view projection matrix to the effect
  37152. * @param effect defines the effect to bind the view projection matrix to
  37153. */
  37154. Material.prototype.bindViewProjection = function (effect) {
  37155. if (!this._useUBO) {
  37156. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37157. }
  37158. else {
  37159. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37160. }
  37161. };
  37162. /**
  37163. * Specifies if material alpha testing should be turned on for the mesh
  37164. * @param mesh defines the mesh to check
  37165. */
  37166. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37167. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37168. };
  37169. /**
  37170. * Processes to execute after binding the material to a mesh
  37171. * @param mesh defines the rendered mesh
  37172. */
  37173. Material.prototype._afterBind = function (mesh) {
  37174. this._scene._cachedMaterial = this;
  37175. if (mesh) {
  37176. this._scene._cachedVisibility = mesh.visibility;
  37177. }
  37178. else {
  37179. this._scene._cachedVisibility = 1;
  37180. }
  37181. if (this._onBindObservable && mesh) {
  37182. this._onBindObservable.notifyObservers(mesh);
  37183. }
  37184. if (this.disableDepthWrite) {
  37185. var engine = this._scene.getEngine();
  37186. this._cachedDepthWriteState = engine.getDepthWrite();
  37187. engine.setDepthWrite(false);
  37188. }
  37189. };
  37190. /**
  37191. * Unbinds the material from the mesh
  37192. */
  37193. Material.prototype.unbind = function () {
  37194. if (this._onUnBindObservable) {
  37195. this._onUnBindObservable.notifyObservers(this);
  37196. }
  37197. if (this.disableDepthWrite) {
  37198. var engine = this._scene.getEngine();
  37199. engine.setDepthWrite(this._cachedDepthWriteState);
  37200. }
  37201. };
  37202. /**
  37203. * Gets the active textures from the material
  37204. * @returns an array of textures
  37205. */
  37206. Material.prototype.getActiveTextures = function () {
  37207. return [];
  37208. };
  37209. /**
  37210. * Specifies if the material uses a texture
  37211. * @param texture defines the texture to check against the material
  37212. * @returns a boolean specifying if the material uses the texture
  37213. */
  37214. Material.prototype.hasTexture = function (texture) {
  37215. return false;
  37216. };
  37217. /**
  37218. * Makes a duplicate of the material, and gives it a new name
  37219. * @param name defines the new name for the duplicated material
  37220. * @returns the cloned material
  37221. */
  37222. Material.prototype.clone = function (name) {
  37223. return null;
  37224. };
  37225. /**
  37226. * Gets the meshes bound to the material
  37227. * @returns an array of meshes bound to the material
  37228. */
  37229. Material.prototype.getBindedMeshes = function () {
  37230. var _this = this;
  37231. if (this.meshMap) {
  37232. var result = new Array();
  37233. for (var meshId in this.meshMap) {
  37234. var mesh = this.meshMap[meshId];
  37235. if (mesh) {
  37236. result.push(mesh);
  37237. }
  37238. }
  37239. return result;
  37240. }
  37241. else {
  37242. var meshes = this._scene.meshes;
  37243. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37244. }
  37245. };
  37246. /**
  37247. * Force shader compilation
  37248. * @param mesh defines the mesh associated with this material
  37249. * @param onCompiled defines a function to execute once the material is compiled
  37250. * @param options defines the options to configure the compilation
  37251. */
  37252. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37253. var _this = this;
  37254. var localOptions = __assign({ clipPlane: false }, options);
  37255. var subMesh = new BABYLON.BaseSubMesh();
  37256. var scene = this.getScene();
  37257. var checkReady = function () {
  37258. if (!_this._scene || !_this._scene.getEngine()) {
  37259. return;
  37260. }
  37261. if (subMesh._materialDefines) {
  37262. subMesh._materialDefines._renderId = -1;
  37263. }
  37264. var clipPlaneState = scene.clipPlane;
  37265. if (localOptions.clipPlane) {
  37266. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37267. }
  37268. if (_this._storeEffectOnSubMeshes) {
  37269. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37270. if (onCompiled) {
  37271. onCompiled(_this);
  37272. }
  37273. }
  37274. else {
  37275. setTimeout(checkReady, 16);
  37276. }
  37277. }
  37278. else {
  37279. if (_this.isReady(mesh)) {
  37280. if (onCompiled) {
  37281. onCompiled(_this);
  37282. }
  37283. }
  37284. else {
  37285. setTimeout(checkReady, 16);
  37286. }
  37287. }
  37288. if (localOptions.clipPlane) {
  37289. scene.clipPlane = clipPlaneState;
  37290. }
  37291. };
  37292. checkReady();
  37293. };
  37294. /**
  37295. * Force shader compilation
  37296. * @param mesh defines the mesh that will use this material
  37297. * @param options defines additional options for compiling the shaders
  37298. * @returns a promise that resolves when the compilation completes
  37299. */
  37300. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37301. var _this = this;
  37302. return new Promise(function (resolve) {
  37303. _this.forceCompilation(mesh, function () {
  37304. resolve();
  37305. }, options);
  37306. });
  37307. };
  37308. /**
  37309. * Marks a define in the material to indicate that it needs to be re-computed
  37310. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37311. */
  37312. Material.prototype.markAsDirty = function (flag) {
  37313. if (this.getScene().blockMaterialDirtyMechanism) {
  37314. return;
  37315. }
  37316. Material._DirtyCallbackArray.length = 0;
  37317. if (flag & Material.TextureDirtyFlag) {
  37318. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37319. }
  37320. if (flag & Material.LightDirtyFlag) {
  37321. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37322. }
  37323. if (flag & Material.FresnelDirtyFlag) {
  37324. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37325. }
  37326. if (flag & Material.AttributesDirtyFlag) {
  37327. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37328. }
  37329. if (flag & Material.MiscDirtyFlag) {
  37330. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37331. }
  37332. if (Material._DirtyCallbackArray.length) {
  37333. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37334. }
  37335. this.getScene().resetCachedMaterial();
  37336. };
  37337. /**
  37338. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37339. * @param func defines a function which checks material defines against the submeshes
  37340. */
  37341. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37342. if (this.getScene().blockMaterialDirtyMechanism) {
  37343. return;
  37344. }
  37345. var meshes = this.getScene().meshes;
  37346. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37347. var mesh = meshes_1[_i];
  37348. if (!mesh.subMeshes) {
  37349. continue;
  37350. }
  37351. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37352. var subMesh = _b[_a];
  37353. if (subMesh.getMaterial() !== this) {
  37354. continue;
  37355. }
  37356. if (!subMesh._materialDefines) {
  37357. continue;
  37358. }
  37359. func(subMesh._materialDefines);
  37360. }
  37361. }
  37362. };
  37363. /**
  37364. * Indicates that image processing needs to be re-calculated for all submeshes
  37365. */
  37366. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37367. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37368. };
  37369. /**
  37370. * Indicates that textures need to be re-calculated for all submeshes
  37371. */
  37372. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37373. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37374. };
  37375. /**
  37376. * Indicates that fresnel needs to be re-calculated for all submeshes
  37377. */
  37378. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37379. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37380. };
  37381. /**
  37382. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37383. */
  37384. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37385. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37386. };
  37387. /**
  37388. * Indicates that lights need to be re-calculated for all submeshes
  37389. */
  37390. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37391. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37392. };
  37393. /**
  37394. * Indicates that attributes need to be re-calculated for all submeshes
  37395. */
  37396. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37397. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37398. };
  37399. /**
  37400. * Indicates that misc needs to be re-calculated for all submeshes
  37401. */
  37402. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37403. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37404. };
  37405. /**
  37406. * Indicates that textures and misc need to be re-calculated for all submeshes
  37407. */
  37408. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37409. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37410. };
  37411. /**
  37412. * Disposes the material
  37413. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37414. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37415. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37416. */
  37417. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37418. var scene = this.getScene();
  37419. // Animations
  37420. scene.stopAnimation(this);
  37421. scene.freeProcessedMaterials();
  37422. // Remove from scene
  37423. scene.removeMaterial(this);
  37424. if (notBoundToMesh !== true) {
  37425. // Remove from meshes
  37426. if (this.meshMap) {
  37427. for (var meshId in this.meshMap) {
  37428. var mesh = this.meshMap[meshId];
  37429. if (mesh) {
  37430. mesh.material = null; // will set the entry in the map to undefined
  37431. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37432. }
  37433. }
  37434. }
  37435. else {
  37436. var meshes = scene.meshes;
  37437. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37438. var mesh = meshes_2[_i];
  37439. if (mesh.material === this) {
  37440. mesh.material = null;
  37441. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37442. }
  37443. }
  37444. }
  37445. }
  37446. this._uniformBuffer.dispose();
  37447. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37448. if (forceDisposeEffect && this._effect) {
  37449. if (!this._storeEffectOnSubMeshes) {
  37450. scene.getEngine()._releaseEffect(this._effect);
  37451. }
  37452. this._effect = null;
  37453. }
  37454. // Callback
  37455. this.onDisposeObservable.notifyObservers(this);
  37456. this.onDisposeObservable.clear();
  37457. if (this._onBindObservable) {
  37458. this._onBindObservable.clear();
  37459. }
  37460. if (this._onUnBindObservable) {
  37461. this._onUnBindObservable.clear();
  37462. }
  37463. };
  37464. /** @hidden */
  37465. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37466. if (mesh.geometry) {
  37467. var geometry = (mesh.geometry);
  37468. var scene = this.getScene();
  37469. if (this._storeEffectOnSubMeshes) {
  37470. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37471. var subMesh = _a[_i];
  37472. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37473. if (forceDisposeEffect && subMesh._materialEffect) {
  37474. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37475. }
  37476. }
  37477. }
  37478. else {
  37479. geometry._releaseVertexArrayObject(this._effect);
  37480. }
  37481. }
  37482. };
  37483. /**
  37484. * Serializes this material
  37485. * @returns the serialized material object
  37486. */
  37487. Material.prototype.serialize = function () {
  37488. return BABYLON.SerializationHelper.Serialize(this);
  37489. };
  37490. /**
  37491. * Creates a MultiMaterial from parsed MultiMaterial data.
  37492. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37493. * @param scene defines the hosting scene
  37494. * @returns a new MultiMaterial
  37495. */
  37496. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37497. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37498. multiMaterial.id = parsedMultiMaterial.id;
  37499. if (BABYLON.Tags) {
  37500. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37501. }
  37502. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37503. var subMatId = parsedMultiMaterial.materials[matIndex];
  37504. if (subMatId) {
  37505. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37506. }
  37507. else {
  37508. multiMaterial.subMaterials.push(null);
  37509. }
  37510. }
  37511. return multiMaterial;
  37512. };
  37513. /**
  37514. * Creates a material from parsed material data
  37515. * @param parsedMaterial defines parsed material data
  37516. * @param scene defines the hosting scene
  37517. * @param rootUrl defines the root URL to use to load textures
  37518. * @returns a new material
  37519. */
  37520. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37521. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37522. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37523. }
  37524. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37525. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37526. if (!BABYLON.LegacyPBRMaterial) {
  37527. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37528. return;
  37529. }
  37530. }
  37531. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37532. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37533. };
  37534. // Triangle views
  37535. Material._TriangleFillMode = 0;
  37536. Material._WireFrameFillMode = 1;
  37537. Material._PointFillMode = 2;
  37538. // Draw modes
  37539. Material._PointListDrawMode = 3;
  37540. Material._LineListDrawMode = 4;
  37541. Material._LineLoopDrawMode = 5;
  37542. Material._LineStripDrawMode = 6;
  37543. Material._TriangleStripDrawMode = 7;
  37544. Material._TriangleFanDrawMode = 8;
  37545. /**
  37546. * Stores the clock-wise side orientation
  37547. */
  37548. Material._ClockWiseSideOrientation = 0;
  37549. /**
  37550. * Stores the counter clock-wise side orientation
  37551. */
  37552. Material._CounterClockWiseSideOrientation = 1;
  37553. /**
  37554. * The dirty texture flag value
  37555. */
  37556. Material.TextureDirtyFlag = 1;
  37557. /**
  37558. * The dirty light flag value
  37559. */
  37560. Material.LightDirtyFlag = 2;
  37561. /**
  37562. * The dirty fresnel flag value
  37563. */
  37564. Material.FresnelDirtyFlag = 4;
  37565. /**
  37566. * The dirty attribute flag value
  37567. */
  37568. Material.AttributesDirtyFlag = 8;
  37569. /**
  37570. * The dirty misc flag value
  37571. */
  37572. Material.MiscDirtyFlag = 16;
  37573. /**
  37574. * The all dirty flag value
  37575. */
  37576. Material.AllDirtyFlag = 31;
  37577. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37578. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37579. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37580. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37581. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37582. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37583. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37584. Material._FresnelDirtyCallBack(defines);
  37585. Material._MiscDirtyCallBack(defines);
  37586. };
  37587. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37588. Material._TextureDirtyCallBack(defines);
  37589. Material._MiscDirtyCallBack(defines);
  37590. };
  37591. Material._DirtyCallbackArray = [];
  37592. Material._RunDirtyCallBacks = function (defines) {
  37593. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37594. var cb = _a[_i];
  37595. cb(defines);
  37596. }
  37597. };
  37598. __decorate([
  37599. BABYLON.serialize()
  37600. ], Material.prototype, "id", void 0);
  37601. __decorate([
  37602. BABYLON.serialize()
  37603. ], Material.prototype, "uniqueId", void 0);
  37604. __decorate([
  37605. BABYLON.serialize()
  37606. ], Material.prototype, "name", void 0);
  37607. __decorate([
  37608. BABYLON.serialize()
  37609. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37610. __decorate([
  37611. BABYLON.serialize()
  37612. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37613. __decorate([
  37614. BABYLON.serialize()
  37615. ], Material.prototype, "state", void 0);
  37616. __decorate([
  37617. BABYLON.serialize("alpha")
  37618. ], Material.prototype, "_alpha", void 0);
  37619. __decorate([
  37620. BABYLON.serialize("backFaceCulling")
  37621. ], Material.prototype, "_backFaceCulling", void 0);
  37622. __decorate([
  37623. BABYLON.serialize()
  37624. ], Material.prototype, "sideOrientation", void 0);
  37625. __decorate([
  37626. BABYLON.serialize("alphaMode")
  37627. ], Material.prototype, "_alphaMode", void 0);
  37628. __decorate([
  37629. BABYLON.serialize()
  37630. ], Material.prototype, "_needDepthPrePass", void 0);
  37631. __decorate([
  37632. BABYLON.serialize()
  37633. ], Material.prototype, "disableDepthWrite", void 0);
  37634. __decorate([
  37635. BABYLON.serialize()
  37636. ], Material.prototype, "forceDepthWrite", void 0);
  37637. __decorate([
  37638. BABYLON.serialize()
  37639. ], Material.prototype, "separateCullingPass", void 0);
  37640. __decorate([
  37641. BABYLON.serialize("fogEnabled")
  37642. ], Material.prototype, "_fogEnabled", void 0);
  37643. __decorate([
  37644. BABYLON.serialize()
  37645. ], Material.prototype, "pointSize", void 0);
  37646. __decorate([
  37647. BABYLON.serialize()
  37648. ], Material.prototype, "zOffset", void 0);
  37649. __decorate([
  37650. BABYLON.serialize()
  37651. ], Material.prototype, "wireframe", null);
  37652. __decorate([
  37653. BABYLON.serialize()
  37654. ], Material.prototype, "pointsCloud", null);
  37655. __decorate([
  37656. BABYLON.serialize()
  37657. ], Material.prototype, "fillMode", null);
  37658. return Material;
  37659. }());
  37660. BABYLON.Material = Material;
  37661. })(BABYLON || (BABYLON = {}));
  37662. //# sourceMappingURL=babylon.material.js.map
  37663. var BABYLON;
  37664. (function (BABYLON) {
  37665. /**
  37666. * Uniform buffer objects.
  37667. *
  37668. * Handles blocks of uniform on the GPU.
  37669. *
  37670. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37671. *
  37672. * For more information, please refer to :
  37673. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37674. */
  37675. var UniformBuffer = /** @class */ (function () {
  37676. /**
  37677. * Instantiates a new Uniform buffer objects.
  37678. *
  37679. * Handles blocks of uniform on the GPU.
  37680. *
  37681. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37682. *
  37683. * For more information, please refer to :
  37684. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37685. * @param engine Define the engine the buffer is associated with
  37686. * @param data Define the data contained in the buffer
  37687. * @param dynamic Define if the buffer is updatable
  37688. */
  37689. function UniformBuffer(engine, data, dynamic) {
  37690. this._engine = engine;
  37691. this._noUBO = !engine.supportsUniformBuffers;
  37692. this._dynamic = dynamic;
  37693. this._data = data || [];
  37694. this._uniformLocations = {};
  37695. this._uniformSizes = {};
  37696. this._uniformLocationPointer = 0;
  37697. this._needSync = false;
  37698. if (this._noUBO) {
  37699. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37700. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37701. this.updateFloat = this._updateFloatForEffect;
  37702. this.updateFloat2 = this._updateFloat2ForEffect;
  37703. this.updateFloat3 = this._updateFloat3ForEffect;
  37704. this.updateFloat4 = this._updateFloat4ForEffect;
  37705. this.updateMatrix = this._updateMatrixForEffect;
  37706. this.updateVector3 = this._updateVector3ForEffect;
  37707. this.updateVector4 = this._updateVector4ForEffect;
  37708. this.updateColor3 = this._updateColor3ForEffect;
  37709. this.updateColor4 = this._updateColor4ForEffect;
  37710. }
  37711. else {
  37712. this._engine._uniformBuffers.push(this);
  37713. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37714. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37715. this.updateFloat = this._updateFloatForUniform;
  37716. this.updateFloat2 = this._updateFloat2ForUniform;
  37717. this.updateFloat3 = this._updateFloat3ForUniform;
  37718. this.updateFloat4 = this._updateFloat4ForUniform;
  37719. this.updateMatrix = this._updateMatrixForUniform;
  37720. this.updateVector3 = this._updateVector3ForUniform;
  37721. this.updateVector4 = this._updateVector4ForUniform;
  37722. this.updateColor3 = this._updateColor3ForUniform;
  37723. this.updateColor4 = this._updateColor4ForUniform;
  37724. }
  37725. }
  37726. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37727. /**
  37728. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37729. * or just falling back on setUniformXXX calls.
  37730. */
  37731. get: function () {
  37732. return !this._noUBO;
  37733. },
  37734. enumerable: true,
  37735. configurable: true
  37736. });
  37737. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37738. /**
  37739. * Indicates if the WebGL underlying uniform buffer is in sync
  37740. * with the javascript cache data.
  37741. */
  37742. get: function () {
  37743. return !this._needSync;
  37744. },
  37745. enumerable: true,
  37746. configurable: true
  37747. });
  37748. /**
  37749. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37750. * Also, a dynamic UniformBuffer will disable cache verification and always
  37751. * update the underlying WebGL uniform buffer to the GPU.
  37752. * @returns if Dynamic, otherwise false
  37753. */
  37754. UniformBuffer.prototype.isDynamic = function () {
  37755. return this._dynamic !== undefined;
  37756. };
  37757. /**
  37758. * The data cache on JS side.
  37759. * @returns the underlying data as a float array
  37760. */
  37761. UniformBuffer.prototype.getData = function () {
  37762. return this._bufferData;
  37763. };
  37764. /**
  37765. * The underlying WebGL Uniform buffer.
  37766. * @returns the webgl buffer
  37767. */
  37768. UniformBuffer.prototype.getBuffer = function () {
  37769. return this._buffer;
  37770. };
  37771. /**
  37772. * std140 layout specifies how to align data within an UBO structure.
  37773. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37774. * for specs.
  37775. */
  37776. UniformBuffer.prototype._fillAlignment = function (size) {
  37777. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37778. // and 4x4 matrices
  37779. // TODO : change if other types are used
  37780. var alignment;
  37781. if (size <= 2) {
  37782. alignment = size;
  37783. }
  37784. else {
  37785. alignment = 4;
  37786. }
  37787. if ((this._uniformLocationPointer % alignment) !== 0) {
  37788. var oldPointer = this._uniformLocationPointer;
  37789. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37790. var diff = this._uniformLocationPointer - oldPointer;
  37791. for (var i = 0; i < diff; i++) {
  37792. this._data.push(0);
  37793. }
  37794. }
  37795. };
  37796. /**
  37797. * Adds an uniform in the buffer.
  37798. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37799. * for the layout to be correct !
  37800. * @param name Name of the uniform, as used in the uniform block in the shader.
  37801. * @param size Data size, or data directly.
  37802. */
  37803. UniformBuffer.prototype.addUniform = function (name, size) {
  37804. if (this._noUBO) {
  37805. return;
  37806. }
  37807. if (this._uniformLocations[name] !== undefined) {
  37808. // Already existing uniform
  37809. return;
  37810. }
  37811. // This function must be called in the order of the shader layout !
  37812. // size can be the size of the uniform, or data directly
  37813. var data;
  37814. if (size instanceof Array) {
  37815. data = size;
  37816. size = data.length;
  37817. }
  37818. else {
  37819. size = size;
  37820. data = [];
  37821. // Fill with zeros
  37822. for (var i = 0; i < size; i++) {
  37823. data.push(0);
  37824. }
  37825. }
  37826. this._fillAlignment(size);
  37827. this._uniformSizes[name] = size;
  37828. this._uniformLocations[name] = this._uniformLocationPointer;
  37829. this._uniformLocationPointer += size;
  37830. for (var i = 0; i < size; i++) {
  37831. this._data.push(data[i]);
  37832. }
  37833. this._needSync = true;
  37834. };
  37835. /**
  37836. * Adds a Matrix 4x4 to the uniform buffer.
  37837. * @param name Name of the uniform, as used in the uniform block in the shader.
  37838. * @param mat A 4x4 matrix.
  37839. */
  37840. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37841. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37842. };
  37843. /**
  37844. * Adds a vec2 to the uniform buffer.
  37845. * @param name Name of the uniform, as used in the uniform block in the shader.
  37846. * @param x Define the x component value of the vec2
  37847. * @param y Define the y component value of the vec2
  37848. */
  37849. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37850. var temp = [x, y];
  37851. this.addUniform(name, temp);
  37852. };
  37853. /**
  37854. * Adds a vec3 to the uniform buffer.
  37855. * @param name Name of the uniform, as used in the uniform block in the shader.
  37856. * @param x Define the x component value of the vec3
  37857. * @param y Define the y component value of the vec3
  37858. * @param z Define the z component value of the vec3
  37859. */
  37860. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37861. var temp = [x, y, z];
  37862. this.addUniform(name, temp);
  37863. };
  37864. /**
  37865. * Adds a vec3 to the uniform buffer.
  37866. * @param name Name of the uniform, as used in the uniform block in the shader.
  37867. * @param color Define the vec3 from a Color
  37868. */
  37869. UniformBuffer.prototype.addColor3 = function (name, color) {
  37870. var temp = new Array();
  37871. color.toArray(temp);
  37872. this.addUniform(name, temp);
  37873. };
  37874. /**
  37875. * Adds a vec4 to the uniform buffer.
  37876. * @param name Name of the uniform, as used in the uniform block in the shader.
  37877. * @param color Define the rgb components from a Color
  37878. * @param alpha Define the a component of the vec4
  37879. */
  37880. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37881. var temp = new Array();
  37882. color.toArray(temp);
  37883. temp.push(alpha);
  37884. this.addUniform(name, temp);
  37885. };
  37886. /**
  37887. * Adds a vec3 to the uniform buffer.
  37888. * @param name Name of the uniform, as used in the uniform block in the shader.
  37889. * @param vector Define the vec3 components from a Vector
  37890. */
  37891. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37892. var temp = new Array();
  37893. vector.toArray(temp);
  37894. this.addUniform(name, temp);
  37895. };
  37896. /**
  37897. * Adds a Matrix 3x3 to the uniform buffer.
  37898. * @param name Name of the uniform, as used in the uniform block in the shader.
  37899. */
  37900. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37901. this.addUniform(name, 12);
  37902. };
  37903. /**
  37904. * Adds a Matrix 2x2 to the uniform buffer.
  37905. * @param name Name of the uniform, as used in the uniform block in the shader.
  37906. */
  37907. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37908. this.addUniform(name, 8);
  37909. };
  37910. /**
  37911. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37912. */
  37913. UniformBuffer.prototype.create = function () {
  37914. if (this._noUBO) {
  37915. return;
  37916. }
  37917. if (this._buffer) {
  37918. return; // nothing to do
  37919. }
  37920. // See spec, alignment must be filled as a vec4
  37921. this._fillAlignment(4);
  37922. this._bufferData = new Float32Array(this._data);
  37923. this._rebuild();
  37924. this._needSync = true;
  37925. };
  37926. /** @hidden */
  37927. UniformBuffer.prototype._rebuild = function () {
  37928. if (this._noUBO) {
  37929. return;
  37930. }
  37931. if (this._dynamic) {
  37932. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37933. }
  37934. else {
  37935. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37936. }
  37937. };
  37938. /**
  37939. * Updates the WebGL Uniform Buffer on the GPU.
  37940. * If the `dynamic` flag is set to true, no cache comparison is done.
  37941. * Otherwise, the buffer will be updated only if the cache differs.
  37942. */
  37943. UniformBuffer.prototype.update = function () {
  37944. if (!this._buffer) {
  37945. this.create();
  37946. return;
  37947. }
  37948. if (!this._dynamic && !this._needSync) {
  37949. return;
  37950. }
  37951. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37952. this._needSync = false;
  37953. };
  37954. /**
  37955. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37956. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37957. * @param data Define the flattened data
  37958. * @param size Define the size of the data.
  37959. */
  37960. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37961. var location = this._uniformLocations[uniformName];
  37962. if (location === undefined) {
  37963. if (this._buffer) {
  37964. // Cannot add an uniform if the buffer is already created
  37965. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37966. return;
  37967. }
  37968. this.addUniform(uniformName, size);
  37969. location = this._uniformLocations[uniformName];
  37970. }
  37971. if (!this._buffer) {
  37972. this.create();
  37973. }
  37974. if (!this._dynamic) {
  37975. // Cache for static uniform buffers
  37976. var changed = false;
  37977. for (var i = 0; i < size; i++) {
  37978. if (this._bufferData[location + i] !== data[i]) {
  37979. changed = true;
  37980. this._bufferData[location + i] = data[i];
  37981. }
  37982. }
  37983. this._needSync = this._needSync || changed;
  37984. }
  37985. else {
  37986. // No cache for dynamic
  37987. for (var i = 0; i < size; i++) {
  37988. this._bufferData[location + i] = data[i];
  37989. }
  37990. }
  37991. };
  37992. // Update methods
  37993. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37994. // To match std140, matrix must be realigned
  37995. for (var i = 0; i < 3; i++) {
  37996. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37997. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37998. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37999. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38000. }
  38001. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38002. };
  38003. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38004. this._currentEffect.setMatrix3x3(name, matrix);
  38005. };
  38006. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38007. this._currentEffect.setMatrix2x2(name, matrix);
  38008. };
  38009. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38010. // To match std140, matrix must be realigned
  38011. for (var i = 0; i < 2; i++) {
  38012. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38013. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38014. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38015. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38016. }
  38017. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38018. };
  38019. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38020. this._currentEffect.setFloat(name, x);
  38021. };
  38022. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38023. UniformBuffer._tempBuffer[0] = x;
  38024. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38025. };
  38026. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38027. if (suffix === void 0) { suffix = ""; }
  38028. this._currentEffect.setFloat2(name + suffix, x, y);
  38029. };
  38030. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38031. if (suffix === void 0) { suffix = ""; }
  38032. UniformBuffer._tempBuffer[0] = x;
  38033. UniformBuffer._tempBuffer[1] = y;
  38034. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38035. };
  38036. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38037. if (suffix === void 0) { suffix = ""; }
  38038. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38039. };
  38040. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38041. if (suffix === void 0) { suffix = ""; }
  38042. UniformBuffer._tempBuffer[0] = x;
  38043. UniformBuffer._tempBuffer[1] = y;
  38044. UniformBuffer._tempBuffer[2] = z;
  38045. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38046. };
  38047. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38048. if (suffix === void 0) { suffix = ""; }
  38049. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38050. };
  38051. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38052. if (suffix === void 0) { suffix = ""; }
  38053. UniformBuffer._tempBuffer[0] = x;
  38054. UniformBuffer._tempBuffer[1] = y;
  38055. UniformBuffer._tempBuffer[2] = z;
  38056. UniformBuffer._tempBuffer[3] = w;
  38057. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38058. };
  38059. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38060. this._currentEffect.setMatrix(name, mat);
  38061. };
  38062. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38063. this.updateUniform(name, mat.toArray(), 16);
  38064. };
  38065. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38066. this._currentEffect.setVector3(name, vector);
  38067. };
  38068. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38069. vector.toArray(UniformBuffer._tempBuffer);
  38070. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38071. };
  38072. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38073. this._currentEffect.setVector4(name, vector);
  38074. };
  38075. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38076. vector.toArray(UniformBuffer._tempBuffer);
  38077. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38078. };
  38079. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38080. if (suffix === void 0) { suffix = ""; }
  38081. this._currentEffect.setColor3(name + suffix, color);
  38082. };
  38083. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38084. if (suffix === void 0) { suffix = ""; }
  38085. color.toArray(UniformBuffer._tempBuffer);
  38086. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38087. };
  38088. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38089. if (suffix === void 0) { suffix = ""; }
  38090. this._currentEffect.setColor4(name + suffix, color, alpha);
  38091. };
  38092. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38093. if (suffix === void 0) { suffix = ""; }
  38094. color.toArray(UniformBuffer._tempBuffer);
  38095. UniformBuffer._tempBuffer[3] = alpha;
  38096. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38097. };
  38098. /**
  38099. * Sets a sampler uniform on the effect.
  38100. * @param name Define the name of the sampler.
  38101. * @param texture Define the texture to set in the sampler
  38102. */
  38103. UniformBuffer.prototype.setTexture = function (name, texture) {
  38104. this._currentEffect.setTexture(name, texture);
  38105. };
  38106. /**
  38107. * Directly updates the value of the uniform in the cache AND on the GPU.
  38108. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38109. * @param data Define the flattened data
  38110. */
  38111. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38112. this.updateUniform(uniformName, data, data.length);
  38113. this.update();
  38114. };
  38115. /**
  38116. * Binds this uniform buffer to an effect.
  38117. * @param effect Define the effect to bind the buffer to
  38118. * @param name Name of the uniform block in the shader.
  38119. */
  38120. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38121. this._currentEffect = effect;
  38122. if (this._noUBO || !this._buffer) {
  38123. return;
  38124. }
  38125. effect.bindUniformBuffer(this._buffer, name);
  38126. };
  38127. /**
  38128. * Disposes the uniform buffer.
  38129. */
  38130. UniformBuffer.prototype.dispose = function () {
  38131. if (this._noUBO) {
  38132. return;
  38133. }
  38134. var uniformBuffers = this._engine._uniformBuffers;
  38135. var index = uniformBuffers.indexOf(this);
  38136. if (index !== -1) {
  38137. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38138. uniformBuffers.pop();
  38139. }
  38140. if (!this._buffer) {
  38141. return;
  38142. }
  38143. if (this._engine._releaseBuffer(this._buffer)) {
  38144. this._buffer = null;
  38145. }
  38146. };
  38147. // Pool for avoiding memory leaks
  38148. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38149. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38150. return UniformBuffer;
  38151. }());
  38152. BABYLON.UniformBuffer = UniformBuffer;
  38153. })(BABYLON || (BABYLON = {}));
  38154. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38155. var BABYLON;
  38156. (function (BABYLON) {
  38157. /**
  38158. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38159. */
  38160. var VertexData = /** @class */ (function () {
  38161. function VertexData() {
  38162. }
  38163. /**
  38164. * Uses the passed data array to set the set the values for the specified kind of data
  38165. * @param data a linear array of floating numbers
  38166. * @param kind the type of data that is being set, eg positions, colors etc
  38167. */
  38168. VertexData.prototype.set = function (data, kind) {
  38169. switch (kind) {
  38170. case BABYLON.VertexBuffer.PositionKind:
  38171. this.positions = data;
  38172. break;
  38173. case BABYLON.VertexBuffer.NormalKind:
  38174. this.normals = data;
  38175. break;
  38176. case BABYLON.VertexBuffer.TangentKind:
  38177. this.tangents = data;
  38178. break;
  38179. case BABYLON.VertexBuffer.UVKind:
  38180. this.uvs = data;
  38181. break;
  38182. case BABYLON.VertexBuffer.UV2Kind:
  38183. this.uvs2 = data;
  38184. break;
  38185. case BABYLON.VertexBuffer.UV3Kind:
  38186. this.uvs3 = data;
  38187. break;
  38188. case BABYLON.VertexBuffer.UV4Kind:
  38189. this.uvs4 = data;
  38190. break;
  38191. case BABYLON.VertexBuffer.UV5Kind:
  38192. this.uvs5 = data;
  38193. break;
  38194. case BABYLON.VertexBuffer.UV6Kind:
  38195. this.uvs6 = data;
  38196. break;
  38197. case BABYLON.VertexBuffer.ColorKind:
  38198. this.colors = data;
  38199. break;
  38200. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38201. this.matricesIndices = data;
  38202. break;
  38203. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38204. this.matricesWeights = data;
  38205. break;
  38206. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38207. this.matricesIndicesExtra = data;
  38208. break;
  38209. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38210. this.matricesWeightsExtra = data;
  38211. break;
  38212. }
  38213. };
  38214. /**
  38215. * Associates the vertexData to the passed Mesh.
  38216. * Sets it as updatable or not (default `false`)
  38217. * @param mesh the mesh the vertexData is applied to
  38218. * @param updatable when used and having the value true allows new data to update the vertexData
  38219. * @returns the VertexData
  38220. */
  38221. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38222. this._applyTo(mesh, updatable);
  38223. return this;
  38224. };
  38225. /**
  38226. * Associates the vertexData to the passed Geometry.
  38227. * Sets it as updatable or not (default `false`)
  38228. * @param geometry the geometry the vertexData is applied to
  38229. * @param updatable when used and having the value true allows new data to update the vertexData
  38230. * @returns VertexData
  38231. */
  38232. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38233. this._applyTo(geometry, updatable);
  38234. return this;
  38235. };
  38236. /**
  38237. * Updates the associated mesh
  38238. * @param mesh the mesh to be updated
  38239. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38240. * @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
  38241. * @returns VertexData
  38242. */
  38243. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38244. this._update(mesh);
  38245. return this;
  38246. };
  38247. /**
  38248. * Updates the associated geometry
  38249. * @param geometry the geometry to be updated
  38250. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38251. * @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
  38252. * @returns VertexData.
  38253. */
  38254. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38255. this._update(geometry);
  38256. return this;
  38257. };
  38258. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38259. if (updatable === void 0) { updatable = false; }
  38260. if (this.positions) {
  38261. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38262. }
  38263. if (this.normals) {
  38264. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38265. }
  38266. if (this.tangents) {
  38267. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38268. }
  38269. if (this.uvs) {
  38270. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38271. }
  38272. if (this.uvs2) {
  38273. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38274. }
  38275. if (this.uvs3) {
  38276. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38277. }
  38278. if (this.uvs4) {
  38279. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38280. }
  38281. if (this.uvs5) {
  38282. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38283. }
  38284. if (this.uvs6) {
  38285. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38286. }
  38287. if (this.colors) {
  38288. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38289. }
  38290. if (this.matricesIndices) {
  38291. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38292. }
  38293. if (this.matricesWeights) {
  38294. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38295. }
  38296. if (this.matricesIndicesExtra) {
  38297. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38298. }
  38299. if (this.matricesWeightsExtra) {
  38300. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38301. }
  38302. if (this.indices) {
  38303. meshOrGeometry.setIndices(this.indices, null, updatable);
  38304. }
  38305. else {
  38306. meshOrGeometry.setIndices([], null);
  38307. }
  38308. return this;
  38309. };
  38310. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38311. if (this.positions) {
  38312. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38313. }
  38314. if (this.normals) {
  38315. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38316. }
  38317. if (this.tangents) {
  38318. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38319. }
  38320. if (this.uvs) {
  38321. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38322. }
  38323. if (this.uvs2) {
  38324. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38325. }
  38326. if (this.uvs3) {
  38327. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38328. }
  38329. if (this.uvs4) {
  38330. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38331. }
  38332. if (this.uvs5) {
  38333. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38334. }
  38335. if (this.uvs6) {
  38336. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38337. }
  38338. if (this.colors) {
  38339. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38340. }
  38341. if (this.matricesIndices) {
  38342. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38343. }
  38344. if (this.matricesWeights) {
  38345. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38346. }
  38347. if (this.matricesIndicesExtra) {
  38348. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38349. }
  38350. if (this.matricesWeightsExtra) {
  38351. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38352. }
  38353. if (this.indices) {
  38354. meshOrGeometry.setIndices(this.indices, null);
  38355. }
  38356. return this;
  38357. };
  38358. /**
  38359. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38360. * @param matrix the transforming matrix
  38361. * @returns the VertexData
  38362. */
  38363. VertexData.prototype.transform = function (matrix) {
  38364. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38365. var transformed = BABYLON.Vector3.Zero();
  38366. var index;
  38367. if (this.positions) {
  38368. var position = BABYLON.Vector3.Zero();
  38369. for (index = 0; index < this.positions.length; index += 3) {
  38370. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38371. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38372. this.positions[index] = transformed.x;
  38373. this.positions[index + 1] = transformed.y;
  38374. this.positions[index + 2] = transformed.z;
  38375. }
  38376. }
  38377. if (this.normals) {
  38378. var normal = BABYLON.Vector3.Zero();
  38379. for (index = 0; index < this.normals.length; index += 3) {
  38380. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38381. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38382. this.normals[index] = transformed.x;
  38383. this.normals[index + 1] = transformed.y;
  38384. this.normals[index + 2] = transformed.z;
  38385. }
  38386. }
  38387. if (this.tangents) {
  38388. var tangent = BABYLON.Vector4.Zero();
  38389. var tangentTransformed = BABYLON.Vector4.Zero();
  38390. for (index = 0; index < this.tangents.length; index += 4) {
  38391. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38392. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38393. this.tangents[index] = tangentTransformed.x;
  38394. this.tangents[index + 1] = tangentTransformed.y;
  38395. this.tangents[index + 2] = tangentTransformed.z;
  38396. this.tangents[index + 3] = tangentTransformed.w;
  38397. }
  38398. }
  38399. if (flip && this.indices) {
  38400. for (index = 0; index < this.indices.length; index += 3) {
  38401. var tmp = this.indices[index + 1];
  38402. this.indices[index + 1] = this.indices[index + 2];
  38403. this.indices[index + 2] = tmp;
  38404. }
  38405. }
  38406. return this;
  38407. };
  38408. /**
  38409. * Merges the passed VertexData into the current one
  38410. * @param other the VertexData to be merged into the current one
  38411. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38412. * @returns the modified VertexData
  38413. */
  38414. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38415. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38416. this._validate();
  38417. other._validate();
  38418. if (!this.normals !== !other.normals ||
  38419. !this.tangents !== !other.tangents ||
  38420. !this.uvs !== !other.uvs ||
  38421. !this.uvs2 !== !other.uvs2 ||
  38422. !this.uvs3 !== !other.uvs3 ||
  38423. !this.uvs4 !== !other.uvs4 ||
  38424. !this.uvs5 !== !other.uvs5 ||
  38425. !this.uvs6 !== !other.uvs6 ||
  38426. !this.colors !== !other.colors ||
  38427. !this.matricesIndices !== !other.matricesIndices ||
  38428. !this.matricesWeights !== !other.matricesWeights ||
  38429. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38430. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38431. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38432. }
  38433. if (other.indices) {
  38434. if (!this.indices) {
  38435. this.indices = [];
  38436. }
  38437. var offset = this.positions ? this.positions.length / 3 : 0;
  38438. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38439. if (isSrcTypedArray) {
  38440. var len = this.indices.length + other.indices.length;
  38441. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38442. temp.set(this.indices);
  38443. var decal = this.indices.length;
  38444. for (var index = 0; index < other.indices.length; index++) {
  38445. temp[decal + index] = other.indices[index] + offset;
  38446. }
  38447. this.indices = temp;
  38448. }
  38449. else {
  38450. for (var index = 0; index < other.indices.length; index++) {
  38451. this.indices.push(other.indices[index] + offset);
  38452. }
  38453. }
  38454. }
  38455. this.positions = this._mergeElement(this.positions, other.positions);
  38456. this.normals = this._mergeElement(this.normals, other.normals);
  38457. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38458. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38459. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38460. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38461. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38462. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38463. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38464. this.colors = this._mergeElement(this.colors, other.colors);
  38465. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38466. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38467. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38468. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38469. return this;
  38470. };
  38471. VertexData.prototype._mergeElement = function (source, other) {
  38472. if (!source) {
  38473. return other;
  38474. }
  38475. if (!other) {
  38476. return source;
  38477. }
  38478. var len = other.length + source.length;
  38479. var isSrcTypedArray = source instanceof Float32Array;
  38480. var isOthTypedArray = other instanceof Float32Array;
  38481. // use non-loop method when the source is Float32Array
  38482. if (isSrcTypedArray) {
  38483. var ret32 = new Float32Array(len);
  38484. ret32.set(source);
  38485. ret32.set(other, source.length);
  38486. return ret32;
  38487. // source is number[], when other is also use concat
  38488. }
  38489. else if (!isOthTypedArray) {
  38490. return source.concat(other);
  38491. // source is a number[], but other is a Float32Array, loop required
  38492. }
  38493. else {
  38494. var ret = source.slice(0); // copy source to a separate array
  38495. for (var i = 0, len = other.length; i < len; i++) {
  38496. ret.push(other[i]);
  38497. }
  38498. return ret;
  38499. }
  38500. };
  38501. VertexData.prototype._validate = function () {
  38502. if (!this.positions) {
  38503. throw new Error("Positions are required");
  38504. }
  38505. var getElementCount = function (kind, values) {
  38506. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38507. if ((values.length % stride) !== 0) {
  38508. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38509. }
  38510. return values.length / stride;
  38511. };
  38512. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38513. var validateElementCount = function (kind, values) {
  38514. var elementCount = getElementCount(kind, values);
  38515. if (elementCount !== positionsElementCount) {
  38516. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38517. }
  38518. };
  38519. if (this.normals) {
  38520. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38521. }
  38522. if (this.tangents) {
  38523. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38524. }
  38525. if (this.uvs) {
  38526. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38527. }
  38528. if (this.uvs2) {
  38529. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38530. }
  38531. if (this.uvs3) {
  38532. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38533. }
  38534. if (this.uvs4) {
  38535. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38536. }
  38537. if (this.uvs5) {
  38538. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38539. }
  38540. if (this.uvs6) {
  38541. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38542. }
  38543. if (this.colors) {
  38544. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38545. }
  38546. if (this.matricesIndices) {
  38547. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38548. }
  38549. if (this.matricesWeights) {
  38550. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38551. }
  38552. if (this.matricesIndicesExtra) {
  38553. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38554. }
  38555. if (this.matricesWeightsExtra) {
  38556. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38557. }
  38558. };
  38559. /**
  38560. * Serializes the VertexData
  38561. * @returns a serialized object
  38562. */
  38563. VertexData.prototype.serialize = function () {
  38564. var serializationObject = this.serialize();
  38565. if (this.positions) {
  38566. serializationObject.positions = this.positions;
  38567. }
  38568. if (this.normals) {
  38569. serializationObject.normals = this.normals;
  38570. }
  38571. if (this.tangents) {
  38572. serializationObject.tangents = this.tangents;
  38573. }
  38574. if (this.uvs) {
  38575. serializationObject.uvs = this.uvs;
  38576. }
  38577. if (this.uvs2) {
  38578. serializationObject.uvs2 = this.uvs2;
  38579. }
  38580. if (this.uvs3) {
  38581. serializationObject.uvs3 = this.uvs3;
  38582. }
  38583. if (this.uvs4) {
  38584. serializationObject.uvs4 = this.uvs4;
  38585. }
  38586. if (this.uvs5) {
  38587. serializationObject.uvs5 = this.uvs5;
  38588. }
  38589. if (this.uvs6) {
  38590. serializationObject.uvs6 = this.uvs6;
  38591. }
  38592. if (this.colors) {
  38593. serializationObject.colors = this.colors;
  38594. }
  38595. if (this.matricesIndices) {
  38596. serializationObject.matricesIndices = this.matricesIndices;
  38597. serializationObject.matricesIndices._isExpanded = true;
  38598. }
  38599. if (this.matricesWeights) {
  38600. serializationObject.matricesWeights = this.matricesWeights;
  38601. }
  38602. if (this.matricesIndicesExtra) {
  38603. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38604. serializationObject.matricesIndicesExtra._isExpanded = true;
  38605. }
  38606. if (this.matricesWeightsExtra) {
  38607. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38608. }
  38609. serializationObject.indices = this.indices;
  38610. return serializationObject;
  38611. };
  38612. // Statics
  38613. /**
  38614. * Extracts the vertexData from a mesh
  38615. * @param mesh the mesh from which to extract the VertexData
  38616. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38617. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38618. * @returns the object VertexData associated to the passed mesh
  38619. */
  38620. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38621. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38622. };
  38623. /**
  38624. * Extracts the vertexData from the geometry
  38625. * @param geometry the geometry from which to extract the VertexData
  38626. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38627. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38628. * @returns the object VertexData associated to the passed mesh
  38629. */
  38630. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38631. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38632. };
  38633. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38634. var result = new VertexData();
  38635. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38636. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38637. }
  38638. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38639. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38640. }
  38641. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38642. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38643. }
  38644. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38645. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38646. }
  38647. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38648. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38649. }
  38650. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38651. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38652. }
  38653. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38654. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38655. }
  38656. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38657. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38658. }
  38659. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38660. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38661. }
  38662. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38663. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38664. }
  38665. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38666. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38667. }
  38668. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38669. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38670. }
  38671. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38672. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38673. }
  38674. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38675. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38676. }
  38677. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38678. return result;
  38679. };
  38680. /**
  38681. * Creates the VertexData for a Ribbon
  38682. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38683. * * pathArray array of paths, each of which an array of successive Vector3
  38684. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38685. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38686. * * 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
  38687. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38688. * * 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)
  38689. * * 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)
  38690. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38691. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38692. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38693. * @returns the VertexData of the ribbon
  38694. */
  38695. VertexData.CreateRibbon = function (options) {
  38696. var pathArray = options.pathArray;
  38697. var closeArray = options.closeArray || false;
  38698. var closePath = options.closePath || false;
  38699. var invertUV = options.invertUV || false;
  38700. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38701. var offset = options.offset || defaultOffset;
  38702. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38703. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38704. var customUV = options.uvs;
  38705. var customColors = options.colors;
  38706. var positions = [];
  38707. var indices = [];
  38708. var normals = [];
  38709. var uvs = [];
  38710. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38711. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38712. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38713. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38714. var minlg; // minimal length among all paths from pathArray
  38715. var lg = []; // array of path lengths : nb of vertex per path
  38716. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38717. var p; // path iterator
  38718. var i; // point iterator
  38719. var j; // point iterator
  38720. // if single path in pathArray
  38721. if (pathArray.length < 2) {
  38722. var ar1 = [];
  38723. var ar2 = [];
  38724. for (i = 0; i < pathArray[0].length - offset; i++) {
  38725. ar1.push(pathArray[0][i]);
  38726. ar2.push(pathArray[0][i + offset]);
  38727. }
  38728. pathArray = [ar1, ar2];
  38729. }
  38730. // positions and horizontal distances (u)
  38731. var idc = 0;
  38732. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38733. var path;
  38734. var l;
  38735. minlg = pathArray[0].length;
  38736. var vectlg;
  38737. var dist;
  38738. for (p = 0; p < pathArray.length; p++) {
  38739. uTotalDistance[p] = 0;
  38740. us[p] = [0];
  38741. path = pathArray[p];
  38742. l = path.length;
  38743. minlg = (minlg < l) ? minlg : l;
  38744. j = 0;
  38745. while (j < l) {
  38746. positions.push(path[j].x, path[j].y, path[j].z);
  38747. if (j > 0) {
  38748. vectlg = path[j].subtract(path[j - 1]).length();
  38749. dist = vectlg + uTotalDistance[p];
  38750. us[p].push(dist);
  38751. uTotalDistance[p] = dist;
  38752. }
  38753. j++;
  38754. }
  38755. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38756. j--;
  38757. positions.push(path[0].x, path[0].y, path[0].z);
  38758. vectlg = path[j].subtract(path[0]).length();
  38759. dist = vectlg + uTotalDistance[p];
  38760. us[p].push(dist);
  38761. uTotalDistance[p] = dist;
  38762. }
  38763. lg[p] = l + closePathCorr;
  38764. idx[p] = idc;
  38765. idc += (l + closePathCorr);
  38766. }
  38767. // vertical distances (v)
  38768. var path1;
  38769. var path2;
  38770. var vertex1 = null;
  38771. var vertex2 = null;
  38772. for (i = 0; i < minlg + closePathCorr; i++) {
  38773. vTotalDistance[i] = 0;
  38774. vs[i] = [0];
  38775. for (p = 0; p < pathArray.length - 1; p++) {
  38776. path1 = pathArray[p];
  38777. path2 = pathArray[p + 1];
  38778. if (i === minlg) { // closePath
  38779. vertex1 = path1[0];
  38780. vertex2 = path2[0];
  38781. }
  38782. else {
  38783. vertex1 = path1[i];
  38784. vertex2 = path2[i];
  38785. }
  38786. vectlg = vertex2.subtract(vertex1).length();
  38787. dist = vectlg + vTotalDistance[i];
  38788. vs[i].push(dist);
  38789. vTotalDistance[i] = dist;
  38790. }
  38791. if (closeArray && vertex2 && vertex1) {
  38792. path1 = pathArray[p];
  38793. path2 = pathArray[0];
  38794. if (i === minlg) { // closePath
  38795. vertex2 = path2[0];
  38796. }
  38797. vectlg = vertex2.subtract(vertex1).length();
  38798. dist = vectlg + vTotalDistance[i];
  38799. vTotalDistance[i] = dist;
  38800. }
  38801. }
  38802. // uvs
  38803. var u;
  38804. var v;
  38805. if (customUV) {
  38806. for (p = 0; p < customUV.length; p++) {
  38807. uvs.push(customUV[p].x, customUV[p].y);
  38808. }
  38809. }
  38810. else {
  38811. for (p = 0; p < pathArray.length; p++) {
  38812. for (i = 0; i < minlg + closePathCorr; i++) {
  38813. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38814. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38815. if (invertUV) {
  38816. uvs.push(v, u);
  38817. }
  38818. else {
  38819. uvs.push(u, v);
  38820. }
  38821. }
  38822. }
  38823. }
  38824. // indices
  38825. p = 0; // path index
  38826. var pi = 0; // positions array index
  38827. var l1 = lg[p] - 1; // path1 length
  38828. var l2 = lg[p + 1] - 1; // path2 length
  38829. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38830. var shft = idx[1] - idx[0]; // shift
  38831. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38832. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38833. // 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
  38834. indices.push(pi, pi + shft, pi + 1);
  38835. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38836. pi += 1;
  38837. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38838. p++;
  38839. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38840. shft = idx[0] - idx[p];
  38841. l1 = lg[p] - 1;
  38842. l2 = lg[0] - 1;
  38843. }
  38844. else {
  38845. shft = idx[p + 1] - idx[p];
  38846. l1 = lg[p] - 1;
  38847. l2 = lg[p + 1] - 1;
  38848. }
  38849. pi = idx[p];
  38850. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38851. }
  38852. }
  38853. // normals
  38854. VertexData.ComputeNormals(positions, indices, normals);
  38855. if (closePath) { // update both the first and last vertex normals to their average value
  38856. var indexFirst = 0;
  38857. var indexLast = 0;
  38858. for (p = 0; p < pathArray.length; p++) {
  38859. indexFirst = idx[p] * 3;
  38860. if (p + 1 < pathArray.length) {
  38861. indexLast = (idx[p + 1] - 1) * 3;
  38862. }
  38863. else {
  38864. indexLast = normals.length - 3;
  38865. }
  38866. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38867. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38868. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38869. normals[indexLast] = normals[indexFirst];
  38870. normals[indexLast + 1] = normals[indexFirst + 1];
  38871. normals[indexLast + 2] = normals[indexFirst + 2];
  38872. }
  38873. }
  38874. // sides
  38875. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38876. // Colors
  38877. var colors = null;
  38878. if (customColors) {
  38879. colors = new Float32Array(customColors.length * 4);
  38880. for (var c = 0; c < customColors.length; c++) {
  38881. colors[c * 4] = customColors[c].r;
  38882. colors[c * 4 + 1] = customColors[c].g;
  38883. colors[c * 4 + 2] = customColors[c].b;
  38884. colors[c * 4 + 3] = customColors[c].a;
  38885. }
  38886. }
  38887. // Result
  38888. var vertexData = new VertexData();
  38889. var positions32 = new Float32Array(positions);
  38890. var normals32 = new Float32Array(normals);
  38891. var uvs32 = new Float32Array(uvs);
  38892. vertexData.indices = indices;
  38893. vertexData.positions = positions32;
  38894. vertexData.normals = normals32;
  38895. vertexData.uvs = uvs32;
  38896. if (colors) {
  38897. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38898. }
  38899. if (closePath) {
  38900. vertexData._idx = idx;
  38901. }
  38902. return vertexData;
  38903. };
  38904. /**
  38905. * Creates the VertexData for a box
  38906. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38907. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38908. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38909. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38910. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38911. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38912. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38913. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38914. * * 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)
  38915. * * 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)
  38916. * @returns the VertexData of the box
  38917. */
  38918. VertexData.CreateBox = function (options) {
  38919. var normalsSource = [
  38920. new BABYLON.Vector3(0, 0, 1),
  38921. new BABYLON.Vector3(0, 0, -1),
  38922. new BABYLON.Vector3(1, 0, 0),
  38923. new BABYLON.Vector3(-1, 0, 0),
  38924. new BABYLON.Vector3(0, 1, 0),
  38925. new BABYLON.Vector3(0, -1, 0)
  38926. ];
  38927. var indices = [];
  38928. var positions = [];
  38929. var normals = [];
  38930. var uvs = [];
  38931. var width = options.width || options.size || 1;
  38932. var height = options.height || options.size || 1;
  38933. var depth = options.depth || options.size || 1;
  38934. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38935. var faceUV = options.faceUV || new Array(6);
  38936. var faceColors = options.faceColors;
  38937. var colors = [];
  38938. // default face colors and UV if undefined
  38939. for (var f = 0; f < 6; f++) {
  38940. if (faceUV[f] === undefined) {
  38941. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38942. }
  38943. if (faceColors && faceColors[f] === undefined) {
  38944. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38945. }
  38946. }
  38947. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38948. // Create each face in turn.
  38949. for (var index = 0; index < normalsSource.length; index++) {
  38950. var normal = normalsSource[index];
  38951. // Get two vectors perpendicular to the face normal and to each other.
  38952. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38953. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38954. // Six indices (two triangles) per face.
  38955. var verticesLength = positions.length / 3;
  38956. indices.push(verticesLength);
  38957. indices.push(verticesLength + 1);
  38958. indices.push(verticesLength + 2);
  38959. indices.push(verticesLength);
  38960. indices.push(verticesLength + 2);
  38961. indices.push(verticesLength + 3);
  38962. // Four vertices per face.
  38963. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38964. positions.push(vertex.x, vertex.y, vertex.z);
  38965. normals.push(normal.x, normal.y, normal.z);
  38966. uvs.push(faceUV[index].z, faceUV[index].w);
  38967. if (faceColors) {
  38968. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38969. }
  38970. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38971. positions.push(vertex.x, vertex.y, vertex.z);
  38972. normals.push(normal.x, normal.y, normal.z);
  38973. uvs.push(faceUV[index].x, faceUV[index].w);
  38974. if (faceColors) {
  38975. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38976. }
  38977. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38978. positions.push(vertex.x, vertex.y, vertex.z);
  38979. normals.push(normal.x, normal.y, normal.z);
  38980. uvs.push(faceUV[index].x, faceUV[index].y);
  38981. if (faceColors) {
  38982. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38983. }
  38984. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38985. positions.push(vertex.x, vertex.y, vertex.z);
  38986. normals.push(normal.x, normal.y, normal.z);
  38987. uvs.push(faceUV[index].z, faceUV[index].y);
  38988. if (faceColors) {
  38989. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38990. }
  38991. }
  38992. // sides
  38993. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38994. // Result
  38995. var vertexData = new VertexData();
  38996. vertexData.indices = indices;
  38997. vertexData.positions = positions;
  38998. vertexData.normals = normals;
  38999. vertexData.uvs = uvs;
  39000. if (faceColors) {
  39001. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39002. vertexData.colors = totalColors;
  39003. }
  39004. return vertexData;
  39005. };
  39006. /**
  39007. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39008. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39009. * * segments sets the number of horizontal strips optional, default 32
  39010. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39011. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39012. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39013. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39014. * * 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
  39015. * * 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
  39016. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39017. * * 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)
  39018. * * 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)
  39019. * @returns the VertexData of the ellipsoid
  39020. */
  39021. VertexData.CreateSphere = function (options) {
  39022. var segments = options.segments || 32;
  39023. var diameterX = options.diameterX || options.diameter || 1;
  39024. var diameterY = options.diameterY || options.diameter || 1;
  39025. var diameterZ = options.diameterZ || options.diameter || 1;
  39026. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39027. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39028. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39029. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39030. var totalZRotationSteps = 2 + segments;
  39031. var totalYRotationSteps = 2 * totalZRotationSteps;
  39032. var indices = [];
  39033. var positions = [];
  39034. var normals = [];
  39035. var uvs = [];
  39036. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39037. var normalizedZ = zRotationStep / totalZRotationSteps;
  39038. var angleZ = normalizedZ * Math.PI * slice;
  39039. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39040. var normalizedY = yRotationStep / totalYRotationSteps;
  39041. var angleY = normalizedY * Math.PI * 2 * arc;
  39042. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39043. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39044. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39045. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39046. var vertex = complete.multiply(radius);
  39047. var normal = complete.divide(radius).normalize();
  39048. positions.push(vertex.x, vertex.y, vertex.z);
  39049. normals.push(normal.x, normal.y, normal.z);
  39050. uvs.push(normalizedY, normalizedZ);
  39051. }
  39052. if (zRotationStep > 0) {
  39053. var verticesCount = positions.length / 3;
  39054. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39055. indices.push((firstIndex));
  39056. indices.push((firstIndex + 1));
  39057. indices.push(firstIndex + totalYRotationSteps + 1);
  39058. indices.push((firstIndex + totalYRotationSteps + 1));
  39059. indices.push((firstIndex + 1));
  39060. indices.push((firstIndex + totalYRotationSteps + 2));
  39061. }
  39062. }
  39063. }
  39064. // Sides
  39065. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39066. // Result
  39067. var vertexData = new VertexData();
  39068. vertexData.indices = indices;
  39069. vertexData.positions = positions;
  39070. vertexData.normals = normals;
  39071. vertexData.uvs = uvs;
  39072. return vertexData;
  39073. };
  39074. /**
  39075. * Creates the VertexData for a cylinder, cone or prism
  39076. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39077. * * height sets the height (y direction) of the cylinder, optional, default 2
  39078. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39079. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39080. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39081. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39082. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39083. * * 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
  39084. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39085. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39086. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39087. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39088. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39089. * * 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)
  39090. * * 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)
  39091. * @returns the VertexData of the cylinder, cone or prism
  39092. */
  39093. VertexData.CreateCylinder = function (options) {
  39094. var height = options.height || 2;
  39095. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39096. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39097. var tessellation = options.tessellation || 24;
  39098. var subdivisions = options.subdivisions || 1;
  39099. var hasRings = options.hasRings ? true : false;
  39100. var enclose = options.enclose ? true : false;
  39101. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39102. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39103. var faceUV = options.faceUV || new Array(3);
  39104. var faceColors = options.faceColors;
  39105. // default face colors and UV if undefined
  39106. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39107. var ringNb = (hasRings) ? subdivisions : 1;
  39108. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39109. var f;
  39110. for (f = 0; f < surfaceNb; f++) {
  39111. if (faceColors && faceColors[f] === undefined) {
  39112. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39113. }
  39114. }
  39115. for (f = 0; f < surfaceNb; f++) {
  39116. if (faceUV && faceUV[f] === undefined) {
  39117. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39118. }
  39119. }
  39120. var indices = new Array();
  39121. var positions = new Array();
  39122. var normals = new Array();
  39123. var uvs = new Array();
  39124. var colors = new Array();
  39125. var angle_step = Math.PI * 2 * arc / tessellation;
  39126. var angle;
  39127. var h;
  39128. var radius;
  39129. var tan = (diameterBottom - diameterTop) / 2 / height;
  39130. var ringVertex = BABYLON.Vector3.Zero();
  39131. var ringNormal = BABYLON.Vector3.Zero();
  39132. var ringFirstVertex = BABYLON.Vector3.Zero();
  39133. var ringFirstNormal = BABYLON.Vector3.Zero();
  39134. var quadNormal = BABYLON.Vector3.Zero();
  39135. var Y = BABYLON.Axis.Y;
  39136. // positions, normals, uvs
  39137. var i;
  39138. var j;
  39139. var r;
  39140. var ringIdx = 1;
  39141. var s = 1; // surface index
  39142. var cs = 0;
  39143. var v = 0;
  39144. for (i = 0; i <= subdivisions; i++) {
  39145. h = i / subdivisions;
  39146. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39147. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39148. for (r = 0; r < ringIdx; r++) {
  39149. if (hasRings) {
  39150. s += r;
  39151. }
  39152. if (enclose) {
  39153. s += 2 * r;
  39154. }
  39155. for (j = 0; j <= tessellation; j++) {
  39156. angle = j * angle_step;
  39157. // position
  39158. ringVertex.x = Math.cos(-angle) * radius;
  39159. ringVertex.y = -height / 2 + h * height;
  39160. ringVertex.z = Math.sin(-angle) * radius;
  39161. // normal
  39162. if (diameterTop === 0 && i === subdivisions) {
  39163. // if no top cap, reuse former normals
  39164. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39165. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39166. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39167. }
  39168. else {
  39169. ringNormal.x = ringVertex.x;
  39170. ringNormal.z = ringVertex.z;
  39171. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39172. ringNormal.normalize();
  39173. }
  39174. // keep first ring vertex values for enclose
  39175. if (j === 0) {
  39176. ringFirstVertex.copyFrom(ringVertex);
  39177. ringFirstNormal.copyFrom(ringNormal);
  39178. }
  39179. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39180. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39181. if (hasRings) {
  39182. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39183. }
  39184. else {
  39185. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39186. }
  39187. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39188. if (faceColors) {
  39189. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39190. }
  39191. }
  39192. // if enclose, add four vertices and their dedicated normals
  39193. if (arc !== 1 && enclose) {
  39194. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39195. positions.push(0, ringVertex.y, 0);
  39196. positions.push(0, ringVertex.y, 0);
  39197. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39198. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39199. quadNormal.normalize();
  39200. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39201. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39202. quadNormal.normalize();
  39203. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39204. if (hasRings) {
  39205. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39206. }
  39207. else {
  39208. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39209. }
  39210. uvs.push(faceUV[s + 1].x, v);
  39211. uvs.push(faceUV[s + 1].z, v);
  39212. if (hasRings) {
  39213. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39214. }
  39215. else {
  39216. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39217. }
  39218. uvs.push(faceUV[s + 2].x, v);
  39219. uvs.push(faceUV[s + 2].z, v);
  39220. if (faceColors) {
  39221. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39222. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39223. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39224. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39225. }
  39226. }
  39227. if (cs !== s) {
  39228. cs = s;
  39229. }
  39230. }
  39231. }
  39232. // indices
  39233. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39234. var s;
  39235. i = 0;
  39236. for (s = 0; s < subdivisions; s++) {
  39237. var i0 = 0;
  39238. var i1 = 0;
  39239. var i2 = 0;
  39240. var i3 = 0;
  39241. for (j = 0; j < tessellation; j++) {
  39242. i0 = i * (e + 1) + j;
  39243. i1 = (i + 1) * (e + 1) + j;
  39244. i2 = i * (e + 1) + (j + 1);
  39245. i3 = (i + 1) * (e + 1) + (j + 1);
  39246. indices.push(i0, i1, i2);
  39247. indices.push(i3, i2, i1);
  39248. }
  39249. if (arc !== 1 && enclose) { // if enclose, add two quads
  39250. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39251. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39252. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39253. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39254. }
  39255. i = (hasRings) ? (i + 2) : (i + 1);
  39256. }
  39257. // Caps
  39258. var createCylinderCap = function (isTop) {
  39259. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39260. if (radius === 0) {
  39261. return;
  39262. }
  39263. // Cap positions, normals & uvs
  39264. var angle;
  39265. var circleVector;
  39266. var i;
  39267. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39268. var c = null;
  39269. if (faceColors) {
  39270. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39271. }
  39272. // cap center
  39273. var vbase = positions.length / 3;
  39274. var offset = isTop ? height / 2 : -height / 2;
  39275. var center = new BABYLON.Vector3(0, offset, 0);
  39276. positions.push(center.x, center.y, center.z);
  39277. normals.push(0, isTop ? 1 : -1, 0);
  39278. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39279. if (c) {
  39280. colors.push(c.r, c.g, c.b, c.a);
  39281. }
  39282. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39283. for (i = 0; i <= tessellation; i++) {
  39284. angle = Math.PI * 2 * i * arc / tessellation;
  39285. var cos = Math.cos(-angle);
  39286. var sin = Math.sin(-angle);
  39287. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39288. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39289. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39290. normals.push(0, isTop ? 1 : -1, 0);
  39291. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39292. if (c) {
  39293. colors.push(c.r, c.g, c.b, c.a);
  39294. }
  39295. }
  39296. // Cap indices
  39297. for (i = 0; i < tessellation; i++) {
  39298. if (!isTop) {
  39299. indices.push(vbase);
  39300. indices.push(vbase + (i + 1));
  39301. indices.push(vbase + (i + 2));
  39302. }
  39303. else {
  39304. indices.push(vbase);
  39305. indices.push(vbase + (i + 2));
  39306. indices.push(vbase + (i + 1));
  39307. }
  39308. }
  39309. };
  39310. // add caps to geometry
  39311. createCylinderCap(false);
  39312. createCylinderCap(true);
  39313. // Sides
  39314. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39315. var vertexData = new VertexData();
  39316. vertexData.indices = indices;
  39317. vertexData.positions = positions;
  39318. vertexData.normals = normals;
  39319. vertexData.uvs = uvs;
  39320. if (faceColors) {
  39321. vertexData.colors = colors;
  39322. }
  39323. return vertexData;
  39324. };
  39325. /**
  39326. * Creates the VertexData for a torus
  39327. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39328. * * diameter the diameter of the torus, optional default 1
  39329. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39330. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39331. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39332. * * 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)
  39333. * * 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)
  39334. * @returns the VertexData of the torus
  39335. */
  39336. VertexData.CreateTorus = function (options) {
  39337. var indices = [];
  39338. var positions = [];
  39339. var normals = [];
  39340. var uvs = [];
  39341. var diameter = options.diameter || 1;
  39342. var thickness = options.thickness || 0.5;
  39343. var tessellation = options.tessellation || 16;
  39344. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39345. var stride = tessellation + 1;
  39346. for (var i = 0; i <= tessellation; i++) {
  39347. var u = i / tessellation;
  39348. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39349. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39350. for (var j = 0; j <= tessellation; j++) {
  39351. var v = 1 - j / tessellation;
  39352. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39353. var dx = Math.cos(innerAngle);
  39354. var dy = Math.sin(innerAngle);
  39355. // Create a vertex.
  39356. var normal = new BABYLON.Vector3(dx, dy, 0);
  39357. var position = normal.scale(thickness / 2);
  39358. var textureCoordinate = new BABYLON.Vector2(u, v);
  39359. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39360. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39361. positions.push(position.x, position.y, position.z);
  39362. normals.push(normal.x, normal.y, normal.z);
  39363. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39364. // And create indices for two triangles.
  39365. var nextI = (i + 1) % stride;
  39366. var nextJ = (j + 1) % stride;
  39367. indices.push(i * stride + j);
  39368. indices.push(i * stride + nextJ);
  39369. indices.push(nextI * stride + j);
  39370. indices.push(i * stride + nextJ);
  39371. indices.push(nextI * stride + nextJ);
  39372. indices.push(nextI * stride + j);
  39373. }
  39374. }
  39375. // Sides
  39376. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39377. // Result
  39378. var vertexData = new VertexData();
  39379. vertexData.indices = indices;
  39380. vertexData.positions = positions;
  39381. vertexData.normals = normals;
  39382. vertexData.uvs = uvs;
  39383. return vertexData;
  39384. };
  39385. /**
  39386. * Creates the VertexData of the LineSystem
  39387. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39388. * - lines an array of lines, each line being an array of successive Vector3
  39389. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39390. * @returns the VertexData of the LineSystem
  39391. */
  39392. VertexData.CreateLineSystem = function (options) {
  39393. var indices = [];
  39394. var positions = [];
  39395. var lines = options.lines;
  39396. var colors = options.colors;
  39397. var vertexColors = [];
  39398. var idx = 0;
  39399. for (var l = 0; l < lines.length; l++) {
  39400. var points = lines[l];
  39401. for (var index = 0; index < points.length; index++) {
  39402. positions.push(points[index].x, points[index].y, points[index].z);
  39403. if (colors) {
  39404. var color = colors[l];
  39405. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39406. }
  39407. if (index > 0) {
  39408. indices.push(idx - 1);
  39409. indices.push(idx);
  39410. }
  39411. idx++;
  39412. }
  39413. }
  39414. var vertexData = new VertexData();
  39415. vertexData.indices = indices;
  39416. vertexData.positions = positions;
  39417. if (colors) {
  39418. vertexData.colors = vertexColors;
  39419. }
  39420. return vertexData;
  39421. };
  39422. /**
  39423. * Create the VertexData for a DashedLines
  39424. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39425. * - points an array successive Vector3
  39426. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39427. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39428. * - dashNb the intended total number of dashes, optional, default 200
  39429. * @returns the VertexData for the DashedLines
  39430. */
  39431. VertexData.CreateDashedLines = function (options) {
  39432. var dashSize = options.dashSize || 3;
  39433. var gapSize = options.gapSize || 1;
  39434. var dashNb = options.dashNb || 200;
  39435. var points = options.points;
  39436. var positions = new Array();
  39437. var indices = new Array();
  39438. var curvect = BABYLON.Vector3.Zero();
  39439. var lg = 0;
  39440. var nb = 0;
  39441. var shft = 0;
  39442. var dashshft = 0;
  39443. var curshft = 0;
  39444. var idx = 0;
  39445. var i = 0;
  39446. for (i = 0; i < points.length - 1; i++) {
  39447. points[i + 1].subtractToRef(points[i], curvect);
  39448. lg += curvect.length();
  39449. }
  39450. shft = lg / dashNb;
  39451. dashshft = dashSize * shft / (dashSize + gapSize);
  39452. for (i = 0; i < points.length - 1; i++) {
  39453. points[i + 1].subtractToRef(points[i], curvect);
  39454. nb = Math.floor(curvect.length() / shft);
  39455. curvect.normalize();
  39456. for (var j = 0; j < nb; j++) {
  39457. curshft = shft * j;
  39458. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39459. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39460. indices.push(idx, idx + 1);
  39461. idx += 2;
  39462. }
  39463. }
  39464. // Result
  39465. var vertexData = new VertexData();
  39466. vertexData.positions = positions;
  39467. vertexData.indices = indices;
  39468. return vertexData;
  39469. };
  39470. /**
  39471. * Creates the VertexData for a Ground
  39472. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39473. * - width the width (x direction) of the ground, optional, default 1
  39474. * - height the height (z direction) of the ground, optional, default 1
  39475. * - subdivisions the number of subdivisions per side, optional, default 1
  39476. * @returns the VertexData of the Ground
  39477. */
  39478. VertexData.CreateGround = function (options) {
  39479. var indices = [];
  39480. var positions = [];
  39481. var normals = [];
  39482. var uvs = [];
  39483. var row, col;
  39484. var width = options.width || 1;
  39485. var height = options.height || 1;
  39486. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39487. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39488. for (row = 0; row <= subdivisionsY; row++) {
  39489. for (col = 0; col <= subdivisionsX; col++) {
  39490. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39491. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39492. positions.push(position.x, position.y, position.z);
  39493. normals.push(normal.x, normal.y, normal.z);
  39494. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39495. }
  39496. }
  39497. for (row = 0; row < subdivisionsY; row++) {
  39498. for (col = 0; col < subdivisionsX; col++) {
  39499. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39500. indices.push(col + 1 + row * (subdivisionsX + 1));
  39501. indices.push(col + row * (subdivisionsX + 1));
  39502. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39503. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39504. indices.push(col + row * (subdivisionsX + 1));
  39505. }
  39506. }
  39507. // Result
  39508. var vertexData = new VertexData();
  39509. vertexData.indices = indices;
  39510. vertexData.positions = positions;
  39511. vertexData.normals = normals;
  39512. vertexData.uvs = uvs;
  39513. return vertexData;
  39514. };
  39515. /**
  39516. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39517. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39518. * * xmin the ground minimum X coordinate, optional, default -1
  39519. * * zmin the ground minimum Z coordinate, optional, default -1
  39520. * * xmax the ground maximum X coordinate, optional, default 1
  39521. * * zmax the ground maximum Z coordinate, optional, default 1
  39522. * * 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}
  39523. * * 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}
  39524. * @returns the VertexData of the TiledGround
  39525. */
  39526. VertexData.CreateTiledGround = function (options) {
  39527. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39528. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39529. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39530. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39531. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39532. var precision = options.precision || { w: 1, h: 1 };
  39533. var indices = new Array();
  39534. var positions = new Array();
  39535. var normals = new Array();
  39536. var uvs = new Array();
  39537. var row, col, tileRow, tileCol;
  39538. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39539. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39540. precision.w = (precision.w < 1) ? 1 : precision.w;
  39541. precision.h = (precision.h < 1) ? 1 : precision.h;
  39542. var tileSize = {
  39543. 'w': (xmax - xmin) / subdivisions.w,
  39544. 'h': (zmax - zmin) / subdivisions.h
  39545. };
  39546. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39547. // Indices
  39548. var base = positions.length / 3;
  39549. var rowLength = precision.w + 1;
  39550. for (row = 0; row < precision.h; row++) {
  39551. for (col = 0; col < precision.w; col++) {
  39552. var square = [
  39553. base + col + row * rowLength,
  39554. base + (col + 1) + row * rowLength,
  39555. base + (col + 1) + (row + 1) * rowLength,
  39556. base + col + (row + 1) * rowLength
  39557. ];
  39558. indices.push(square[1]);
  39559. indices.push(square[2]);
  39560. indices.push(square[3]);
  39561. indices.push(square[0]);
  39562. indices.push(square[1]);
  39563. indices.push(square[3]);
  39564. }
  39565. }
  39566. // Position, normals and uvs
  39567. var position = BABYLON.Vector3.Zero();
  39568. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39569. for (row = 0; row <= precision.h; row++) {
  39570. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39571. for (col = 0; col <= precision.w; col++) {
  39572. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39573. position.y = 0;
  39574. positions.push(position.x, position.y, position.z);
  39575. normals.push(normal.x, normal.y, normal.z);
  39576. uvs.push(col / precision.w, row / precision.h);
  39577. }
  39578. }
  39579. }
  39580. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39581. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39582. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39583. }
  39584. }
  39585. // Result
  39586. var vertexData = new VertexData();
  39587. vertexData.indices = indices;
  39588. vertexData.positions = positions;
  39589. vertexData.normals = normals;
  39590. vertexData.uvs = uvs;
  39591. return vertexData;
  39592. };
  39593. /**
  39594. * Creates the VertexData of the Ground designed from a heightmap
  39595. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39596. * * width the width (x direction) of the ground
  39597. * * height the height (z direction) of the ground
  39598. * * subdivisions the number of subdivisions per side
  39599. * * minHeight the minimum altitude on the ground, optional, default 0
  39600. * * maxHeight the maximum altitude on the ground, optional default 1
  39601. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39602. * * buffer the array holding the image color data
  39603. * * bufferWidth the width of image
  39604. * * bufferHeight the height of image
  39605. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39606. * @returns the VertexData of the Ground designed from a heightmap
  39607. */
  39608. VertexData.CreateGroundFromHeightMap = function (options) {
  39609. var indices = [];
  39610. var positions = [];
  39611. var normals = [];
  39612. var uvs = [];
  39613. var row, col;
  39614. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39615. var alphaFilter = options.alphaFilter || 0.0;
  39616. // Vertices
  39617. for (row = 0; row <= options.subdivisions; row++) {
  39618. for (col = 0; col <= options.subdivisions; col++) {
  39619. 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));
  39620. // Compute height
  39621. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39622. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39623. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39624. var r = options.buffer[pos] / 255.0;
  39625. var g = options.buffer[pos + 1] / 255.0;
  39626. var b = options.buffer[pos + 2] / 255.0;
  39627. var a = options.buffer[pos + 3] / 255.0;
  39628. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39629. // If our alpha channel is not within our filter then we will assign a 'special' height
  39630. // Then when building the indices, we will ignore any vertex that is using the special height
  39631. if (a >= alphaFilter) {
  39632. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39633. }
  39634. else {
  39635. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39636. }
  39637. // Add vertex
  39638. positions.push(position.x, position.y, position.z);
  39639. normals.push(0, 0, 0);
  39640. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39641. }
  39642. }
  39643. // Indices
  39644. for (row = 0; row < options.subdivisions; row++) {
  39645. for (col = 0; col < options.subdivisions; col++) {
  39646. // Calculate Indices
  39647. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39648. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39649. var idx3 = (col + row * (options.subdivisions + 1));
  39650. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39651. // Check that all indices are visible (based on our special height)
  39652. // Only display the vertex if all Indices are visible
  39653. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39654. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39655. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39656. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39657. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39658. indices.push(idx1);
  39659. indices.push(idx2);
  39660. indices.push(idx3);
  39661. }
  39662. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39663. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39664. indices.push(idx4);
  39665. indices.push(idx1);
  39666. indices.push(idx3);
  39667. }
  39668. }
  39669. }
  39670. // Normals
  39671. VertexData.ComputeNormals(positions, indices, normals);
  39672. // Result
  39673. var vertexData = new VertexData();
  39674. vertexData.indices = indices;
  39675. vertexData.positions = positions;
  39676. vertexData.normals = normals;
  39677. vertexData.uvs = uvs;
  39678. return vertexData;
  39679. };
  39680. /**
  39681. * Creates the VertexData for a Plane
  39682. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39683. * * size sets the width and height of the plane to the value of size, optional default 1
  39684. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39685. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39686. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39687. * * 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)
  39688. * * 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)
  39689. * @returns the VertexData of the box
  39690. */
  39691. VertexData.CreatePlane = function (options) {
  39692. var indices = [];
  39693. var positions = [];
  39694. var normals = [];
  39695. var uvs = [];
  39696. var width = options.width || options.size || 1;
  39697. var height = options.height || options.size || 1;
  39698. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39699. // Vertices
  39700. var halfWidth = width / 2.0;
  39701. var halfHeight = height / 2.0;
  39702. positions.push(-halfWidth, -halfHeight, 0);
  39703. normals.push(0, 0, -1.0);
  39704. uvs.push(0.0, 0.0);
  39705. positions.push(halfWidth, -halfHeight, 0);
  39706. normals.push(0, 0, -1.0);
  39707. uvs.push(1.0, 0.0);
  39708. positions.push(halfWidth, halfHeight, 0);
  39709. normals.push(0, 0, -1.0);
  39710. uvs.push(1.0, 1.0);
  39711. positions.push(-halfWidth, halfHeight, 0);
  39712. normals.push(0, 0, -1.0);
  39713. uvs.push(0.0, 1.0);
  39714. // Indices
  39715. indices.push(0);
  39716. indices.push(1);
  39717. indices.push(2);
  39718. indices.push(0);
  39719. indices.push(2);
  39720. indices.push(3);
  39721. // Sides
  39722. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39723. // Result
  39724. var vertexData = new VertexData();
  39725. vertexData.indices = indices;
  39726. vertexData.positions = positions;
  39727. vertexData.normals = normals;
  39728. vertexData.uvs = uvs;
  39729. return vertexData;
  39730. };
  39731. /**
  39732. * Creates the VertexData of the Disc or regular Polygon
  39733. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39734. * * radius the radius of the disc, optional default 0.5
  39735. * * tessellation the number of polygon sides, optional, default 64
  39736. * * 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
  39737. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39738. * * 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)
  39739. * * 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)
  39740. * @returns the VertexData of the box
  39741. */
  39742. VertexData.CreateDisc = function (options) {
  39743. var positions = new Array();
  39744. var indices = new Array();
  39745. var normals = new Array();
  39746. var uvs = new Array();
  39747. var radius = options.radius || 0.5;
  39748. var tessellation = options.tessellation || 64;
  39749. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39750. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39751. // positions and uvs
  39752. positions.push(0, 0, 0); // disc center first
  39753. uvs.push(0.5, 0.5);
  39754. var theta = Math.PI * 2 * arc;
  39755. var step = theta / tessellation;
  39756. for (var a = 0; a < theta; a += step) {
  39757. var x = Math.cos(a);
  39758. var y = Math.sin(a);
  39759. var u = (x + 1) / 2;
  39760. var v = (1 - y) / 2;
  39761. positions.push(radius * x, radius * y, 0);
  39762. uvs.push(u, v);
  39763. }
  39764. if (arc === 1) {
  39765. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39766. uvs.push(uvs[2], uvs[3]);
  39767. }
  39768. //indices
  39769. var vertexNb = positions.length / 3;
  39770. for (var i = 1; i < vertexNb - 1; i++) {
  39771. indices.push(i + 1, 0, i);
  39772. }
  39773. // result
  39774. VertexData.ComputeNormals(positions, indices, normals);
  39775. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39776. var vertexData = new VertexData();
  39777. vertexData.indices = indices;
  39778. vertexData.positions = positions;
  39779. vertexData.normals = normals;
  39780. vertexData.uvs = uvs;
  39781. return vertexData;
  39782. };
  39783. /**
  39784. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39785. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39786. * @param polygon a mesh built from polygonTriangulation.build()
  39787. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39788. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39789. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39790. * @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)
  39791. * @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)
  39792. * @returns the VertexData of the Polygon
  39793. */
  39794. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39795. var faceUV = fUV || new Array(3);
  39796. var faceColors = fColors;
  39797. var colors = [];
  39798. // default face colors and UV if undefined
  39799. for (var f = 0; f < 3; f++) {
  39800. if (faceUV[f] === undefined) {
  39801. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39802. }
  39803. if (faceColors && faceColors[f] === undefined) {
  39804. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39805. }
  39806. }
  39807. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39808. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39809. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39810. var indices = polygon.getIndices();
  39811. // set face colours and textures
  39812. var idx = 0;
  39813. var face = 0;
  39814. for (var index = 0; index < normals.length; index += 3) {
  39815. //Edge Face no. 1
  39816. if (Math.abs(normals[index + 1]) < 0.001) {
  39817. face = 1;
  39818. }
  39819. //Top Face no. 0
  39820. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39821. face = 0;
  39822. }
  39823. //Bottom Face no. 2
  39824. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39825. face = 2;
  39826. }
  39827. idx = index / 3;
  39828. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39829. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39830. if (faceColors) {
  39831. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39832. }
  39833. }
  39834. // sides
  39835. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39836. // Result
  39837. var vertexData = new VertexData();
  39838. vertexData.indices = indices;
  39839. vertexData.positions = positions;
  39840. vertexData.normals = normals;
  39841. vertexData.uvs = uvs;
  39842. if (faceColors) {
  39843. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39844. vertexData.colors = totalColors;
  39845. }
  39846. return vertexData;
  39847. };
  39848. /**
  39849. * Creates the VertexData of the IcoSphere
  39850. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39851. * * radius the radius of the IcoSphere, optional default 1
  39852. * * radiusX allows stretching in the x direction, optional, default radius
  39853. * * radiusY allows stretching in the y direction, optional, default radius
  39854. * * radiusZ allows stretching in the z direction, optional, default radius
  39855. * * flat when true creates a flat shaded mesh, optional, default true
  39856. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39857. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39858. * * 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)
  39859. * * 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)
  39860. * @returns the VertexData of the IcoSphere
  39861. */
  39862. VertexData.CreateIcoSphere = function (options) {
  39863. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39864. var radius = options.radius || 1;
  39865. var flat = (options.flat === undefined) ? true : options.flat;
  39866. var subdivisions = options.subdivisions || 4;
  39867. var radiusX = options.radiusX || radius;
  39868. var radiusY = options.radiusY || radius;
  39869. var radiusZ = options.radiusZ || radius;
  39870. var t = (1 + Math.sqrt(5)) / 2;
  39871. // 12 vertex x,y,z
  39872. var ico_vertices = [
  39873. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39874. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39875. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39876. ];
  39877. // index of 3 vertex makes a face of icopshere
  39878. var ico_indices = [
  39879. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39880. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39881. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39882. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39883. ];
  39884. // vertex for uv have aliased position, not for UV
  39885. var vertices_unalias_id = [
  39886. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39887. // vertex alias
  39888. 0,
  39889. 2,
  39890. 3,
  39891. 3,
  39892. 3,
  39893. 4,
  39894. 7,
  39895. 8,
  39896. 9,
  39897. 9,
  39898. 10,
  39899. 11 // 23: B + 12
  39900. ];
  39901. // uv as integer step (not pixels !)
  39902. var ico_vertexuv = [
  39903. 5, 1, 3, 1, 6, 4, 0, 0,
  39904. 5, 3, 4, 2, 2, 2, 4, 0,
  39905. 2, 0, 1, 1, 6, 0, 6, 2,
  39906. // vertex alias (for same vertex on different faces)
  39907. 0, 4,
  39908. 3, 3,
  39909. 4, 4,
  39910. 3, 1,
  39911. 4, 2,
  39912. 4, 4,
  39913. 0, 2,
  39914. 1, 1,
  39915. 2, 2,
  39916. 3, 3,
  39917. 1, 3,
  39918. 2, 4 // 23: B + 12
  39919. ];
  39920. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39921. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39922. // First island of uv mapping
  39923. // v = 4h 3+ 2
  39924. // v = 3h 9+ 4
  39925. // v = 2h 9+ 5 B
  39926. // v = 1h 9 1 0
  39927. // v = 0h 3 8 7 A
  39928. // u = 0 1 2 3 4 5 6 *a
  39929. // Second island of uv mapping
  39930. // v = 4h 0+ B+ 4+
  39931. // v = 3h A+ 2+
  39932. // v = 2h 7+ 6 3+
  39933. // v = 1h 8+ 3+
  39934. // v = 0h
  39935. // u = 0 1 2 3 4 5 6 *a
  39936. // Face layout on texture UV mapping
  39937. // ============
  39938. // \ 4 /\ 16 / ======
  39939. // \ / \ / /\ 11 /
  39940. // \/ 7 \/ / \ /
  39941. // ======= / 10 \/
  39942. // /\ 17 /\ =======
  39943. // / \ / \ \ 15 /\
  39944. // / 8 \/ 12 \ \ / \
  39945. // ============ \/ 6 \
  39946. // \ 18 /\ ============
  39947. // \ / \ \ 5 /\ 0 /
  39948. // \/ 13 \ \ / \ /
  39949. // ======= \/ 1 \/
  39950. // =============
  39951. // /\ 19 /\ 2 /\
  39952. // / \ / \ / \
  39953. // / 14 \/ 9 \/ 3 \
  39954. // ===================
  39955. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39956. var ustep = 138 / 1024;
  39957. var vstep = 239 / 1024;
  39958. var uoffset = 60 / 1024;
  39959. var voffset = 26 / 1024;
  39960. // Second island should have margin, not to touch the first island
  39961. // avoid any borderline artefact in pixel rounding
  39962. var island_u_offset = -40 / 1024;
  39963. var island_v_offset = +20 / 1024;
  39964. // face is either island 0 or 1 :
  39965. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39966. var island = [
  39967. 0, 0, 0, 0, 1,
  39968. 0, 0, 1, 1, 0,
  39969. 0, 0, 1, 1, 0,
  39970. 0, 1, 1, 1, 0 // 15 - 19
  39971. ];
  39972. var indices = new Array();
  39973. var positions = new Array();
  39974. var normals = new Array();
  39975. var uvs = new Array();
  39976. var current_indice = 0;
  39977. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39978. var face_vertex_pos = new Array(3);
  39979. var face_vertex_uv = new Array(3);
  39980. var v012;
  39981. for (v012 = 0; v012 < 3; v012++) {
  39982. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39983. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39984. }
  39985. // create all with normals
  39986. for (var face = 0; face < 20; face++) {
  39987. // 3 vertex per face
  39988. for (v012 = 0; v012 < 3; v012++) {
  39989. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39990. var v_id = ico_indices[3 * face + v012];
  39991. // vertex have 3D position (x,y,z)
  39992. 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]);
  39993. // Normalize to get normal, then scale to radius
  39994. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39995. // uv Coordinates from vertex ID
  39996. 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);
  39997. }
  39998. // Subdivide the face (interpolate pos, norm, uv)
  39999. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40000. // - norm is linear interpolation of vertex corner normal
  40001. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40002. // - uv is linear interpolation
  40003. //
  40004. // Topology is as below for sub-divide by 2
  40005. // vertex shown as v0,v1,v2
  40006. // interp index is i1 to progress in range [v0,v1[
  40007. // interp index is i2 to progress in range [v0,v2[
  40008. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40009. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40010. //
  40011. //
  40012. // i2 v2
  40013. // ^ ^
  40014. // / / \
  40015. // / / \
  40016. // / / \
  40017. // / / (0,1) \
  40018. // / #---------\
  40019. // / / \ (0,0)'/ \
  40020. // / / \ / \
  40021. // / / \ / \
  40022. // / / (0,0) \ / (1,0) \
  40023. // / #---------#---------\
  40024. // v0 v1
  40025. //
  40026. // --------------------> i1
  40027. //
  40028. // interp of (i1,i2):
  40029. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40030. // along i1 : lerp(x0,x1, i1/(S-i2))
  40031. //
  40032. // centroid of triangle is needed to get help normal computation
  40033. // (c1,c2) are used for centroid location
  40034. var interp_vertex = function (i1, i2, c1, c2) {
  40035. // vertex is interpolated from
  40036. // - face_vertex_pos[0..2]
  40037. // - face_vertex_uv[0..2]
  40038. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40039. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40040. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40041. pos_interp.normalize();
  40042. var vertex_normal;
  40043. if (flat) {
  40044. // in flat mode, recalculate normal as face centroid normal
  40045. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40046. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40047. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40048. }
  40049. else {
  40050. // in smooth mode, recalculate normal from each single vertex position
  40051. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40052. }
  40053. // Vertex normal need correction due to X,Y,Z radius scaling
  40054. vertex_normal.x /= radiusX;
  40055. vertex_normal.y /= radiusY;
  40056. vertex_normal.z /= radiusZ;
  40057. vertex_normal.normalize();
  40058. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40059. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40060. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40061. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40062. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40063. uvs.push(uv_interp.x, uv_interp.y);
  40064. // push each vertex has member of a face
  40065. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40066. indices.push(current_indice);
  40067. current_indice++;
  40068. };
  40069. for (var i2 = 0; i2 < subdivisions; i2++) {
  40070. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40071. // face : (i1,i2) for /\ :
  40072. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40073. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40074. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40075. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40076. if (i1 + i2 + 1 < subdivisions) {
  40077. // face : (i1,i2)' for \/ :
  40078. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40079. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40080. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40081. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40082. }
  40083. }
  40084. }
  40085. }
  40086. // Sides
  40087. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40088. // Result
  40089. var vertexData = new VertexData();
  40090. vertexData.indices = indices;
  40091. vertexData.positions = positions;
  40092. vertexData.normals = normals;
  40093. vertexData.uvs = uvs;
  40094. return vertexData;
  40095. };
  40096. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40097. /**
  40098. * Creates the VertexData for a Polyhedron
  40099. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40100. * * type provided types are:
  40101. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40102. * * 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)
  40103. * * size the size of the IcoSphere, optional default 1
  40104. * * sizeX allows stretching in the x direction, optional, default size
  40105. * * sizeY allows stretching in the y direction, optional, default size
  40106. * * sizeZ allows stretching in the z direction, optional, default size
  40107. * * 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
  40108. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40109. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40110. * * flat when true creates a flat shaded mesh, optional, default true
  40111. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40112. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40113. * * 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)
  40114. * * 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)
  40115. * @returns the VertexData of the Polyhedron
  40116. */
  40117. VertexData.CreatePolyhedron = function (options) {
  40118. // provided polyhedron types :
  40119. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40120. // 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)
  40121. var polyhedra = [];
  40122. 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]] };
  40123. 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]] };
  40124. polyhedra[2] = {
  40125. 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]],
  40126. 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]]
  40127. };
  40128. polyhedra[3] = {
  40129. 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]],
  40130. 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]]
  40131. };
  40132. polyhedra[4] = {
  40133. 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]],
  40134. 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]]
  40135. };
  40136. 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]] };
  40137. 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]] };
  40138. 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]] };
  40139. 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]] };
  40140. 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]] };
  40141. 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]] };
  40142. 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]] };
  40143. 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]] };
  40144. 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]] };
  40145. polyhedra[14] = {
  40146. 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]],
  40147. 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]]
  40148. };
  40149. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40150. var size = options.size;
  40151. var sizeX = options.sizeX || size || 1;
  40152. var sizeY = options.sizeY || size || 1;
  40153. var sizeZ = options.sizeZ || size || 1;
  40154. var data = options.custom || polyhedra[type];
  40155. var nbfaces = data.face.length;
  40156. var faceUV = options.faceUV || new Array(nbfaces);
  40157. var faceColors = options.faceColors;
  40158. var flat = (options.flat === undefined) ? true : options.flat;
  40159. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40160. var positions = new Array();
  40161. var indices = new Array();
  40162. var normals = new Array();
  40163. var uvs = new Array();
  40164. var colors = new Array();
  40165. var index = 0;
  40166. var faceIdx = 0; // face cursor in the array "indexes"
  40167. var indexes = new Array();
  40168. var i = 0;
  40169. var f = 0;
  40170. var u, v, ang, x, y, tmp;
  40171. // default face colors and UV if undefined
  40172. if (flat) {
  40173. for (f = 0; f < nbfaces; f++) {
  40174. if (faceColors && faceColors[f] === undefined) {
  40175. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40176. }
  40177. if (faceUV && faceUV[f] === undefined) {
  40178. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40179. }
  40180. }
  40181. }
  40182. if (!flat) {
  40183. for (i = 0; i < data.vertex.length; i++) {
  40184. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40185. uvs.push(0, 0);
  40186. }
  40187. for (f = 0; f < nbfaces; f++) {
  40188. for (i = 0; i < data.face[f].length - 2; i++) {
  40189. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40190. }
  40191. }
  40192. }
  40193. else {
  40194. for (f = 0; f < nbfaces; f++) {
  40195. var fl = data.face[f].length; // number of vertices of the current face
  40196. ang = 2 * Math.PI / fl;
  40197. x = 0.5 * Math.tan(ang / 2);
  40198. y = 0.5;
  40199. // positions, uvs, colors
  40200. for (i = 0; i < fl; i++) {
  40201. // positions
  40202. 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);
  40203. indexes.push(index);
  40204. index++;
  40205. // uvs
  40206. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40207. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40208. uvs.push(u, v);
  40209. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40210. y = x * Math.sin(ang) + y * Math.cos(ang);
  40211. x = tmp;
  40212. // colors
  40213. if (faceColors) {
  40214. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40215. }
  40216. }
  40217. // indices from indexes
  40218. for (i = 0; i < fl - 2; i++) {
  40219. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40220. }
  40221. faceIdx += fl;
  40222. }
  40223. }
  40224. VertexData.ComputeNormals(positions, indices, normals);
  40225. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40226. var vertexData = new VertexData();
  40227. vertexData.positions = positions;
  40228. vertexData.indices = indices;
  40229. vertexData.normals = normals;
  40230. vertexData.uvs = uvs;
  40231. if (faceColors && flat) {
  40232. vertexData.colors = colors;
  40233. }
  40234. return vertexData;
  40235. };
  40236. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40237. /**
  40238. * Creates the VertexData for a TorusKnot
  40239. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40240. * * radius the radius of the torus knot, optional, default 2
  40241. * * tube the thickness of the tube, optional, default 0.5
  40242. * * radialSegments the number of sides on each tube segments, optional, default 32
  40243. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40244. * * p the number of windings around the z axis, optional, default 2
  40245. * * q the number of windings around the x axis, optional, default 3
  40246. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40247. * * 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)
  40248. * * 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)
  40249. * @returns the VertexData of the Torus Knot
  40250. */
  40251. VertexData.CreateTorusKnot = function (options) {
  40252. var indices = new Array();
  40253. var positions = new Array();
  40254. var normals = new Array();
  40255. var uvs = new Array();
  40256. var radius = options.radius || 2;
  40257. var tube = options.tube || 0.5;
  40258. var radialSegments = options.radialSegments || 32;
  40259. var tubularSegments = options.tubularSegments || 32;
  40260. var p = options.p || 2;
  40261. var q = options.q || 3;
  40262. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40263. // Helper
  40264. var getPos = function (angle) {
  40265. var cu = Math.cos(angle);
  40266. var su = Math.sin(angle);
  40267. var quOverP = q / p * angle;
  40268. var cs = Math.cos(quOverP);
  40269. var tx = radius * (2 + cs) * 0.5 * cu;
  40270. var ty = radius * (2 + cs) * su * 0.5;
  40271. var tz = radius * Math.sin(quOverP) * 0.5;
  40272. return new BABYLON.Vector3(tx, ty, tz);
  40273. };
  40274. // Vertices
  40275. var i;
  40276. var j;
  40277. for (i = 0; i <= radialSegments; i++) {
  40278. var modI = i % radialSegments;
  40279. var u = modI / radialSegments * 2 * p * Math.PI;
  40280. var p1 = getPos(u);
  40281. var p2 = getPos(u + 0.01);
  40282. var tang = p2.subtract(p1);
  40283. var n = p2.add(p1);
  40284. var bitan = BABYLON.Vector3.Cross(tang, n);
  40285. n = BABYLON.Vector3.Cross(bitan, tang);
  40286. bitan.normalize();
  40287. n.normalize();
  40288. for (j = 0; j < tubularSegments; j++) {
  40289. var modJ = j % tubularSegments;
  40290. var v = modJ / tubularSegments * 2 * Math.PI;
  40291. var cx = -tube * Math.cos(v);
  40292. var cy = tube * Math.sin(v);
  40293. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40294. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40295. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40296. uvs.push(i / radialSegments);
  40297. uvs.push(j / tubularSegments);
  40298. }
  40299. }
  40300. for (i = 0; i < radialSegments; i++) {
  40301. for (j = 0; j < tubularSegments; j++) {
  40302. var jNext = (j + 1) % tubularSegments;
  40303. var a = i * tubularSegments + j;
  40304. var b = (i + 1) * tubularSegments + j;
  40305. var c = (i + 1) * tubularSegments + jNext;
  40306. var d = i * tubularSegments + jNext;
  40307. indices.push(d);
  40308. indices.push(b);
  40309. indices.push(a);
  40310. indices.push(d);
  40311. indices.push(c);
  40312. indices.push(b);
  40313. }
  40314. }
  40315. // Normals
  40316. VertexData.ComputeNormals(positions, indices, normals);
  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. // Tools
  40328. /**
  40329. * Compute normals for given positions and indices
  40330. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40331. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40332. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40333. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40334. * * facetNormals : optional array of facet normals (vector3)
  40335. * * facetPositions : optional array of facet positions (vector3)
  40336. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40337. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40338. * * bInfo : optional bounding info, required for facetPartitioning computation
  40339. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40340. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40341. * * useRightHandedSystem: optional boolean to for right handed system computation
  40342. * * depthSort : optional boolean to enable the facet depth sort computation
  40343. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40344. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40345. */
  40346. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40347. // temporary scalar variables
  40348. var index = 0; // facet index
  40349. var p1p2x = 0.0; // p1p2 vector x coordinate
  40350. var p1p2y = 0.0; // p1p2 vector y coordinate
  40351. var p1p2z = 0.0; // p1p2 vector z coordinate
  40352. var p3p2x = 0.0; // p3p2 vector x coordinate
  40353. var p3p2y = 0.0; // p3p2 vector y coordinate
  40354. var p3p2z = 0.0; // p3p2 vector z coordinate
  40355. var faceNormalx = 0.0; // facet normal x coordinate
  40356. var faceNormaly = 0.0; // facet normal y coordinate
  40357. var faceNormalz = 0.0; // facet normal z coordinate
  40358. var length = 0.0; // facet normal length before normalization
  40359. var v1x = 0; // vector1 x index in the positions array
  40360. var v1y = 0; // vector1 y index in the positions array
  40361. var v1z = 0; // vector1 z index in the positions array
  40362. var v2x = 0; // vector2 x index in the positions array
  40363. var v2y = 0; // vector2 y index in the positions array
  40364. var v2z = 0; // vector2 z index in the positions array
  40365. var v3x = 0; // vector3 x index in the positions array
  40366. var v3y = 0; // vector3 y index in the positions array
  40367. var v3z = 0; // vector3 z index in the positions array
  40368. var computeFacetNormals = false;
  40369. var computeFacetPositions = false;
  40370. var computeFacetPartitioning = false;
  40371. var computeDepthSort = false;
  40372. var faceNormalSign = 1;
  40373. var ratio = 0;
  40374. var distanceTo = null;
  40375. if (options) {
  40376. computeFacetNormals = (options.facetNormals) ? true : false;
  40377. computeFacetPositions = (options.facetPositions) ? true : false;
  40378. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40379. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40380. ratio = options.ratio || 0;
  40381. computeDepthSort = (options.depthSort) ? true : false;
  40382. distanceTo = (options.distanceTo);
  40383. if (computeDepthSort) {
  40384. if (distanceTo === undefined) {
  40385. distanceTo = BABYLON.Vector3.Zero();
  40386. }
  40387. var depthSortedFacets = options.depthSortedFacets;
  40388. }
  40389. }
  40390. // facetPartitioning reinit if needed
  40391. var xSubRatio = 0;
  40392. var ySubRatio = 0;
  40393. var zSubRatio = 0;
  40394. var subSq = 0;
  40395. if (computeFacetPartitioning && options && options.bbSize) {
  40396. var ox = 0; // X partitioning index for facet position
  40397. var oy = 0; // Y partinioning index for facet position
  40398. var oz = 0; // Z partinioning index for facet position
  40399. var b1x = 0; // X partitioning index for facet v1 vertex
  40400. var b1y = 0; // Y partitioning index for facet v1 vertex
  40401. var b1z = 0; // z partitioning index for facet v1 vertex
  40402. var b2x = 0; // X partitioning index for facet v2 vertex
  40403. var b2y = 0; // Y partitioning index for facet v2 vertex
  40404. var b2z = 0; // Z partitioning index for facet v2 vertex
  40405. var b3x = 0; // X partitioning index for facet v3 vertex
  40406. var b3y = 0; // Y partitioning index for facet v3 vertex
  40407. var b3z = 0; // Z partitioning index for facet v3 vertex
  40408. var block_idx_o = 0; // facet barycenter block index
  40409. var block_idx_v1 = 0; // v1 vertex block index
  40410. var block_idx_v2 = 0; // v2 vertex block index
  40411. var block_idx_v3 = 0; // v3 vertex block index
  40412. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40413. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40414. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40415. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40416. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40417. subSq = options.subDiv.max * options.subDiv.max;
  40418. options.facetPartitioning.length = 0;
  40419. }
  40420. // reset the normals
  40421. for (index = 0; index < positions.length; index++) {
  40422. normals[index] = 0.0;
  40423. }
  40424. // Loop : 1 indice triplet = 1 facet
  40425. var nbFaces = (indices.length / 3) | 0;
  40426. for (index = 0; index < nbFaces; index++) {
  40427. // get the indexes of the coordinates of each vertex of the facet
  40428. v1x = indices[index * 3] * 3;
  40429. v1y = v1x + 1;
  40430. v1z = v1x + 2;
  40431. v2x = indices[index * 3 + 1] * 3;
  40432. v2y = v2x + 1;
  40433. v2z = v2x + 2;
  40434. v3x = indices[index * 3 + 2] * 3;
  40435. v3y = v3x + 1;
  40436. v3z = v3x + 2;
  40437. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40438. p1p2y = positions[v1y] - positions[v2y];
  40439. p1p2z = positions[v1z] - positions[v2z];
  40440. p3p2x = positions[v3x] - positions[v2x];
  40441. p3p2y = positions[v3y] - positions[v2y];
  40442. p3p2z = positions[v3z] - positions[v2z];
  40443. // compute the face normal with the cross product
  40444. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40445. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40446. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40447. // normalize this normal and store it in the array facetData
  40448. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40449. length = (length === 0) ? 1.0 : length;
  40450. faceNormalx /= length;
  40451. faceNormaly /= length;
  40452. faceNormalz /= length;
  40453. if (computeFacetNormals && options) {
  40454. options.facetNormals[index].x = faceNormalx;
  40455. options.facetNormals[index].y = faceNormaly;
  40456. options.facetNormals[index].z = faceNormalz;
  40457. }
  40458. if (computeFacetPositions && options) {
  40459. // compute and the facet barycenter coordinates in the array facetPositions
  40460. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40461. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40462. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40463. }
  40464. if (computeFacetPartitioning && options) {
  40465. // store the facet indexes in arrays in the main facetPartitioning array :
  40466. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40467. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40468. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40469. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40470. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40471. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40472. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40473. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40474. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40475. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40476. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40477. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40478. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40479. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40480. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40481. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40482. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40483. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40484. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40485. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40486. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40487. // push each facet index in each block containing the vertex
  40488. options.facetPartitioning[block_idx_v1].push(index);
  40489. if (block_idx_v2 != block_idx_v1) {
  40490. options.facetPartitioning[block_idx_v2].push(index);
  40491. }
  40492. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40493. options.facetPartitioning[block_idx_v3].push(index);
  40494. }
  40495. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40496. options.facetPartitioning[block_idx_o].push(index);
  40497. }
  40498. }
  40499. if (computeDepthSort && options && options.facetPositions) {
  40500. var dsf = depthSortedFacets[index];
  40501. dsf.ind = index * 3;
  40502. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40503. }
  40504. // compute the normals anyway
  40505. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40506. normals[v1y] += faceNormaly;
  40507. normals[v1z] += faceNormalz;
  40508. normals[v2x] += faceNormalx;
  40509. normals[v2y] += faceNormaly;
  40510. normals[v2z] += faceNormalz;
  40511. normals[v3x] += faceNormalx;
  40512. normals[v3y] += faceNormaly;
  40513. normals[v3z] += faceNormalz;
  40514. }
  40515. // last normalization of each normal
  40516. for (index = 0; index < normals.length / 3; index++) {
  40517. faceNormalx = normals[index * 3];
  40518. faceNormaly = normals[index * 3 + 1];
  40519. faceNormalz = normals[index * 3 + 2];
  40520. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40521. length = (length === 0) ? 1.0 : length;
  40522. faceNormalx /= length;
  40523. faceNormaly /= length;
  40524. faceNormalz /= length;
  40525. normals[index * 3] = faceNormalx;
  40526. normals[index * 3 + 1] = faceNormaly;
  40527. normals[index * 3 + 2] = faceNormalz;
  40528. }
  40529. };
  40530. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40531. var li = indices.length;
  40532. var ln = normals.length;
  40533. var i;
  40534. var n;
  40535. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40536. switch (sideOrientation) {
  40537. case BABYLON.Mesh.FRONTSIDE:
  40538. // nothing changed
  40539. break;
  40540. case BABYLON.Mesh.BACKSIDE:
  40541. var tmp;
  40542. // indices
  40543. for (i = 0; i < li; i += 3) {
  40544. tmp = indices[i];
  40545. indices[i] = indices[i + 2];
  40546. indices[i + 2] = tmp;
  40547. }
  40548. // normals
  40549. for (n = 0; n < ln; n++) {
  40550. normals[n] = -normals[n];
  40551. }
  40552. break;
  40553. case BABYLON.Mesh.DOUBLESIDE:
  40554. // positions
  40555. var lp = positions.length;
  40556. var l = lp / 3;
  40557. for (var p = 0; p < lp; p++) {
  40558. positions[lp + p] = positions[p];
  40559. }
  40560. // indices
  40561. for (i = 0; i < li; i += 3) {
  40562. indices[i + li] = indices[i + 2] + l;
  40563. indices[i + 1 + li] = indices[i + 1] + l;
  40564. indices[i + 2 + li] = indices[i] + l;
  40565. }
  40566. // normals
  40567. for (n = 0; n < ln; n++) {
  40568. normals[ln + n] = -normals[n];
  40569. }
  40570. // uvs
  40571. var lu = uvs.length;
  40572. var u = 0;
  40573. for (u = 0; u < lu; u++) {
  40574. uvs[u + lu] = uvs[u];
  40575. }
  40576. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40577. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40578. u = 0;
  40579. for (i = 0; i < lu / 2; i++) {
  40580. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40581. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40582. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40583. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40584. u += 2;
  40585. }
  40586. break;
  40587. }
  40588. };
  40589. /**
  40590. * Applies VertexData created from the imported parameters to the geometry
  40591. * @param parsedVertexData the parsed data from an imported file
  40592. * @param geometry the geometry to apply the VertexData to
  40593. */
  40594. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40595. var vertexData = new VertexData();
  40596. // positions
  40597. var positions = parsedVertexData.positions;
  40598. if (positions) {
  40599. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40600. }
  40601. // normals
  40602. var normals = parsedVertexData.normals;
  40603. if (normals) {
  40604. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40605. }
  40606. // tangents
  40607. var tangents = parsedVertexData.tangents;
  40608. if (tangents) {
  40609. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40610. }
  40611. // uvs
  40612. var uvs = parsedVertexData.uvs;
  40613. if (uvs) {
  40614. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40615. }
  40616. // uv2s
  40617. var uv2s = parsedVertexData.uv2s;
  40618. if (uv2s) {
  40619. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40620. }
  40621. // uv3s
  40622. var uv3s = parsedVertexData.uv3s;
  40623. if (uv3s) {
  40624. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40625. }
  40626. // uv4s
  40627. var uv4s = parsedVertexData.uv4s;
  40628. if (uv4s) {
  40629. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40630. }
  40631. // uv5s
  40632. var uv5s = parsedVertexData.uv5s;
  40633. if (uv5s) {
  40634. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40635. }
  40636. // uv6s
  40637. var uv6s = parsedVertexData.uv6s;
  40638. if (uv6s) {
  40639. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40640. }
  40641. // colors
  40642. var colors = parsedVertexData.colors;
  40643. if (colors) {
  40644. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40645. }
  40646. // matricesIndices
  40647. var matricesIndices = parsedVertexData.matricesIndices;
  40648. if (matricesIndices) {
  40649. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40650. }
  40651. // matricesWeights
  40652. var matricesWeights = parsedVertexData.matricesWeights;
  40653. if (matricesWeights) {
  40654. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40655. }
  40656. // indices
  40657. var indices = parsedVertexData.indices;
  40658. if (indices) {
  40659. vertexData.indices = indices;
  40660. }
  40661. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40662. };
  40663. return VertexData;
  40664. }());
  40665. BABYLON.VertexData = VertexData;
  40666. })(BABYLON || (BABYLON = {}));
  40667. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40668. var BABYLON;
  40669. (function (BABYLON) {
  40670. /**
  40671. * Class used to store geometry data (vertex buffers + index buffer)
  40672. */
  40673. var Geometry = /** @class */ (function () {
  40674. /**
  40675. * Creates a new geometry
  40676. * @param id defines the unique ID
  40677. * @param scene defines the hosting scene
  40678. * @param vertexData defines the VertexData used to get geometry data
  40679. * @param updatable defines if geometry must be updatable (false by default)
  40680. * @param mesh defines the mesh that will be associated with the geometry
  40681. */
  40682. function Geometry(id, scene, vertexData, updatable, mesh) {
  40683. if (updatable === void 0) { updatable = false; }
  40684. if (mesh === void 0) { mesh = null; }
  40685. /**
  40686. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40687. */
  40688. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40689. this._totalVertices = 0;
  40690. this._isDisposed = false;
  40691. this._indexBufferIsUpdatable = false;
  40692. this.id = id;
  40693. this._engine = scene.getEngine();
  40694. this._meshes = [];
  40695. this._scene = scene;
  40696. //Init vertex buffer cache
  40697. this._vertexBuffers = {};
  40698. this._indices = [];
  40699. this._updatable = updatable;
  40700. // vertexData
  40701. if (vertexData) {
  40702. this.setAllVerticesData(vertexData, updatable);
  40703. }
  40704. else {
  40705. this._totalVertices = 0;
  40706. this._indices = [];
  40707. }
  40708. if (this._engine.getCaps().vertexArrayObject) {
  40709. this._vertexArrayObjects = {};
  40710. }
  40711. // applyToMesh
  40712. if (mesh) {
  40713. this.applyToMesh(mesh);
  40714. mesh.computeWorldMatrix(true);
  40715. }
  40716. }
  40717. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40718. /**
  40719. * 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
  40720. */
  40721. get: function () {
  40722. return this._boundingBias;
  40723. },
  40724. /**
  40725. * 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
  40726. */
  40727. set: function (value) {
  40728. if (this._boundingBias) {
  40729. this._boundingBias.copyFrom(value);
  40730. }
  40731. else {
  40732. this._boundingBias = value.clone();
  40733. }
  40734. this._updateBoundingInfo(true, null);
  40735. },
  40736. enumerable: true,
  40737. configurable: true
  40738. });
  40739. /**
  40740. * Static function used to attach a new empty geometry to a mesh
  40741. * @param mesh defines the mesh to attach the geometry to
  40742. * @returns the new Geometry
  40743. */
  40744. Geometry.CreateGeometryForMesh = function (mesh) {
  40745. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40746. geometry.applyToMesh(mesh);
  40747. return geometry;
  40748. };
  40749. Object.defineProperty(Geometry.prototype, "extend", {
  40750. /**
  40751. * Gets the current extend of the geometry
  40752. */
  40753. get: function () {
  40754. return this._extend;
  40755. },
  40756. enumerable: true,
  40757. configurable: true
  40758. });
  40759. /**
  40760. * Gets the hosting scene
  40761. * @returns the hosting Scene
  40762. */
  40763. Geometry.prototype.getScene = function () {
  40764. return this._scene;
  40765. };
  40766. /**
  40767. * Gets the hosting engine
  40768. * @returns the hosting Engine
  40769. */
  40770. Geometry.prototype.getEngine = function () {
  40771. return this._engine;
  40772. };
  40773. /**
  40774. * Defines if the geometry is ready to use
  40775. * @returns true if the geometry is ready to be used
  40776. */
  40777. Geometry.prototype.isReady = function () {
  40778. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40779. };
  40780. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40781. /**
  40782. * Gets a value indicating that the geometry should not be serialized
  40783. */
  40784. get: function () {
  40785. for (var index = 0; index < this._meshes.length; index++) {
  40786. if (!this._meshes[index].doNotSerialize) {
  40787. return false;
  40788. }
  40789. }
  40790. return true;
  40791. },
  40792. enumerable: true,
  40793. configurable: true
  40794. });
  40795. /** @hidden */
  40796. Geometry.prototype._rebuild = function () {
  40797. if (this._vertexArrayObjects) {
  40798. this._vertexArrayObjects = {};
  40799. }
  40800. // Index buffer
  40801. if (this._meshes.length !== 0 && this._indices) {
  40802. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40803. }
  40804. // Vertex buffers
  40805. for (var key in this._vertexBuffers) {
  40806. var vertexBuffer = this._vertexBuffers[key];
  40807. vertexBuffer._rebuild();
  40808. }
  40809. };
  40810. /**
  40811. * Affects all geometry data in one call
  40812. * @param vertexData defines the geometry data
  40813. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40814. */
  40815. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40816. vertexData.applyToGeometry(this, updatable);
  40817. this.notifyUpdate();
  40818. };
  40819. /**
  40820. * Set specific vertex data
  40821. * @param kind defines the data kind (Position, normal, etc...)
  40822. * @param data defines the vertex data to use
  40823. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40824. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40825. */
  40826. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40827. if (updatable === void 0) { updatable = false; }
  40828. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40829. this.setVerticesBuffer(buffer);
  40830. };
  40831. /**
  40832. * Removes a specific vertex data
  40833. * @param kind defines the data kind (Position, normal, etc...)
  40834. */
  40835. Geometry.prototype.removeVerticesData = function (kind) {
  40836. if (this._vertexBuffers[kind]) {
  40837. this._vertexBuffers[kind].dispose();
  40838. delete this._vertexBuffers[kind];
  40839. }
  40840. };
  40841. /**
  40842. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40843. * @param buffer defines the vertex buffer to use
  40844. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40845. */
  40846. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40847. if (totalVertices === void 0) { totalVertices = null; }
  40848. var kind = buffer.getKind();
  40849. if (this._vertexBuffers[kind]) {
  40850. this._vertexBuffers[kind].dispose();
  40851. }
  40852. this._vertexBuffers[kind] = buffer;
  40853. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40854. var data = buffer.getData();
  40855. if (totalVertices != null) {
  40856. this._totalVertices = totalVertices;
  40857. }
  40858. else {
  40859. if (data != null) {
  40860. this._totalVertices = data.length / (buffer.byteStride / 4);
  40861. }
  40862. }
  40863. this._updateExtend(data);
  40864. this._resetPointsArrayCache();
  40865. var meshes = this._meshes;
  40866. var numOfMeshes = meshes.length;
  40867. for (var index = 0; index < numOfMeshes; index++) {
  40868. var mesh = meshes[index];
  40869. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40870. mesh._createGlobalSubMesh(false);
  40871. mesh.computeWorldMatrix(true);
  40872. }
  40873. }
  40874. this.notifyUpdate(kind);
  40875. if (this._vertexArrayObjects) {
  40876. this._disposeVertexArrayObjects();
  40877. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40878. }
  40879. };
  40880. /**
  40881. * Update a specific vertex buffer
  40882. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40883. * It will do nothing if the buffer is not updatable
  40884. * @param kind defines the data kind (Position, normal, etc...)
  40885. * @param data defines the data to use
  40886. * @param offset defines the offset in the target buffer where to store the data
  40887. * @param useBytes set to true if the offset is in bytes
  40888. */
  40889. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40890. if (useBytes === void 0) { useBytes = false; }
  40891. var vertexBuffer = this.getVertexBuffer(kind);
  40892. if (!vertexBuffer) {
  40893. return;
  40894. }
  40895. vertexBuffer.updateDirectly(data, offset, useBytes);
  40896. this.notifyUpdate(kind);
  40897. };
  40898. /**
  40899. * Update a specific vertex buffer
  40900. * This function will create a new buffer if the current one is not updatable
  40901. * @param kind defines the data kind (Position, normal, etc...)
  40902. * @param data defines the data to use
  40903. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40904. */
  40905. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40906. if (updateExtends === void 0) { updateExtends = false; }
  40907. var vertexBuffer = this.getVertexBuffer(kind);
  40908. if (!vertexBuffer) {
  40909. return;
  40910. }
  40911. vertexBuffer.update(data);
  40912. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40913. this._updateBoundingInfo(updateExtends, data);
  40914. }
  40915. this.notifyUpdate(kind);
  40916. };
  40917. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40918. if (updateExtends) {
  40919. this._updateExtend(data);
  40920. }
  40921. this._resetPointsArrayCache();
  40922. if (updateExtends) {
  40923. var meshes = this._meshes;
  40924. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  40925. var mesh = meshes_1[_i];
  40926. if (mesh._boundingInfo) {
  40927. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  40928. }
  40929. else {
  40930. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40931. }
  40932. var subMeshes = mesh.subMeshes;
  40933. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  40934. var subMesh = subMeshes_1[_a];
  40935. subMesh.refreshBoundingInfo();
  40936. }
  40937. }
  40938. }
  40939. };
  40940. /** @hidden */
  40941. Geometry.prototype._bind = function (effect, indexToBind) {
  40942. if (!effect) {
  40943. return;
  40944. }
  40945. if (indexToBind === undefined) {
  40946. indexToBind = this._indexBuffer;
  40947. }
  40948. var vbs = this.getVertexBuffers();
  40949. if (!vbs) {
  40950. return;
  40951. }
  40952. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40953. this._engine.bindBuffers(vbs, indexToBind, effect);
  40954. return;
  40955. }
  40956. // Using VAO
  40957. if (!this._vertexArrayObjects[effect.key]) {
  40958. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40959. }
  40960. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40961. };
  40962. /**
  40963. * Gets total number of vertices
  40964. * @returns the total number of vertices
  40965. */
  40966. Geometry.prototype.getTotalVertices = function () {
  40967. if (!this.isReady()) {
  40968. return 0;
  40969. }
  40970. return this._totalVertices;
  40971. };
  40972. /**
  40973. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40974. * @param kind defines the data kind (Position, normal, etc...)
  40975. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40976. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40977. * @returns a float array containing vertex data
  40978. */
  40979. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40980. var vertexBuffer = this.getVertexBuffer(kind);
  40981. if (!vertexBuffer) {
  40982. return null;
  40983. }
  40984. var data = vertexBuffer.getData();
  40985. if (!data) {
  40986. return null;
  40987. }
  40988. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40989. var count = this._totalVertices * vertexBuffer.getSize();
  40990. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40991. var copy_1 = [];
  40992. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40993. return copy_1;
  40994. }
  40995. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40996. if (data instanceof Array) {
  40997. var offset = vertexBuffer.byteOffset / 4;
  40998. return BABYLON.Tools.Slice(data, offset, offset + count);
  40999. }
  41000. else if (data instanceof ArrayBuffer) {
  41001. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41002. }
  41003. else {
  41004. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41005. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41006. var result = new Float32Array(count);
  41007. var source = new Float32Array(data.buffer, offset, count);
  41008. result.set(source);
  41009. return result;
  41010. }
  41011. return new Float32Array(data.buffer, offset, count);
  41012. }
  41013. }
  41014. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41015. return BABYLON.Tools.Slice(data);
  41016. }
  41017. return data;
  41018. };
  41019. /**
  41020. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41021. * @param kind defines the data kind (Position, normal, etc...)
  41022. * @returns true if the vertex buffer with the specified kind is updatable
  41023. */
  41024. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41025. var vb = this._vertexBuffers[kind];
  41026. if (!vb) {
  41027. return false;
  41028. }
  41029. return vb.isUpdatable();
  41030. };
  41031. /**
  41032. * Gets a specific vertex buffer
  41033. * @param kind defines the data kind (Position, normal, etc...)
  41034. * @returns a VertexBuffer
  41035. */
  41036. Geometry.prototype.getVertexBuffer = function (kind) {
  41037. if (!this.isReady()) {
  41038. return null;
  41039. }
  41040. return this._vertexBuffers[kind];
  41041. };
  41042. /**
  41043. * Returns all vertex buffers
  41044. * @return an object holding all vertex buffers indexed by kind
  41045. */
  41046. Geometry.prototype.getVertexBuffers = function () {
  41047. if (!this.isReady()) {
  41048. return null;
  41049. }
  41050. return this._vertexBuffers;
  41051. };
  41052. /**
  41053. * Gets a boolean indicating if specific vertex buffer is present
  41054. * @param kind defines the data kind (Position, normal, etc...)
  41055. * @returns true if data is present
  41056. */
  41057. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41058. if (!this._vertexBuffers) {
  41059. if (this._delayInfo) {
  41060. return this._delayInfo.indexOf(kind) !== -1;
  41061. }
  41062. return false;
  41063. }
  41064. return this._vertexBuffers[kind] !== undefined;
  41065. };
  41066. /**
  41067. * Gets a list of all attached data kinds (Position, normal, etc...)
  41068. * @returns a list of string containing all kinds
  41069. */
  41070. Geometry.prototype.getVerticesDataKinds = function () {
  41071. var result = [];
  41072. var kind;
  41073. if (!this._vertexBuffers && this._delayInfo) {
  41074. for (kind in this._delayInfo) {
  41075. result.push(kind);
  41076. }
  41077. }
  41078. else {
  41079. for (kind in this._vertexBuffers) {
  41080. result.push(kind);
  41081. }
  41082. }
  41083. return result;
  41084. };
  41085. /**
  41086. * Update index buffer
  41087. * @param indices defines the indices to store in the index buffer
  41088. * @param offset defines the offset in the target buffer where to store the data
  41089. */
  41090. Geometry.prototype.updateIndices = function (indices, offset) {
  41091. if (!this._indexBuffer) {
  41092. return;
  41093. }
  41094. if (!this._indexBufferIsUpdatable) {
  41095. this.setIndices(indices, null, true);
  41096. }
  41097. else {
  41098. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41099. }
  41100. };
  41101. /**
  41102. * Creates a new index buffer
  41103. * @param indices defines the indices to store in the index buffer
  41104. * @param totalVertices defines the total number of vertices (could be null)
  41105. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41106. */
  41107. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41108. if (totalVertices === void 0) { totalVertices = null; }
  41109. if (updatable === void 0) { updatable = false; }
  41110. if (this._indexBuffer) {
  41111. this._engine._releaseBuffer(this._indexBuffer);
  41112. }
  41113. this._disposeVertexArrayObjects();
  41114. this._indices = indices;
  41115. this._indexBufferIsUpdatable = updatable;
  41116. if (this._meshes.length !== 0 && this._indices) {
  41117. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41118. }
  41119. if (totalVertices != undefined) { // including null and undefined
  41120. this._totalVertices = totalVertices;
  41121. }
  41122. var meshes = this._meshes;
  41123. var numOfMeshes = meshes.length;
  41124. for (var index = 0; index < numOfMeshes; index++) {
  41125. meshes[index]._createGlobalSubMesh(true);
  41126. }
  41127. this.notifyUpdate();
  41128. };
  41129. /**
  41130. * Return the total number of indices
  41131. * @returns the total number of indices
  41132. */
  41133. Geometry.prototype.getTotalIndices = function () {
  41134. if (!this.isReady()) {
  41135. return 0;
  41136. }
  41137. return this._indices.length;
  41138. };
  41139. /**
  41140. * Gets the index buffer array
  41141. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41142. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41143. * @returns the index buffer array
  41144. */
  41145. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41146. if (!this.isReady()) {
  41147. return null;
  41148. }
  41149. var orig = this._indices;
  41150. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41151. return orig;
  41152. }
  41153. else {
  41154. var len = orig.length;
  41155. var copy = [];
  41156. for (var i = 0; i < len; i++) {
  41157. copy.push(orig[i]);
  41158. }
  41159. return copy;
  41160. }
  41161. };
  41162. /**
  41163. * Gets the index buffer
  41164. * @return the index buffer
  41165. */
  41166. Geometry.prototype.getIndexBuffer = function () {
  41167. if (!this.isReady()) {
  41168. return null;
  41169. }
  41170. return this._indexBuffer;
  41171. };
  41172. /** @hidden */
  41173. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41174. if (effect === void 0) { effect = null; }
  41175. if (!effect || !this._vertexArrayObjects) {
  41176. return;
  41177. }
  41178. if (this._vertexArrayObjects[effect.key]) {
  41179. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41180. delete this._vertexArrayObjects[effect.key];
  41181. }
  41182. };
  41183. /**
  41184. * Release the associated resources for a specific mesh
  41185. * @param mesh defines the source mesh
  41186. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41187. */
  41188. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41189. var meshes = this._meshes;
  41190. var index = meshes.indexOf(mesh);
  41191. if (index === -1) {
  41192. return;
  41193. }
  41194. meshes.splice(index, 1);
  41195. mesh._geometry = null;
  41196. if (meshes.length === 0 && shouldDispose) {
  41197. this.dispose();
  41198. }
  41199. };
  41200. /**
  41201. * Apply current geometry to a given mesh
  41202. * @param mesh defines the mesh to apply geometry to
  41203. */
  41204. Geometry.prototype.applyToMesh = function (mesh) {
  41205. if (mesh._geometry === this) {
  41206. return;
  41207. }
  41208. var previousGeometry = mesh._geometry;
  41209. if (previousGeometry) {
  41210. previousGeometry.releaseForMesh(mesh);
  41211. }
  41212. var meshes = this._meshes;
  41213. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41214. mesh._geometry = this;
  41215. this._scene.pushGeometry(this);
  41216. meshes.push(mesh);
  41217. if (this.isReady()) {
  41218. this._applyToMesh(mesh);
  41219. }
  41220. else {
  41221. mesh._boundingInfo = this._boundingInfo;
  41222. }
  41223. };
  41224. Geometry.prototype._updateExtend = function (data) {
  41225. if (data === void 0) { data = null; }
  41226. if (!data) {
  41227. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41228. }
  41229. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41230. };
  41231. Geometry.prototype._applyToMesh = function (mesh) {
  41232. var numOfMeshes = this._meshes.length;
  41233. // vertexBuffers
  41234. for (var kind in this._vertexBuffers) {
  41235. if (numOfMeshes === 1) {
  41236. this._vertexBuffers[kind].create();
  41237. }
  41238. var buffer = this._vertexBuffers[kind].getBuffer();
  41239. if (buffer) {
  41240. buffer.references = numOfMeshes;
  41241. }
  41242. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41243. if (!this._extend) {
  41244. this._updateExtend();
  41245. }
  41246. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41247. mesh._createGlobalSubMesh(false);
  41248. //bounding info was just created again, world matrix should be applied again.
  41249. mesh._updateBoundingInfo();
  41250. }
  41251. }
  41252. // indexBuffer
  41253. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41254. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41255. }
  41256. if (this._indexBuffer) {
  41257. this._indexBuffer.references = numOfMeshes;
  41258. }
  41259. // morphTargets
  41260. mesh._syncGeometryWithMorphTargetManager();
  41261. // instances
  41262. mesh.synchronizeInstances();
  41263. };
  41264. Geometry.prototype.notifyUpdate = function (kind) {
  41265. if (this.onGeometryUpdated) {
  41266. this.onGeometryUpdated(this, kind);
  41267. }
  41268. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41269. var mesh = _a[_i];
  41270. mesh._markSubMeshesAsAttributesDirty();
  41271. }
  41272. };
  41273. /**
  41274. * Load the geometry if it was flagged as delay loaded
  41275. * @param scene defines the hosting scene
  41276. * @param onLoaded defines a callback called when the geometry is loaded
  41277. */
  41278. Geometry.prototype.load = function (scene, onLoaded) {
  41279. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41280. return;
  41281. }
  41282. if (this.isReady()) {
  41283. if (onLoaded) {
  41284. onLoaded();
  41285. }
  41286. return;
  41287. }
  41288. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41289. this._queueLoad(scene, onLoaded);
  41290. };
  41291. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41292. var _this = this;
  41293. if (!this.delayLoadingFile) {
  41294. return;
  41295. }
  41296. scene._addPendingData(this);
  41297. scene._loadFile(this.delayLoadingFile, function (data) {
  41298. if (!_this._delayLoadingFunction) {
  41299. return;
  41300. }
  41301. _this._delayLoadingFunction(JSON.parse(data), _this);
  41302. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41303. _this._delayInfo = [];
  41304. scene._removePendingData(_this);
  41305. var meshes = _this._meshes;
  41306. var numOfMeshes = meshes.length;
  41307. for (var index = 0; index < numOfMeshes; index++) {
  41308. _this._applyToMesh(meshes[index]);
  41309. }
  41310. if (onLoaded) {
  41311. onLoaded();
  41312. }
  41313. }, undefined, true);
  41314. };
  41315. /**
  41316. * Invert the geometry to move from a right handed system to a left handed one.
  41317. */
  41318. Geometry.prototype.toLeftHanded = function () {
  41319. // Flip faces
  41320. var tIndices = this.getIndices(false);
  41321. if (tIndices != null && tIndices.length > 0) {
  41322. for (var i = 0; i < tIndices.length; i += 3) {
  41323. var tTemp = tIndices[i + 0];
  41324. tIndices[i + 0] = tIndices[i + 2];
  41325. tIndices[i + 2] = tTemp;
  41326. }
  41327. this.setIndices(tIndices);
  41328. }
  41329. // Negate position.z
  41330. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41331. if (tPositions != null && tPositions.length > 0) {
  41332. for (var i = 0; i < tPositions.length; i += 3) {
  41333. tPositions[i + 2] = -tPositions[i + 2];
  41334. }
  41335. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41336. }
  41337. // Negate normal.z
  41338. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41339. if (tNormals != null && tNormals.length > 0) {
  41340. for (var i = 0; i < tNormals.length; i += 3) {
  41341. tNormals[i + 2] = -tNormals[i + 2];
  41342. }
  41343. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41344. }
  41345. };
  41346. // Cache
  41347. /** @hidden */
  41348. Geometry.prototype._resetPointsArrayCache = function () {
  41349. this._positions = null;
  41350. };
  41351. /** @hidden */
  41352. Geometry.prototype._generatePointsArray = function () {
  41353. if (this._positions) {
  41354. return true;
  41355. }
  41356. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41357. if (!data || data.length === 0) {
  41358. return false;
  41359. }
  41360. this._positions = [];
  41361. for (var index = 0; index < data.length; index += 3) {
  41362. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41363. }
  41364. return true;
  41365. };
  41366. /**
  41367. * Gets a value indicating if the geometry is disposed
  41368. * @returns true if the geometry was disposed
  41369. */
  41370. Geometry.prototype.isDisposed = function () {
  41371. return this._isDisposed;
  41372. };
  41373. Geometry.prototype._disposeVertexArrayObjects = function () {
  41374. if (this._vertexArrayObjects) {
  41375. for (var kind in this._vertexArrayObjects) {
  41376. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41377. }
  41378. this._vertexArrayObjects = {};
  41379. }
  41380. };
  41381. /**
  41382. * Free all associated resources
  41383. */
  41384. Geometry.prototype.dispose = function () {
  41385. var meshes = this._meshes;
  41386. var numOfMeshes = meshes.length;
  41387. var index;
  41388. for (index = 0; index < numOfMeshes; index++) {
  41389. this.releaseForMesh(meshes[index]);
  41390. }
  41391. this._meshes = [];
  41392. this._disposeVertexArrayObjects();
  41393. for (var kind in this._vertexBuffers) {
  41394. this._vertexBuffers[kind].dispose();
  41395. }
  41396. this._vertexBuffers = {};
  41397. this._totalVertices = 0;
  41398. if (this._indexBuffer) {
  41399. this._engine._releaseBuffer(this._indexBuffer);
  41400. }
  41401. this._indexBuffer = null;
  41402. this._indices = [];
  41403. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41404. this.delayLoadingFile = null;
  41405. this._delayLoadingFunction = null;
  41406. this._delayInfo = [];
  41407. this._boundingInfo = null;
  41408. this._scene.removeGeometry(this);
  41409. this._isDisposed = true;
  41410. };
  41411. /**
  41412. * Clone the current geometry into a new geometry
  41413. * @param id defines the unique ID of the new geometry
  41414. * @returns a new geometry object
  41415. */
  41416. Geometry.prototype.copy = function (id) {
  41417. var vertexData = new BABYLON.VertexData();
  41418. vertexData.indices = [];
  41419. var indices = this.getIndices();
  41420. if (indices) {
  41421. for (var index = 0; index < indices.length; index++) {
  41422. vertexData.indices.push(indices[index]);
  41423. }
  41424. }
  41425. var updatable = false;
  41426. var stopChecking = false;
  41427. var kind;
  41428. for (kind in this._vertexBuffers) {
  41429. // using slice() to make a copy of the array and not just reference it
  41430. var data = this.getVerticesData(kind);
  41431. if (data instanceof Float32Array) {
  41432. vertexData.set(new Float32Array(data), kind);
  41433. }
  41434. else {
  41435. vertexData.set(data.slice(0), kind);
  41436. }
  41437. if (!stopChecking) {
  41438. var vb = this.getVertexBuffer(kind);
  41439. if (vb) {
  41440. updatable = vb.isUpdatable();
  41441. stopChecking = !updatable;
  41442. }
  41443. }
  41444. }
  41445. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41446. geometry.delayLoadState = this.delayLoadState;
  41447. geometry.delayLoadingFile = this.delayLoadingFile;
  41448. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41449. for (kind in this._delayInfo) {
  41450. geometry._delayInfo = geometry._delayInfo || [];
  41451. geometry._delayInfo.push(kind);
  41452. }
  41453. // Bounding info
  41454. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41455. return geometry;
  41456. };
  41457. /**
  41458. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41459. * @return a JSON representation of the current geometry data (without the vertices data)
  41460. */
  41461. Geometry.prototype.serialize = function () {
  41462. var serializationObject = {};
  41463. serializationObject.id = this.id;
  41464. serializationObject.updatable = this._updatable;
  41465. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41466. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41467. }
  41468. return serializationObject;
  41469. };
  41470. Geometry.prototype.toNumberArray = function (origin) {
  41471. if (Array.isArray(origin)) {
  41472. return origin;
  41473. }
  41474. else {
  41475. return Array.prototype.slice.call(origin);
  41476. }
  41477. };
  41478. /**
  41479. * Serialize all vertices data into a JSON oject
  41480. * @returns a JSON representation of the current geometry data
  41481. */
  41482. Geometry.prototype.serializeVerticeData = function () {
  41483. var serializationObject = this.serialize();
  41484. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41485. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41486. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41487. serializationObject.positions._updatable = true;
  41488. }
  41489. }
  41490. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41491. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41492. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41493. serializationObject.normals._updatable = true;
  41494. }
  41495. }
  41496. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41497. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41498. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41499. serializationObject.tangets._updatable = true;
  41500. }
  41501. }
  41502. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41503. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41504. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41505. serializationObject.uvs._updatable = true;
  41506. }
  41507. }
  41508. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41509. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41510. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41511. serializationObject.uv2s._updatable = true;
  41512. }
  41513. }
  41514. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41515. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41516. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41517. serializationObject.uv3s._updatable = true;
  41518. }
  41519. }
  41520. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41521. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41522. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41523. serializationObject.uv4s._updatable = true;
  41524. }
  41525. }
  41526. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41527. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41528. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41529. serializationObject.uv5s._updatable = true;
  41530. }
  41531. }
  41532. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41533. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41534. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41535. serializationObject.uv6s._updatable = true;
  41536. }
  41537. }
  41538. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41539. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41540. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41541. serializationObject.colors._updatable = true;
  41542. }
  41543. }
  41544. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41545. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41546. serializationObject.matricesIndices._isExpanded = true;
  41547. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41548. serializationObject.matricesIndices._updatable = true;
  41549. }
  41550. }
  41551. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41552. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41553. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41554. serializationObject.matricesWeights._updatable = true;
  41555. }
  41556. }
  41557. serializationObject.indices = this.toNumberArray(this.getIndices());
  41558. return serializationObject;
  41559. };
  41560. // Statics
  41561. /**
  41562. * Extracts a clone of a mesh geometry
  41563. * @param mesh defines the source mesh
  41564. * @param id defines the unique ID of the new geometry object
  41565. * @returns the new geometry object
  41566. */
  41567. Geometry.ExtractFromMesh = function (mesh, id) {
  41568. var geometry = mesh._geometry;
  41569. if (!geometry) {
  41570. return null;
  41571. }
  41572. return geometry.copy(id);
  41573. };
  41574. /**
  41575. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41576. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41577. * Be aware Math.random() could cause collisions, but:
  41578. * "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"
  41579. * @returns a string containing a new GUID
  41580. */
  41581. Geometry.RandomId = function () {
  41582. return BABYLON.Tools.RandomId();
  41583. };
  41584. /** @hidden */
  41585. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41586. var scene = mesh.getScene();
  41587. // Geometry
  41588. var geometryId = parsedGeometry.geometryId;
  41589. if (geometryId) {
  41590. var geometry = scene.getGeometryByID(geometryId);
  41591. if (geometry) {
  41592. geometry.applyToMesh(mesh);
  41593. }
  41594. }
  41595. else if (parsedGeometry instanceof ArrayBuffer) {
  41596. var binaryInfo = mesh._binaryInfo;
  41597. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41598. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41599. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41600. }
  41601. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41602. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41603. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41604. }
  41605. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41606. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41607. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41608. }
  41609. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41610. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41611. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41612. }
  41613. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41614. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41615. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41616. }
  41617. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41618. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41619. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41620. }
  41621. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41622. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41623. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41624. }
  41625. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41626. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41627. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41628. }
  41629. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41630. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41631. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41632. }
  41633. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41634. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41635. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41636. }
  41637. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41638. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41639. var floatIndices = [];
  41640. for (var i = 0; i < matricesIndicesData.length; i++) {
  41641. var index = matricesIndicesData[i];
  41642. floatIndices.push(index & 0x000000FF);
  41643. floatIndices.push((index & 0x0000FF00) >> 8);
  41644. floatIndices.push((index & 0x00FF0000) >> 16);
  41645. floatIndices.push(index >> 24);
  41646. }
  41647. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41648. }
  41649. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41650. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41651. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41652. }
  41653. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41654. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41655. mesh.setIndices(indicesData, null);
  41656. }
  41657. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41658. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41659. mesh.subMeshes = [];
  41660. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41661. var materialIndex = subMeshesData[(i * 5) + 0];
  41662. var verticesStart = subMeshesData[(i * 5) + 1];
  41663. var verticesCount = subMeshesData[(i * 5) + 2];
  41664. var indexStart = subMeshesData[(i * 5) + 3];
  41665. var indexCount = subMeshesData[(i * 5) + 4];
  41666. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41667. }
  41668. }
  41669. }
  41670. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41671. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41672. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41673. if (parsedGeometry.tangents) {
  41674. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41675. }
  41676. if (parsedGeometry.uvs) {
  41677. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41678. }
  41679. if (parsedGeometry.uvs2) {
  41680. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41681. }
  41682. if (parsedGeometry.uvs3) {
  41683. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41684. }
  41685. if (parsedGeometry.uvs4) {
  41686. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41687. }
  41688. if (parsedGeometry.uvs5) {
  41689. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41690. }
  41691. if (parsedGeometry.uvs6) {
  41692. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41693. }
  41694. if (parsedGeometry.colors) {
  41695. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41696. }
  41697. if (parsedGeometry.matricesIndices) {
  41698. if (!parsedGeometry.matricesIndices._isExpanded) {
  41699. var floatIndices = [];
  41700. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41701. var matricesIndex = parsedGeometry.matricesIndices[i];
  41702. floatIndices.push(matricesIndex & 0x000000FF);
  41703. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41704. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41705. floatIndices.push(matricesIndex >> 24);
  41706. }
  41707. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41708. }
  41709. else {
  41710. delete parsedGeometry.matricesIndices._isExpanded;
  41711. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41712. }
  41713. }
  41714. if (parsedGeometry.matricesIndicesExtra) {
  41715. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41716. var floatIndices = [];
  41717. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41718. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41719. floatIndices.push(matricesIndex & 0x000000FF);
  41720. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41721. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41722. floatIndices.push(matricesIndex >> 24);
  41723. }
  41724. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41725. }
  41726. else {
  41727. delete parsedGeometry.matricesIndices._isExpanded;
  41728. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41729. }
  41730. }
  41731. if (parsedGeometry.matricesWeights) {
  41732. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41733. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41734. }
  41735. if (parsedGeometry.matricesWeightsExtra) {
  41736. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41737. }
  41738. mesh.setIndices(parsedGeometry.indices, null);
  41739. }
  41740. // SubMeshes
  41741. if (parsedGeometry.subMeshes) {
  41742. mesh.subMeshes = [];
  41743. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41744. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41745. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41746. }
  41747. }
  41748. // Flat shading
  41749. if (mesh._shouldGenerateFlatShading) {
  41750. mesh.convertToFlatShadedMesh();
  41751. delete mesh._shouldGenerateFlatShading;
  41752. }
  41753. // Update
  41754. mesh.computeWorldMatrix(true);
  41755. scene.onMeshImportedObservable.notifyObservers(mesh);
  41756. };
  41757. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41758. var epsilon = 1e-3;
  41759. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41760. return;
  41761. }
  41762. var noInfluenceBoneIndex = 0.0;
  41763. if (parsedGeometry.skeletonId > -1) {
  41764. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41765. if (!skeleton) {
  41766. return;
  41767. }
  41768. noInfluenceBoneIndex = skeleton.bones.length;
  41769. }
  41770. else {
  41771. return;
  41772. }
  41773. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41774. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41775. var matricesWeights = parsedGeometry.matricesWeights;
  41776. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41777. var influencers = parsedGeometry.numBoneInfluencer;
  41778. var size = matricesWeights.length;
  41779. for (var i = 0; i < size; i += 4) {
  41780. var weight = 0.0;
  41781. var firstZeroWeight = -1;
  41782. for (var j = 0; j < 4; j++) {
  41783. var w = matricesWeights[i + j];
  41784. weight += w;
  41785. if (w < epsilon && firstZeroWeight < 0) {
  41786. firstZeroWeight = j;
  41787. }
  41788. }
  41789. if (matricesWeightsExtra) {
  41790. for (var j = 0; j < 4; j++) {
  41791. var w = matricesWeightsExtra[i + j];
  41792. weight += w;
  41793. if (w < epsilon && firstZeroWeight < 0) {
  41794. firstZeroWeight = j + 4;
  41795. }
  41796. }
  41797. }
  41798. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41799. firstZeroWeight = influencers - 1;
  41800. }
  41801. if (weight > epsilon) {
  41802. var mweight = 1.0 / weight;
  41803. for (var j = 0; j < 4; j++) {
  41804. matricesWeights[i + j] *= mweight;
  41805. }
  41806. if (matricesWeightsExtra) {
  41807. for (var j = 0; j < 4; j++) {
  41808. matricesWeightsExtra[i + j] *= mweight;
  41809. }
  41810. }
  41811. }
  41812. else {
  41813. if (firstZeroWeight >= 4) {
  41814. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41815. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41816. }
  41817. else {
  41818. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41819. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41820. }
  41821. }
  41822. }
  41823. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41824. if (parsedGeometry.matricesWeightsExtra) {
  41825. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41826. }
  41827. };
  41828. /**
  41829. * Create a new geometry from persisted data (Using .babylon file format)
  41830. * @param parsedVertexData defines the persisted data
  41831. * @param scene defines the hosting scene
  41832. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41833. * @returns the new geometry object
  41834. */
  41835. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41836. if (scene.getGeometryByID(parsedVertexData.id)) {
  41837. return null; // null since geometry could be something else than a box...
  41838. }
  41839. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41840. if (BABYLON.Tags) {
  41841. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41842. }
  41843. if (parsedVertexData.delayLoadingFile) {
  41844. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41845. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41846. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41847. geometry._delayInfo = [];
  41848. if (parsedVertexData.hasUVs) {
  41849. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41850. }
  41851. if (parsedVertexData.hasUVs2) {
  41852. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41853. }
  41854. if (parsedVertexData.hasUVs3) {
  41855. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41856. }
  41857. if (parsedVertexData.hasUVs4) {
  41858. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41859. }
  41860. if (parsedVertexData.hasUVs5) {
  41861. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41862. }
  41863. if (parsedVertexData.hasUVs6) {
  41864. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41865. }
  41866. if (parsedVertexData.hasColors) {
  41867. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41868. }
  41869. if (parsedVertexData.hasMatricesIndices) {
  41870. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41871. }
  41872. if (parsedVertexData.hasMatricesWeights) {
  41873. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41874. }
  41875. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41876. }
  41877. else {
  41878. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41879. }
  41880. scene.pushGeometry(geometry, true);
  41881. return geometry;
  41882. };
  41883. return Geometry;
  41884. }());
  41885. BABYLON.Geometry = Geometry;
  41886. // Primitives
  41887. /// Abstract class
  41888. /**
  41889. * Abstract class used to provide common services for all typed geometries
  41890. * @hidden
  41891. */
  41892. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41893. __extends(_PrimitiveGeometry, _super);
  41894. /**
  41895. * Creates a new typed geometry
  41896. * @param id defines the unique ID of the geometry
  41897. * @param scene defines the hosting scene
  41898. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41899. * @param mesh defines the hosting mesh (can be null)
  41900. */
  41901. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41902. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41903. if (mesh === void 0) { mesh = null; }
  41904. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41905. _this._canBeRegenerated = _canBeRegenerated;
  41906. _this._beingRegenerated = true;
  41907. _this.regenerate();
  41908. _this._beingRegenerated = false;
  41909. return _this;
  41910. }
  41911. /**
  41912. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41913. * @returns true if the geometry can be regenerated
  41914. */
  41915. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41916. return this._canBeRegenerated;
  41917. };
  41918. /**
  41919. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41920. */
  41921. _PrimitiveGeometry.prototype.regenerate = function () {
  41922. if (!this._canBeRegenerated) {
  41923. return;
  41924. }
  41925. this._beingRegenerated = true;
  41926. this.setAllVerticesData(this._regenerateVertexData(), false);
  41927. this._beingRegenerated = false;
  41928. };
  41929. /**
  41930. * Clone the geometry
  41931. * @param id defines the unique ID of the new geometry
  41932. * @returns the new geometry
  41933. */
  41934. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41935. return _super.prototype.copy.call(this, id);
  41936. };
  41937. // overrides
  41938. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41939. if (!this._beingRegenerated) {
  41940. return;
  41941. }
  41942. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41943. };
  41944. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41945. if (!this._beingRegenerated) {
  41946. return;
  41947. }
  41948. _super.prototype.setVerticesData.call(this, kind, data, false);
  41949. };
  41950. // to override
  41951. /** @hidden */
  41952. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41953. throw new Error("Abstract method");
  41954. };
  41955. _PrimitiveGeometry.prototype.copy = function (id) {
  41956. throw new Error("Must be overriden in sub-classes.");
  41957. };
  41958. _PrimitiveGeometry.prototype.serialize = function () {
  41959. var serializationObject = _super.prototype.serialize.call(this);
  41960. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41961. return serializationObject;
  41962. };
  41963. return _PrimitiveGeometry;
  41964. }(Geometry));
  41965. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41966. /**
  41967. * Creates a ribbon geometry
  41968. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41969. */
  41970. var RibbonGeometry = /** @class */ (function (_super) {
  41971. __extends(RibbonGeometry, _super);
  41972. /**
  41973. * Creates a ribbon geometry
  41974. * @param id defines the unique ID of the geometry
  41975. * @param scene defines the hosting scene
  41976. * @param pathArray defines the array of paths to use
  41977. * @param closeArray defines if the last path and the first path must be joined
  41978. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41979. * @param offset defines the offset between points
  41980. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41981. * @param mesh defines the hosting mesh (can be null)
  41982. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41983. */
  41984. function RibbonGeometry(id, scene,
  41985. /**
  41986. * Defines the array of paths to use
  41987. */
  41988. pathArray,
  41989. /**
  41990. * Defines if the last and first points of each path in your pathArray must be joined
  41991. */
  41992. closeArray,
  41993. /**
  41994. * Defines if the last and first points of each path in your pathArray must be joined
  41995. */
  41996. closePath,
  41997. /**
  41998. * Defines the offset between points
  41999. */
  42000. offset, canBeRegenerated, mesh,
  42001. /**
  42002. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42003. */
  42004. side) {
  42005. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42006. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42007. _this.pathArray = pathArray;
  42008. _this.closeArray = closeArray;
  42009. _this.closePath = closePath;
  42010. _this.offset = offset;
  42011. _this.side = side;
  42012. return _this;
  42013. }
  42014. /** @hidden */
  42015. RibbonGeometry.prototype._regenerateVertexData = function () {
  42016. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42017. };
  42018. RibbonGeometry.prototype.copy = function (id) {
  42019. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42020. };
  42021. return RibbonGeometry;
  42022. }(_PrimitiveGeometry));
  42023. BABYLON.RibbonGeometry = RibbonGeometry;
  42024. /**
  42025. * Creates a box geometry
  42026. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42027. */
  42028. var BoxGeometry = /** @class */ (function (_super) {
  42029. __extends(BoxGeometry, _super);
  42030. /**
  42031. * Creates a box geometry
  42032. * @param id defines the unique ID of the geometry
  42033. * @param scene defines the hosting scene
  42034. * @param size defines the zise of the box (width, height and depth are the same)
  42035. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42036. * @param mesh defines the hosting mesh (can be null)
  42037. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42038. */
  42039. function BoxGeometry(id, scene,
  42040. /**
  42041. * Defines the zise of the box (width, height and depth are the same)
  42042. */
  42043. size, canBeRegenerated, mesh,
  42044. /**
  42045. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42046. */
  42047. side) {
  42048. if (mesh === void 0) { mesh = null; }
  42049. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42050. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42051. _this.size = size;
  42052. _this.side = side;
  42053. return _this;
  42054. }
  42055. /** @hidden */
  42056. BoxGeometry.prototype._regenerateVertexData = function () {
  42057. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42058. };
  42059. BoxGeometry.prototype.copy = function (id) {
  42060. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42061. };
  42062. BoxGeometry.prototype.serialize = function () {
  42063. var serializationObject = _super.prototype.serialize.call(this);
  42064. serializationObject.size = this.size;
  42065. return serializationObject;
  42066. };
  42067. BoxGeometry.Parse = function (parsedBox, scene) {
  42068. if (scene.getGeometryByID(parsedBox.id)) {
  42069. return null; // null since geometry could be something else than a box...
  42070. }
  42071. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42072. if (BABYLON.Tags) {
  42073. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42074. }
  42075. scene.pushGeometry(box, true);
  42076. return box;
  42077. };
  42078. return BoxGeometry;
  42079. }(_PrimitiveGeometry));
  42080. BABYLON.BoxGeometry = BoxGeometry;
  42081. /**
  42082. * Creates a sphere geometry
  42083. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42084. */
  42085. var SphereGeometry = /** @class */ (function (_super) {
  42086. __extends(SphereGeometry, _super);
  42087. /**
  42088. * Create a new sphere geometry
  42089. * @param id defines the unique ID of the geometry
  42090. * @param scene defines the hosting scene
  42091. * @param segments defines the number of segments to use to create the sphere
  42092. * @param diameter defines the diameter of the sphere
  42093. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42094. * @param mesh defines the hosting mesh (can be null)
  42095. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42096. */
  42097. function SphereGeometry(id, scene,
  42098. /**
  42099. * Defines the number of segments to use to create the sphere
  42100. */
  42101. segments,
  42102. /**
  42103. * Defines the diameter of the sphere
  42104. */
  42105. diameter, canBeRegenerated, mesh,
  42106. /**
  42107. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42108. */
  42109. side) {
  42110. if (mesh === void 0) { mesh = null; }
  42111. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42112. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42113. _this.segments = segments;
  42114. _this.diameter = diameter;
  42115. _this.side = side;
  42116. return _this;
  42117. }
  42118. /** @hidden */
  42119. SphereGeometry.prototype._regenerateVertexData = function () {
  42120. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42121. };
  42122. SphereGeometry.prototype.copy = function (id) {
  42123. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42124. };
  42125. SphereGeometry.prototype.serialize = function () {
  42126. var serializationObject = _super.prototype.serialize.call(this);
  42127. serializationObject.segments = this.segments;
  42128. serializationObject.diameter = this.diameter;
  42129. return serializationObject;
  42130. };
  42131. SphereGeometry.Parse = function (parsedSphere, scene) {
  42132. if (scene.getGeometryByID(parsedSphere.id)) {
  42133. return null; // null since geometry could be something else than a sphere...
  42134. }
  42135. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42136. if (BABYLON.Tags) {
  42137. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42138. }
  42139. scene.pushGeometry(sphere, true);
  42140. return sphere;
  42141. };
  42142. return SphereGeometry;
  42143. }(_PrimitiveGeometry));
  42144. BABYLON.SphereGeometry = SphereGeometry;
  42145. /**
  42146. * Creates a disc geometry
  42147. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42148. */
  42149. var DiscGeometry = /** @class */ (function (_super) {
  42150. __extends(DiscGeometry, _super);
  42151. /**
  42152. * Creates a new disc geometry
  42153. * @param id defines the unique ID of the geometry
  42154. * @param scene defines the hosting scene
  42155. * @param radius defines the radius of the disc
  42156. * @param tessellation defines the tesselation factor to apply to the disc
  42157. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42158. * @param mesh defines the hosting mesh (can be null)
  42159. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42160. */
  42161. function DiscGeometry(id, scene,
  42162. /**
  42163. * Defines the radius of the disc
  42164. */
  42165. radius,
  42166. /**
  42167. * Defines the tesselation factor to apply to the disc
  42168. */
  42169. tessellation, canBeRegenerated, mesh,
  42170. /**
  42171. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42172. */
  42173. side) {
  42174. if (mesh === void 0) { mesh = null; }
  42175. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42176. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42177. _this.radius = radius;
  42178. _this.tessellation = tessellation;
  42179. _this.side = side;
  42180. return _this;
  42181. }
  42182. /** @hidden */
  42183. DiscGeometry.prototype._regenerateVertexData = function () {
  42184. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42185. };
  42186. DiscGeometry.prototype.copy = function (id) {
  42187. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42188. };
  42189. return DiscGeometry;
  42190. }(_PrimitiveGeometry));
  42191. BABYLON.DiscGeometry = DiscGeometry;
  42192. /**
  42193. * Creates a new cylinder geometry
  42194. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42195. */
  42196. var CylinderGeometry = /** @class */ (function (_super) {
  42197. __extends(CylinderGeometry, _super);
  42198. /**
  42199. * Creates a new cylinder geometry
  42200. * @param id defines the unique ID of the geometry
  42201. * @param scene defines the hosting scene
  42202. * @param height defines the height of the cylinder
  42203. * @param diameterTop defines the diameter of the cylinder's top cap
  42204. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42205. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42206. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42207. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42208. * @param mesh defines the hosting mesh (can be null)
  42209. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42210. */
  42211. function CylinderGeometry(id, scene,
  42212. /**
  42213. * Defines the height of the cylinder
  42214. */
  42215. height,
  42216. /**
  42217. * Defines the diameter of the cylinder's top cap
  42218. */
  42219. diameterTop,
  42220. /**
  42221. * Defines the diameter of the cylinder's bottom cap
  42222. */
  42223. diameterBottom,
  42224. /**
  42225. * Defines the tessellation factor to apply to the cylinder
  42226. */
  42227. tessellation,
  42228. /**
  42229. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42230. */
  42231. subdivisions, canBeRegenerated, mesh,
  42232. /**
  42233. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42234. */
  42235. side) {
  42236. if (subdivisions === void 0) { subdivisions = 1; }
  42237. if (mesh === void 0) { mesh = null; }
  42238. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42239. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42240. _this.height = height;
  42241. _this.diameterTop = diameterTop;
  42242. _this.diameterBottom = diameterBottom;
  42243. _this.tessellation = tessellation;
  42244. _this.subdivisions = subdivisions;
  42245. _this.side = side;
  42246. return _this;
  42247. }
  42248. /** @hidden */
  42249. CylinderGeometry.prototype._regenerateVertexData = function () {
  42250. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42251. };
  42252. CylinderGeometry.prototype.copy = function (id) {
  42253. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42254. };
  42255. CylinderGeometry.prototype.serialize = function () {
  42256. var serializationObject = _super.prototype.serialize.call(this);
  42257. serializationObject.height = this.height;
  42258. serializationObject.diameterTop = this.diameterTop;
  42259. serializationObject.diameterBottom = this.diameterBottom;
  42260. serializationObject.tessellation = this.tessellation;
  42261. return serializationObject;
  42262. };
  42263. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42264. if (scene.getGeometryByID(parsedCylinder.id)) {
  42265. return null; // null since geometry could be something else than a cylinder...
  42266. }
  42267. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42268. if (BABYLON.Tags) {
  42269. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42270. }
  42271. scene.pushGeometry(cylinder, true);
  42272. return cylinder;
  42273. };
  42274. return CylinderGeometry;
  42275. }(_PrimitiveGeometry));
  42276. BABYLON.CylinderGeometry = CylinderGeometry;
  42277. /**
  42278. * Creates a new torus geometry
  42279. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42280. */
  42281. var TorusGeometry = /** @class */ (function (_super) {
  42282. __extends(TorusGeometry, _super);
  42283. /**
  42284. * Creates a new torus geometry
  42285. * @param id defines the unique ID of the geometry
  42286. * @param scene defines the hosting scene
  42287. * @param diameter defines the diameter of the torus
  42288. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42289. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42290. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42291. * @param mesh defines the hosting mesh (can be null)
  42292. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42293. */
  42294. function TorusGeometry(id, scene,
  42295. /**
  42296. * Defines the diameter of the torus
  42297. */
  42298. diameter,
  42299. /**
  42300. * Defines the thickness of the torus (ie. internal diameter)
  42301. */
  42302. thickness,
  42303. /**
  42304. * Defines the tesselation factor to apply to the torus
  42305. */
  42306. tessellation, canBeRegenerated, mesh,
  42307. /**
  42308. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42309. */
  42310. side) {
  42311. if (mesh === void 0) { mesh = null; }
  42312. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42313. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42314. _this.diameter = diameter;
  42315. _this.thickness = thickness;
  42316. _this.tessellation = tessellation;
  42317. _this.side = side;
  42318. return _this;
  42319. }
  42320. /** @hidden */
  42321. TorusGeometry.prototype._regenerateVertexData = function () {
  42322. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42323. };
  42324. TorusGeometry.prototype.copy = function (id) {
  42325. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42326. };
  42327. TorusGeometry.prototype.serialize = function () {
  42328. var serializationObject = _super.prototype.serialize.call(this);
  42329. serializationObject.diameter = this.diameter;
  42330. serializationObject.thickness = this.thickness;
  42331. serializationObject.tessellation = this.tessellation;
  42332. return serializationObject;
  42333. };
  42334. TorusGeometry.Parse = function (parsedTorus, scene) {
  42335. if (scene.getGeometryByID(parsedTorus.id)) {
  42336. return null; // null since geometry could be something else than a torus...
  42337. }
  42338. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42339. if (BABYLON.Tags) {
  42340. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42341. }
  42342. scene.pushGeometry(torus, true);
  42343. return torus;
  42344. };
  42345. return TorusGeometry;
  42346. }(_PrimitiveGeometry));
  42347. BABYLON.TorusGeometry = TorusGeometry;
  42348. /**
  42349. * Creates a new ground geometry
  42350. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42351. */
  42352. var GroundGeometry = /** @class */ (function (_super) {
  42353. __extends(GroundGeometry, _super);
  42354. /**
  42355. * Creates a new ground geometry
  42356. * @param id defines the unique ID of the geometry
  42357. * @param scene defines the hosting scene
  42358. * @param width defines the width of the ground
  42359. * @param height defines the height of the ground
  42360. * @param subdivisions defines the subdivisions to apply to the ground
  42361. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42362. * @param mesh defines the hosting mesh (can be null)
  42363. */
  42364. function GroundGeometry(id, scene,
  42365. /**
  42366. * Defines the width of the ground
  42367. */
  42368. width,
  42369. /**
  42370. * Defines the height of the ground
  42371. */
  42372. height,
  42373. /**
  42374. * Defines the subdivisions to apply to the ground
  42375. */
  42376. subdivisions, canBeRegenerated, mesh) {
  42377. if (mesh === void 0) { mesh = null; }
  42378. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42379. _this.width = width;
  42380. _this.height = height;
  42381. _this.subdivisions = subdivisions;
  42382. return _this;
  42383. }
  42384. /** @hidden */
  42385. GroundGeometry.prototype._regenerateVertexData = function () {
  42386. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42387. };
  42388. GroundGeometry.prototype.copy = function (id) {
  42389. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42390. };
  42391. GroundGeometry.prototype.serialize = function () {
  42392. var serializationObject = _super.prototype.serialize.call(this);
  42393. serializationObject.width = this.width;
  42394. serializationObject.height = this.height;
  42395. serializationObject.subdivisions = this.subdivisions;
  42396. return serializationObject;
  42397. };
  42398. GroundGeometry.Parse = function (parsedGround, scene) {
  42399. if (scene.getGeometryByID(parsedGround.id)) {
  42400. return null; // null since geometry could be something else than a ground...
  42401. }
  42402. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42403. if (BABYLON.Tags) {
  42404. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42405. }
  42406. scene.pushGeometry(ground, true);
  42407. return ground;
  42408. };
  42409. return GroundGeometry;
  42410. }(_PrimitiveGeometry));
  42411. BABYLON.GroundGeometry = GroundGeometry;
  42412. /**
  42413. * Creates a tiled ground geometry
  42414. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42415. */
  42416. var TiledGroundGeometry = /** @class */ (function (_super) {
  42417. __extends(TiledGroundGeometry, _super);
  42418. /**
  42419. * Creates a tiled ground geometry
  42420. * @param id defines the unique ID of the geometry
  42421. * @param scene defines the hosting scene
  42422. * @param xmin defines the minimum value on X axis
  42423. * @param zmin defines the minimum value on Z axis
  42424. * @param xmax defines the maximum value on X axis
  42425. * @param zmax defines the maximum value on Z axis
  42426. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42427. * @param precision defines the precision to use when computing the tiles
  42428. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42429. * @param mesh defines the hosting mesh (can be null)
  42430. */
  42431. function TiledGroundGeometry(id, scene,
  42432. /**
  42433. * Defines the minimum value on X axis
  42434. */
  42435. xmin,
  42436. /**
  42437. * Defines the minimum value on Z axis
  42438. */
  42439. zmin,
  42440. /**
  42441. * Defines the maximum value on X axis
  42442. */
  42443. xmax,
  42444. /**
  42445. * Defines the maximum value on Z axis
  42446. */
  42447. zmax,
  42448. /**
  42449. * Defines the subdivisions to apply to the ground
  42450. */
  42451. subdivisions,
  42452. /**
  42453. * Defines the precision to use when computing the tiles
  42454. */
  42455. precision, canBeRegenerated, mesh) {
  42456. if (mesh === void 0) { mesh = null; }
  42457. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42458. _this.xmin = xmin;
  42459. _this.zmin = zmin;
  42460. _this.xmax = xmax;
  42461. _this.zmax = zmax;
  42462. _this.subdivisions = subdivisions;
  42463. _this.precision = precision;
  42464. return _this;
  42465. }
  42466. /** @hidden */
  42467. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42468. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42469. };
  42470. TiledGroundGeometry.prototype.copy = function (id) {
  42471. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42472. };
  42473. return TiledGroundGeometry;
  42474. }(_PrimitiveGeometry));
  42475. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42476. /**
  42477. * Creates a plane geometry
  42478. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42479. */
  42480. var PlaneGeometry = /** @class */ (function (_super) {
  42481. __extends(PlaneGeometry, _super);
  42482. /**
  42483. * Creates a plane geometry
  42484. * @param id defines the unique ID of the geometry
  42485. * @param scene defines the hosting scene
  42486. * @param size defines the size of the plane (width === height)
  42487. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42488. * @param mesh defines the hosting mesh (can be null)
  42489. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42490. */
  42491. function PlaneGeometry(id, scene,
  42492. /**
  42493. * Defines the size of the plane (width === height)
  42494. */
  42495. size, canBeRegenerated, mesh,
  42496. /**
  42497. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42498. */
  42499. side) {
  42500. if (mesh === void 0) { mesh = null; }
  42501. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42502. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42503. _this.size = size;
  42504. _this.side = side;
  42505. return _this;
  42506. }
  42507. /** @hidden */
  42508. PlaneGeometry.prototype._regenerateVertexData = function () {
  42509. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42510. };
  42511. PlaneGeometry.prototype.copy = function (id) {
  42512. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42513. };
  42514. PlaneGeometry.prototype.serialize = function () {
  42515. var serializationObject = _super.prototype.serialize.call(this);
  42516. serializationObject.size = this.size;
  42517. return serializationObject;
  42518. };
  42519. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42520. if (scene.getGeometryByID(parsedPlane.id)) {
  42521. return null; // null since geometry could be something else than a ground...
  42522. }
  42523. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42524. if (BABYLON.Tags) {
  42525. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42526. }
  42527. scene.pushGeometry(plane, true);
  42528. return plane;
  42529. };
  42530. return PlaneGeometry;
  42531. }(_PrimitiveGeometry));
  42532. BABYLON.PlaneGeometry = PlaneGeometry;
  42533. /**
  42534. * Creates a torus knot geometry
  42535. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42536. */
  42537. var TorusKnotGeometry = /** @class */ (function (_super) {
  42538. __extends(TorusKnotGeometry, _super);
  42539. /**
  42540. * Creates a torus knot geometry
  42541. * @param id defines the unique ID of the geometry
  42542. * @param scene defines the hosting scene
  42543. * @param radius defines the radius of the torus knot
  42544. * @param tube defines the thickness of the torus knot tube
  42545. * @param radialSegments defines the number of radial segments
  42546. * @param tubularSegments defines the number of tubular segments
  42547. * @param p defines the first number of windings
  42548. * @param q defines the second number of windings
  42549. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42550. * @param mesh defines the hosting mesh (can be null)
  42551. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42552. */
  42553. function TorusKnotGeometry(id, scene,
  42554. /**
  42555. * Defines the radius of the torus knot
  42556. */
  42557. radius,
  42558. /**
  42559. * Defines the thickness of the torus knot tube
  42560. */
  42561. tube,
  42562. /**
  42563. * Defines the number of radial segments
  42564. */
  42565. radialSegments,
  42566. /**
  42567. * Defines the number of tubular segments
  42568. */
  42569. tubularSegments,
  42570. /**
  42571. * Defines the first number of windings
  42572. */
  42573. p,
  42574. /**
  42575. * Defines the second number of windings
  42576. */
  42577. q, canBeRegenerated, mesh,
  42578. /**
  42579. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42580. */
  42581. side) {
  42582. if (mesh === void 0) { mesh = null; }
  42583. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42584. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42585. _this.radius = radius;
  42586. _this.tube = tube;
  42587. _this.radialSegments = radialSegments;
  42588. _this.tubularSegments = tubularSegments;
  42589. _this.p = p;
  42590. _this.q = q;
  42591. _this.side = side;
  42592. return _this;
  42593. }
  42594. /** @hidden */
  42595. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42596. 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 });
  42597. };
  42598. TorusKnotGeometry.prototype.copy = function (id) {
  42599. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42600. };
  42601. TorusKnotGeometry.prototype.serialize = function () {
  42602. var serializationObject = _super.prototype.serialize.call(this);
  42603. serializationObject.radius = this.radius;
  42604. serializationObject.tube = this.tube;
  42605. serializationObject.radialSegments = this.radialSegments;
  42606. serializationObject.tubularSegments = this.tubularSegments;
  42607. serializationObject.p = this.p;
  42608. serializationObject.q = this.q;
  42609. return serializationObject;
  42610. };
  42611. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42612. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42613. return null; // null since geometry could be something else than a ground...
  42614. }
  42615. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42616. if (BABYLON.Tags) {
  42617. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42618. }
  42619. scene.pushGeometry(torusKnot, true);
  42620. return torusKnot;
  42621. };
  42622. return TorusKnotGeometry;
  42623. }(_PrimitiveGeometry));
  42624. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42625. //}
  42626. })(BABYLON || (BABYLON = {}));
  42627. //# sourceMappingURL=babylon.geometry.js.map
  42628. var BABYLON;
  42629. (function (BABYLON) {
  42630. /**
  42631. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42632. */
  42633. var PerformanceMonitor = /** @class */ (function () {
  42634. /**
  42635. * constructor
  42636. * @param frameSampleSize The number of samples required to saturate the sliding window
  42637. */
  42638. function PerformanceMonitor(frameSampleSize) {
  42639. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42640. this._enabled = true;
  42641. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42642. }
  42643. /**
  42644. * Samples current frame
  42645. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42646. */
  42647. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42648. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42649. if (!this._enabled) {
  42650. return;
  42651. }
  42652. if (this._lastFrameTimeMs != null) {
  42653. var dt = timeMs - this._lastFrameTimeMs;
  42654. this._rollingFrameTime.add(dt);
  42655. }
  42656. this._lastFrameTimeMs = timeMs;
  42657. };
  42658. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42659. /**
  42660. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42661. */
  42662. get: function () {
  42663. return this._rollingFrameTime.average;
  42664. },
  42665. enumerable: true,
  42666. configurable: true
  42667. });
  42668. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42669. /**
  42670. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42671. */
  42672. get: function () {
  42673. return this._rollingFrameTime.variance;
  42674. },
  42675. enumerable: true,
  42676. configurable: true
  42677. });
  42678. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42679. /**
  42680. * Returns the frame time of the most recent frame
  42681. */
  42682. get: function () {
  42683. return this._rollingFrameTime.history(0);
  42684. },
  42685. enumerable: true,
  42686. configurable: true
  42687. });
  42688. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42689. /**
  42690. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42691. */
  42692. get: function () {
  42693. return 1000.0 / this._rollingFrameTime.average;
  42694. },
  42695. enumerable: true,
  42696. configurable: true
  42697. });
  42698. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42699. /**
  42700. * Returns the average framerate in frames per second using the most recent frame time
  42701. */
  42702. get: function () {
  42703. var history = this._rollingFrameTime.history(0);
  42704. if (history === 0) {
  42705. return 0;
  42706. }
  42707. return 1000.0 / history;
  42708. },
  42709. enumerable: true,
  42710. configurable: true
  42711. });
  42712. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42713. /**
  42714. * Returns true if enough samples have been taken to completely fill the sliding window
  42715. */
  42716. get: function () {
  42717. return this._rollingFrameTime.isSaturated();
  42718. },
  42719. enumerable: true,
  42720. configurable: true
  42721. });
  42722. /**
  42723. * Enables contributions to the sliding window sample set
  42724. */
  42725. PerformanceMonitor.prototype.enable = function () {
  42726. this._enabled = true;
  42727. };
  42728. /**
  42729. * Disables contributions to the sliding window sample set
  42730. * Samples will not be interpolated over the disabled period
  42731. */
  42732. PerformanceMonitor.prototype.disable = function () {
  42733. this._enabled = false;
  42734. //clear last sample to avoid interpolating over the disabled period when next enabled
  42735. this._lastFrameTimeMs = null;
  42736. };
  42737. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42738. /**
  42739. * Returns true if sampling is enabled
  42740. */
  42741. get: function () {
  42742. return this._enabled;
  42743. },
  42744. enumerable: true,
  42745. configurable: true
  42746. });
  42747. /**
  42748. * Resets performance monitor
  42749. */
  42750. PerformanceMonitor.prototype.reset = function () {
  42751. //clear last sample to avoid interpolating over the disabled period when next enabled
  42752. this._lastFrameTimeMs = null;
  42753. //wipe record
  42754. this._rollingFrameTime.reset();
  42755. };
  42756. return PerformanceMonitor;
  42757. }());
  42758. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42759. /**
  42760. * RollingAverage
  42761. *
  42762. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42763. */
  42764. var RollingAverage = /** @class */ (function () {
  42765. /**
  42766. * constructor
  42767. * @param length The number of samples required to saturate the sliding window
  42768. */
  42769. function RollingAverage(length) {
  42770. this._samples = new Array(length);
  42771. this.reset();
  42772. }
  42773. /**
  42774. * Adds a sample to the sample set
  42775. * @param v The sample value
  42776. */
  42777. RollingAverage.prototype.add = function (v) {
  42778. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42779. var delta;
  42780. //we need to check if we've already wrapped round
  42781. if (this.isSaturated()) {
  42782. //remove bottom of stack from mean
  42783. var bottomValue = this._samples[this._pos];
  42784. delta = bottomValue - this.average;
  42785. this.average -= delta / (this._sampleCount - 1);
  42786. this._m2 -= delta * (bottomValue - this.average);
  42787. }
  42788. else {
  42789. this._sampleCount++;
  42790. }
  42791. //add new value to mean
  42792. delta = v - this.average;
  42793. this.average += delta / (this._sampleCount);
  42794. this._m2 += delta * (v - this.average);
  42795. //set the new variance
  42796. this.variance = this._m2 / (this._sampleCount - 1);
  42797. this._samples[this._pos] = v;
  42798. this._pos++;
  42799. this._pos %= this._samples.length; //positive wrap around
  42800. };
  42801. /**
  42802. * Returns previously added values or null if outside of history or outside the sliding window domain
  42803. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42804. * @return Value previously recorded with add() or null if outside of range
  42805. */
  42806. RollingAverage.prototype.history = function (i) {
  42807. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42808. return 0;
  42809. }
  42810. var i0 = this._wrapPosition(this._pos - 1.0);
  42811. return this._samples[this._wrapPosition(i0 - i)];
  42812. };
  42813. /**
  42814. * Returns true if enough samples have been taken to completely fill the sliding window
  42815. * @return true if sample-set saturated
  42816. */
  42817. RollingAverage.prototype.isSaturated = function () {
  42818. return this._sampleCount >= this._samples.length;
  42819. };
  42820. /**
  42821. * Resets the rolling average (equivalent to 0 samples taken so far)
  42822. */
  42823. RollingAverage.prototype.reset = function () {
  42824. this.average = 0;
  42825. this.variance = 0;
  42826. this._sampleCount = 0;
  42827. this._pos = 0;
  42828. this._m2 = 0;
  42829. };
  42830. /**
  42831. * Wraps a value around the sample range boundaries
  42832. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42833. * @return Wrapped position in sample range
  42834. */
  42835. RollingAverage.prototype._wrapPosition = function (i) {
  42836. var max = this._samples.length;
  42837. return ((i % max) + max) % max;
  42838. };
  42839. return RollingAverage;
  42840. }());
  42841. BABYLON.RollingAverage = RollingAverage;
  42842. })(BABYLON || (BABYLON = {}));
  42843. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42844. var BABYLON;
  42845. (function (BABYLON) {
  42846. /**
  42847. * "Static Class" containing the most commonly used helper while dealing with material for
  42848. * rendering purpose.
  42849. *
  42850. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42851. *
  42852. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42853. */
  42854. var MaterialHelper = /** @class */ (function () {
  42855. function MaterialHelper() {
  42856. }
  42857. /**
  42858. * Bind the current view position to an effect.
  42859. * @param effect The effect to be bound
  42860. * @param scene The scene the eyes position is used from
  42861. */
  42862. MaterialHelper.BindEyePosition = function (effect, scene) {
  42863. if (scene._forcedViewPosition) {
  42864. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42865. return;
  42866. }
  42867. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42868. };
  42869. /**
  42870. * Helps preparing the defines values about the UVs in used in the effect.
  42871. * UVs are shared as much as we can accross channels in the shaders.
  42872. * @param texture The texture we are preparing the UVs for
  42873. * @param defines The defines to update
  42874. * @param key The channel key "diffuse", "specular"... used in the shader
  42875. */
  42876. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42877. defines._needUVs = true;
  42878. defines[key] = true;
  42879. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  42880. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42881. if (texture.coordinatesIndex === 0) {
  42882. defines["MAINUV1"] = true;
  42883. }
  42884. else {
  42885. defines["MAINUV2"] = true;
  42886. }
  42887. }
  42888. else {
  42889. defines[key + "DIRECTUV"] = 0;
  42890. }
  42891. };
  42892. /**
  42893. * Binds a texture matrix value to its corrsponding uniform
  42894. * @param texture The texture to bind the matrix for
  42895. * @param uniformBuffer The uniform buffer receivin the data
  42896. * @param key The channel key "diffuse", "specular"... used in the shader
  42897. */
  42898. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42899. var matrix = texture.getTextureMatrix();
  42900. if (!matrix.isIdentityAs3x2()) {
  42901. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42902. }
  42903. };
  42904. /**
  42905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42906. * @param mesh defines the current mesh
  42907. * @param scene defines the current scene
  42908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42909. * @param pointsCloud defines if point cloud rendering has to be turned on
  42910. * @param fogEnabled defines if fog has to be turned on
  42911. * @param alphaTest defines if alpha testing has to be turned on
  42912. * @param defines defines the current list of defines
  42913. */
  42914. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42915. if (defines._areMiscDirty) {
  42916. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42917. defines["POINTSIZE"] = pointsCloud;
  42918. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42919. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42920. defines["ALPHATEST"] = alphaTest;
  42921. }
  42922. };
  42923. /**
  42924. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42925. * @param scene defines the current scene
  42926. * @param engine defines the current engine
  42927. * @param defines specifies the list of active defines
  42928. * @param useInstances defines if instances have to be turned on
  42929. * @param useClipPlane defines if clip plane have to be turned on
  42930. */
  42931. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42932. if (useClipPlane === void 0) { useClipPlane = null; }
  42933. var changed = false;
  42934. var useClipPlane1 = false;
  42935. var useClipPlane2 = false;
  42936. var useClipPlane3 = false;
  42937. var useClipPlane4 = false;
  42938. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42939. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42940. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42941. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42942. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42943. defines["CLIPPLANE"] = useClipPlane1;
  42944. changed = true;
  42945. }
  42946. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42947. defines["CLIPPLANE2"] = useClipPlane2;
  42948. changed = true;
  42949. }
  42950. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42951. defines["CLIPPLANE3"] = useClipPlane3;
  42952. changed = true;
  42953. }
  42954. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42955. defines["CLIPPLANE4"] = useClipPlane4;
  42956. changed = true;
  42957. }
  42958. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42959. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42960. changed = true;
  42961. }
  42962. if (defines["INSTANCES"] !== useInstances) {
  42963. defines["INSTANCES"] = useInstances;
  42964. changed = true;
  42965. }
  42966. if (changed) {
  42967. defines.markAsUnprocessed();
  42968. }
  42969. };
  42970. /**
  42971. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42972. * @param mesh The mesh containing the geometry data we will draw
  42973. * @param defines The defines to update
  42974. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42975. * @param useBones Precise whether bones should be used or not (override mesh info)
  42976. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42977. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42978. * @returns false if defines are considered not dirty and have not been checked
  42979. */
  42980. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42981. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42982. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42983. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42984. return false;
  42985. }
  42986. defines._normals = defines._needNormals;
  42987. defines._uvs = defines._needUVs;
  42988. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42989. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42990. defines["TANGENT"] = true;
  42991. }
  42992. if (defines._needUVs) {
  42993. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42994. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42995. }
  42996. else {
  42997. defines["UV1"] = false;
  42998. defines["UV2"] = false;
  42999. }
  43000. if (useVertexColor) {
  43001. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43002. defines["VERTEXCOLOR"] = hasVertexColors;
  43003. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43004. }
  43005. if (useBones) {
  43006. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43007. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43008. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43009. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43010. defines["BONETEXTURE"] = true;
  43011. }
  43012. else {
  43013. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43014. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43015. }
  43016. }
  43017. else {
  43018. defines["NUM_BONE_INFLUENCERS"] = 0;
  43019. defines["BonesPerMesh"] = 0;
  43020. }
  43021. }
  43022. if (useMorphTargets) {
  43023. var manager = mesh.morphTargetManager;
  43024. if (manager) {
  43025. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43026. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43027. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43028. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43029. }
  43030. else {
  43031. defines["MORPHTARGETS_TANGENT"] = false;
  43032. defines["MORPHTARGETS_NORMAL"] = false;
  43033. defines["MORPHTARGETS"] = false;
  43034. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43035. }
  43036. }
  43037. return true;
  43038. };
  43039. /**
  43040. * Prepares the defines related to the light information passed in parameter
  43041. * @param scene The scene we are intending to draw
  43042. * @param mesh The mesh the effect is compiling for
  43043. * @param defines The defines to update
  43044. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43045. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43046. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43047. * @returns true if normals will be required for the rest of the effect
  43048. */
  43049. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43050. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43051. if (disableLighting === void 0) { disableLighting = false; }
  43052. if (!defines._areLightsDirty) {
  43053. return defines._needNormals;
  43054. }
  43055. var lightIndex = 0;
  43056. var needNormals = false;
  43057. var needRebuild = false;
  43058. var lightmapMode = false;
  43059. var shadowEnabled = false;
  43060. var specularEnabled = false;
  43061. if (scene.lightsEnabled && !disableLighting) {
  43062. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43063. var light = _a[_i];
  43064. needNormals = true;
  43065. if (defines["LIGHT" + lightIndex] === undefined) {
  43066. needRebuild = true;
  43067. }
  43068. defines["LIGHT" + lightIndex] = true;
  43069. defines["SPOTLIGHT" + lightIndex] = false;
  43070. defines["HEMILIGHT" + lightIndex] = false;
  43071. defines["POINTLIGHT" + lightIndex] = false;
  43072. defines["DIRLIGHT" + lightIndex] = false;
  43073. light.prepareLightSpecificDefines(defines, lightIndex);
  43074. // FallOff.
  43075. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43076. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43077. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43078. switch (light.falloffType) {
  43079. case BABYLON.Light.FALLOFF_GLTF:
  43080. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43081. break;
  43082. case BABYLON.Light.FALLOFF_PHYSICAL:
  43083. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43084. break;
  43085. case BABYLON.Light.FALLOFF_STANDARD:
  43086. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43087. break;
  43088. }
  43089. // Specular
  43090. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43091. specularEnabled = true;
  43092. }
  43093. // Shadows
  43094. defines["SHADOW" + lightIndex] = false;
  43095. defines["SHADOWPCF" + lightIndex] = false;
  43096. defines["SHADOWPCSS" + lightIndex] = false;
  43097. defines["SHADOWPOISSON" + lightIndex] = false;
  43098. defines["SHADOWESM" + lightIndex] = false;
  43099. defines["SHADOWCUBE" + lightIndex] = false;
  43100. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43101. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43102. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43103. var shadowGenerator = light.getShadowGenerator();
  43104. if (shadowGenerator) {
  43105. var shadowMap = shadowGenerator.getShadowMap();
  43106. if (shadowMap) {
  43107. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43108. shadowEnabled = true;
  43109. shadowGenerator.prepareDefines(defines, lightIndex);
  43110. }
  43111. }
  43112. }
  43113. }
  43114. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43115. lightmapMode = true;
  43116. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43117. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43118. }
  43119. else {
  43120. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43121. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43122. }
  43123. lightIndex++;
  43124. if (lightIndex === maxSimultaneousLights) {
  43125. break;
  43126. }
  43127. }
  43128. }
  43129. defines["SPECULARTERM"] = specularEnabled;
  43130. defines["SHADOWS"] = shadowEnabled;
  43131. // Resetting all other lights if any
  43132. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43133. if (defines["LIGHT" + index] !== undefined) {
  43134. defines["LIGHT" + index] = false;
  43135. defines["HEMILIGHT" + lightIndex] = false;
  43136. defines["POINTLIGHT" + lightIndex] = false;
  43137. defines["DIRLIGHT" + lightIndex] = false;
  43138. defines["SPOTLIGHT" + lightIndex] = false;
  43139. defines["SHADOW" + lightIndex] = false;
  43140. }
  43141. }
  43142. var caps = scene.getEngine().getCaps();
  43143. if (defines["SHADOWFLOAT"] === undefined) {
  43144. needRebuild = true;
  43145. }
  43146. defines["SHADOWFLOAT"] = shadowEnabled &&
  43147. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43148. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43149. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43150. if (needRebuild) {
  43151. defines.rebuild();
  43152. }
  43153. return needNormals;
  43154. };
  43155. /**
  43156. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43157. * that won t be acctive due to defines being turned off.
  43158. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43159. * @param samplersList The samplers list
  43160. * @param defines The defines helping in the list generation
  43161. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43162. */
  43163. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43164. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43165. var uniformsList;
  43166. var uniformBuffersList = null;
  43167. if (uniformsListOrOptions.uniformsNames) {
  43168. var options = uniformsListOrOptions;
  43169. uniformsList = options.uniformsNames;
  43170. uniformBuffersList = options.uniformBuffersNames;
  43171. samplersList = options.samplers;
  43172. defines = options.defines;
  43173. maxSimultaneousLights = options.maxSimultaneousLights;
  43174. }
  43175. else {
  43176. uniformsList = uniformsListOrOptions;
  43177. if (!samplersList) {
  43178. samplersList = [];
  43179. }
  43180. }
  43181. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43182. if (!defines["LIGHT" + lightIndex]) {
  43183. break;
  43184. }
  43185. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43186. if (uniformBuffersList) {
  43187. uniformBuffersList.push("Light" + lightIndex);
  43188. }
  43189. samplersList.push("shadowSampler" + lightIndex);
  43190. samplersList.push("depthSampler" + lightIndex);
  43191. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43192. samplersList.push("projectionLightSampler" + lightIndex);
  43193. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43194. }
  43195. }
  43196. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43197. uniformsList.push("morphTargetInfluences");
  43198. }
  43199. };
  43200. /**
  43201. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43202. * @param defines The defines to update while falling back
  43203. * @param fallbacks The authorized effect fallbacks
  43204. * @param maxSimultaneousLights The maximum number of lights allowed
  43205. * @param rank the current rank of the Effect
  43206. * @returns The newly affected rank
  43207. */
  43208. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43209. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43210. if (rank === void 0) { rank = 0; }
  43211. var lightFallbackRank = 0;
  43212. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43213. if (!defines["LIGHT" + lightIndex]) {
  43214. break;
  43215. }
  43216. if (lightIndex > 0) {
  43217. lightFallbackRank = rank + lightIndex;
  43218. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43219. }
  43220. if (!defines["SHADOWS"]) {
  43221. if (defines["SHADOW" + lightIndex]) {
  43222. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43223. }
  43224. if (defines["SHADOWPCF" + lightIndex]) {
  43225. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43226. }
  43227. if (defines["SHADOWPCSS" + lightIndex]) {
  43228. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43229. }
  43230. if (defines["SHADOWPOISSON" + lightIndex]) {
  43231. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43232. }
  43233. if (defines["SHADOWESM" + lightIndex]) {
  43234. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43235. }
  43236. }
  43237. }
  43238. return lightFallbackRank++;
  43239. };
  43240. /**
  43241. * Prepares the list of attributes required for morph targets according to the effect defines.
  43242. * @param attribs The current list of supported attribs
  43243. * @param mesh The mesh to prepare the morph targets attributes for
  43244. * @param defines The current Defines of the effect
  43245. */
  43246. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43247. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43248. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43249. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43250. var manager = mesh.morphTargetManager;
  43251. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43252. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43253. for (var index = 0; index < influencers; index++) {
  43254. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43255. if (normal) {
  43256. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43257. }
  43258. if (tangent) {
  43259. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43260. }
  43261. if (attribs.length > maxAttributesCount) {
  43262. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43263. }
  43264. }
  43265. }
  43266. };
  43267. /**
  43268. * Prepares the list of attributes required for bones according to the effect defines.
  43269. * @param attribs The current list of supported attribs
  43270. * @param mesh The mesh to prepare the bones attributes for
  43271. * @param defines The current Defines of the effect
  43272. * @param fallbacks The current efffect fallback strategy
  43273. */
  43274. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43275. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43276. fallbacks.addCPUSkinningFallback(0, mesh);
  43277. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43278. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43279. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43280. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43281. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43282. }
  43283. }
  43284. };
  43285. /**
  43286. * Prepares the list of attributes required for instances according to the effect defines.
  43287. * @param attribs The current list of supported attribs
  43288. * @param defines The current Defines of the effect
  43289. */
  43290. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43291. if (defines["INSTANCES"]) {
  43292. attribs.push("world0");
  43293. attribs.push("world1");
  43294. attribs.push("world2");
  43295. attribs.push("world3");
  43296. }
  43297. };
  43298. /**
  43299. * Binds the light shadow information to the effect for the given mesh.
  43300. * @param light The light containing the generator
  43301. * @param scene The scene the lights belongs to
  43302. * @param mesh The mesh we are binding the information to render
  43303. * @param lightIndex The light index in the effect used to render the mesh
  43304. * @param effect The effect we are binding the data to
  43305. */
  43306. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43307. if (light.shadowEnabled && mesh.receiveShadows) {
  43308. var shadowGenerator = light.getShadowGenerator();
  43309. if (shadowGenerator) {
  43310. shadowGenerator.bindShadowLight(lightIndex, effect);
  43311. }
  43312. }
  43313. };
  43314. /**
  43315. * Binds the light information to the effect.
  43316. * @param light The light containing the generator
  43317. * @param effect The effect we are binding the data to
  43318. * @param lightIndex The light index in the effect used to render
  43319. */
  43320. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43321. light.transferToEffect(effect, lightIndex + "");
  43322. };
  43323. /**
  43324. * Binds the lights information from the scene to the effect for the given mesh.
  43325. * @param scene The scene the lights belongs to
  43326. * @param mesh The mesh we are binding the information to render
  43327. * @param effect The effect we are binding the data to
  43328. * @param defines The generated defines for the effect
  43329. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43330. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43331. */
  43332. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43333. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43334. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43335. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43336. for (var i = 0; i < len; i++) {
  43337. var light = mesh._lightSources[i];
  43338. var iAsString = i.toString();
  43339. var scaledIntensity = light.getScaledIntensity();
  43340. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43341. MaterialHelper.BindLightProperties(light, effect, i);
  43342. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43343. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43344. if (defines["SPECULARTERM"]) {
  43345. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43346. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43347. }
  43348. // Shadows
  43349. if (scene.shadowsEnabled) {
  43350. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43351. }
  43352. light._uniformBuffer.update();
  43353. }
  43354. };
  43355. /**
  43356. * Binds the fog information from the scene to the effect for the given mesh.
  43357. * @param scene The scene the lights belongs to
  43358. * @param mesh The mesh we are binding the information to render
  43359. * @param effect The effect we are binding the data to
  43360. * @param linearSpace Defines if the fog effect is applied in linear space
  43361. */
  43362. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43363. if (linearSpace === void 0) { linearSpace = false; }
  43364. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43365. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43366. // Convert fog color to linear space if used in a linear space computed shader.
  43367. if (linearSpace) {
  43368. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43369. effect.setColor3("vFogColor", this._tempFogColor);
  43370. }
  43371. else {
  43372. effect.setColor3("vFogColor", scene.fogColor);
  43373. }
  43374. }
  43375. };
  43376. /**
  43377. * Binds the bones information from the mesh to the effect.
  43378. * @param mesh The mesh we are binding the information to render
  43379. * @param effect The effect we are binding the data to
  43380. */
  43381. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43382. if (!effect || !mesh) {
  43383. return;
  43384. }
  43385. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43386. mesh.computeBonesUsingShaders = false;
  43387. }
  43388. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43389. var skeleton = mesh.skeleton;
  43390. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43391. var boneTexture = skeleton.getTransformMatrixTexture();
  43392. effect.setTexture("boneSampler", boneTexture);
  43393. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43394. }
  43395. else {
  43396. var matrices = skeleton.getTransformMatrices(mesh);
  43397. if (matrices) {
  43398. effect.setMatrices("mBones", matrices);
  43399. }
  43400. }
  43401. }
  43402. };
  43403. /**
  43404. * Binds the morph targets information from the mesh to the effect.
  43405. * @param abstractMesh The mesh we are binding the information to render
  43406. * @param effect The effect we are binding the data to
  43407. */
  43408. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43409. var manager = abstractMesh.morphTargetManager;
  43410. if (!abstractMesh || !manager) {
  43411. return;
  43412. }
  43413. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43414. };
  43415. /**
  43416. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43417. * @param defines The generated defines used in the effect
  43418. * @param effect The effect we are binding the data to
  43419. * @param scene The scene we are willing to render with logarithmic scale for
  43420. */
  43421. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43422. if (defines["LOGARITHMICDEPTH"]) {
  43423. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43424. }
  43425. };
  43426. /**
  43427. * Binds the clip plane information from the scene to the effect.
  43428. * @param scene The scene the clip plane information are extracted from
  43429. * @param effect The effect we are binding the data to
  43430. */
  43431. MaterialHelper.BindClipPlane = function (effect, scene) {
  43432. if (scene.clipPlane) {
  43433. var clipPlane = scene.clipPlane;
  43434. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43435. }
  43436. if (scene.clipPlane2) {
  43437. var clipPlane = scene.clipPlane2;
  43438. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43439. }
  43440. if (scene.clipPlane3) {
  43441. var clipPlane = scene.clipPlane3;
  43442. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43443. }
  43444. if (scene.clipPlane4) {
  43445. var clipPlane = scene.clipPlane4;
  43446. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43447. }
  43448. };
  43449. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43450. return MaterialHelper;
  43451. }());
  43452. BABYLON.MaterialHelper = MaterialHelper;
  43453. })(BABYLON || (BABYLON = {}));
  43454. //# sourceMappingURL=babylon.materialHelper.js.map
  43455. var BABYLON;
  43456. (function (BABYLON) {
  43457. /**
  43458. * Base class of materials working in push mode in babylon JS
  43459. * @hidden
  43460. */
  43461. var PushMaterial = /** @class */ (function (_super) {
  43462. __extends(PushMaterial, _super);
  43463. function PushMaterial(name, scene) {
  43464. var _this = _super.call(this, name, scene) || this;
  43465. _this._normalMatrix = new BABYLON.Matrix();
  43466. /**
  43467. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43468. * This means that the material can keep using a previous shader while a new one is being compiled.
  43469. * This is mostly used when shader parallel compilation is supported (true by default)
  43470. */
  43471. _this.allowShaderHotSwapping = true;
  43472. _this._storeEffectOnSubMeshes = true;
  43473. return _this;
  43474. }
  43475. PushMaterial.prototype.getEffect = function () {
  43476. return this._activeEffect;
  43477. };
  43478. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43479. if (!mesh) {
  43480. return false;
  43481. }
  43482. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43483. return true;
  43484. }
  43485. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43486. };
  43487. /**
  43488. * Binds the given world matrix to the active effect
  43489. *
  43490. * @param world the matrix to bind
  43491. */
  43492. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43493. this._activeEffect.setMatrix("world", world);
  43494. };
  43495. /**
  43496. * Binds the given normal matrix to the active effect
  43497. *
  43498. * @param normalMatrix the matrix to bind
  43499. */
  43500. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43501. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43502. };
  43503. PushMaterial.prototype.bind = function (world, mesh) {
  43504. if (!mesh) {
  43505. return;
  43506. }
  43507. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43508. };
  43509. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43510. if (effect === void 0) { effect = null; }
  43511. _super.prototype._afterBind.call(this, mesh);
  43512. this.getScene()._cachedEffect = effect;
  43513. };
  43514. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43515. if (visibility === void 0) { visibility = 1; }
  43516. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43517. };
  43518. return PushMaterial;
  43519. }(BABYLON.Material));
  43520. BABYLON.PushMaterial = PushMaterial;
  43521. })(BABYLON || (BABYLON = {}));
  43522. //# sourceMappingURL=babylon.pushMaterial.js.map
  43523. var BABYLON;
  43524. (function (BABYLON) {
  43525. /** @hidden */
  43526. var StandardMaterialDefines = /** @class */ (function (_super) {
  43527. __extends(StandardMaterialDefines, _super);
  43528. function StandardMaterialDefines() {
  43529. var _this = _super.call(this) || this;
  43530. _this.MAINUV1 = false;
  43531. _this.MAINUV2 = false;
  43532. _this.DIFFUSE = false;
  43533. _this.DIFFUSEDIRECTUV = 0;
  43534. _this.AMBIENT = false;
  43535. _this.AMBIENTDIRECTUV = 0;
  43536. _this.OPACITY = false;
  43537. _this.OPACITYDIRECTUV = 0;
  43538. _this.OPACITYRGB = false;
  43539. _this.REFLECTION = false;
  43540. _this.EMISSIVE = false;
  43541. _this.EMISSIVEDIRECTUV = 0;
  43542. _this.SPECULAR = false;
  43543. _this.SPECULARDIRECTUV = 0;
  43544. _this.BUMP = false;
  43545. _this.BUMPDIRECTUV = 0;
  43546. _this.PARALLAX = false;
  43547. _this.PARALLAXOCCLUSION = false;
  43548. _this.SPECULAROVERALPHA = false;
  43549. _this.CLIPPLANE = false;
  43550. _this.CLIPPLANE2 = false;
  43551. _this.CLIPPLANE3 = false;
  43552. _this.CLIPPLANE4 = false;
  43553. _this.ALPHATEST = false;
  43554. _this.DEPTHPREPASS = false;
  43555. _this.ALPHAFROMDIFFUSE = false;
  43556. _this.POINTSIZE = false;
  43557. _this.FOG = false;
  43558. _this.SPECULARTERM = false;
  43559. _this.DIFFUSEFRESNEL = false;
  43560. _this.OPACITYFRESNEL = false;
  43561. _this.REFLECTIONFRESNEL = false;
  43562. _this.REFRACTIONFRESNEL = false;
  43563. _this.EMISSIVEFRESNEL = false;
  43564. _this.FRESNEL = false;
  43565. _this.NORMAL = false;
  43566. _this.UV1 = false;
  43567. _this.UV2 = false;
  43568. _this.VERTEXCOLOR = false;
  43569. _this.VERTEXALPHA = false;
  43570. _this.NUM_BONE_INFLUENCERS = 0;
  43571. _this.BonesPerMesh = 0;
  43572. _this.BONETEXTURE = false;
  43573. _this.INSTANCES = false;
  43574. _this.GLOSSINESS = false;
  43575. _this.ROUGHNESS = false;
  43576. _this.EMISSIVEASILLUMINATION = false;
  43577. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43578. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43579. _this.LIGHTMAP = false;
  43580. _this.LIGHTMAPDIRECTUV = 0;
  43581. _this.OBJECTSPACE_NORMALMAP = false;
  43582. _this.USELIGHTMAPASSHADOWMAP = false;
  43583. _this.REFLECTIONMAP_3D = false;
  43584. _this.REFLECTIONMAP_SPHERICAL = false;
  43585. _this.REFLECTIONMAP_PLANAR = false;
  43586. _this.REFLECTIONMAP_CUBIC = false;
  43587. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43588. _this.REFLECTIONMAP_PROJECTION = false;
  43589. _this.REFLECTIONMAP_SKYBOX = false;
  43590. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43591. _this.REFLECTIONMAP_EXPLICIT = false;
  43592. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43593. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43594. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43595. _this.INVERTCUBICMAP = false;
  43596. _this.LOGARITHMICDEPTH = false;
  43597. _this.REFRACTION = false;
  43598. _this.REFRACTIONMAP_3D = false;
  43599. _this.REFLECTIONOVERALPHA = false;
  43600. _this.TWOSIDEDLIGHTING = false;
  43601. _this.SHADOWFLOAT = false;
  43602. _this.MORPHTARGETS = false;
  43603. _this.MORPHTARGETS_NORMAL = false;
  43604. _this.MORPHTARGETS_TANGENT = false;
  43605. _this.NUM_MORPH_INFLUENCERS = 0;
  43606. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43607. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43608. _this.IMAGEPROCESSING = false;
  43609. _this.VIGNETTE = false;
  43610. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43611. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43612. _this.TONEMAPPING = false;
  43613. _this.TONEMAPPING_ACES = false;
  43614. _this.CONTRAST = false;
  43615. _this.COLORCURVES = false;
  43616. _this.COLORGRADING = false;
  43617. _this.COLORGRADING3D = false;
  43618. _this.SAMPLER3DGREENDEPTH = false;
  43619. _this.SAMPLER3DBGRMAP = false;
  43620. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43621. /**
  43622. * If the reflection texture on this material is in linear color space
  43623. * @hidden
  43624. */
  43625. _this.IS_REFLECTION_LINEAR = false;
  43626. /**
  43627. * If the refraction texture on this material is in linear color space
  43628. * @hidden
  43629. */
  43630. _this.IS_REFRACTION_LINEAR = false;
  43631. _this.EXPOSURE = false;
  43632. _this.rebuild();
  43633. return _this;
  43634. }
  43635. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43636. var modes = [
  43637. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43638. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43639. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43640. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43641. ];
  43642. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43643. var mode = modes_1[_i];
  43644. this[mode] = (mode === modeToEnable);
  43645. }
  43646. };
  43647. return StandardMaterialDefines;
  43648. }(BABYLON.MaterialDefines));
  43649. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43650. /**
  43651. * This is the default material used in Babylon. It is the best trade off between quality
  43652. * and performances.
  43653. * @see http://doc.babylonjs.com/babylon101/materials
  43654. */
  43655. var StandardMaterial = /** @class */ (function (_super) {
  43656. __extends(StandardMaterial, _super);
  43657. /**
  43658. * Instantiates a new standard material.
  43659. * This is the default material used in Babylon. It is the best trade off between quality
  43660. * and performances.
  43661. * @see http://doc.babylonjs.com/babylon101/materials
  43662. * @param name Define the name of the material in the scene
  43663. * @param scene Define the scene the material belong to
  43664. */
  43665. function StandardMaterial(name, scene) {
  43666. var _this = _super.call(this, name, scene) || this;
  43667. /**
  43668. * The color of the material lit by the environmental background lighting.
  43669. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43670. */
  43671. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43672. /**
  43673. * The basic color of the material as viewed under a light.
  43674. */
  43675. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43676. /**
  43677. * Define how the color and intensity of the highlight given by the light in the material.
  43678. */
  43679. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43680. /**
  43681. * Define the color of the material as if self lit.
  43682. * This will be mixed in the final result even in the absence of light.
  43683. */
  43684. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43685. /**
  43686. * Defines how sharp are the highlights in the material.
  43687. * The bigger the value the sharper giving a more glossy feeling to the result.
  43688. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43689. */
  43690. _this.specularPower = 64;
  43691. _this._useAlphaFromDiffuseTexture = false;
  43692. _this._useEmissiveAsIllumination = false;
  43693. _this._linkEmissiveWithDiffuse = false;
  43694. _this._useSpecularOverAlpha = false;
  43695. _this._useReflectionOverAlpha = false;
  43696. _this._disableLighting = false;
  43697. _this._useObjectSpaceNormalMap = false;
  43698. _this._useParallax = false;
  43699. _this._useParallaxOcclusion = false;
  43700. /**
  43701. * 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.
  43702. */
  43703. _this.parallaxScaleBias = 0.05;
  43704. _this._roughness = 0;
  43705. /**
  43706. * In case of refraction, define the value of the indice of refraction.
  43707. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43708. */
  43709. _this.indexOfRefraction = 0.98;
  43710. /**
  43711. * Invert the refraction texture alongside the y axis.
  43712. * It can be usefull with procedural textures or probe for instance.
  43713. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43714. */
  43715. _this.invertRefractionY = true;
  43716. /**
  43717. * Defines the alpha limits in alpha test mode.
  43718. */
  43719. _this.alphaCutOff = 0.4;
  43720. _this._useLightmapAsShadowmap = false;
  43721. _this._useReflectionFresnelFromSpecular = false;
  43722. _this._useGlossinessFromSpecularMapAlpha = false;
  43723. _this._maxSimultaneousLights = 4;
  43724. _this._invertNormalMapX = false;
  43725. _this._invertNormalMapY = false;
  43726. _this._twoSidedLighting = false;
  43727. _this._renderTargets = new BABYLON.SmartArray(16);
  43728. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43729. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43730. // Setup the default processing configuration to the scene.
  43731. _this._attachImageProcessingConfiguration(null);
  43732. _this.getRenderTargetTextures = function () {
  43733. _this._renderTargets.reset();
  43734. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43735. _this._renderTargets.push(_this._reflectionTexture);
  43736. }
  43737. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43738. _this._renderTargets.push(_this._refractionTexture);
  43739. }
  43740. return _this._renderTargets;
  43741. };
  43742. return _this;
  43743. }
  43744. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43745. /**
  43746. * Gets the image processing configuration used either in this material.
  43747. */
  43748. get: function () {
  43749. return this._imageProcessingConfiguration;
  43750. },
  43751. /**
  43752. * Sets the Default image processing configuration used either in the this material.
  43753. *
  43754. * If sets to null, the scene one is in use.
  43755. */
  43756. set: function (value) {
  43757. this._attachImageProcessingConfiguration(value);
  43758. // Ensure the effect will be rebuilt.
  43759. this._markAllSubMeshesAsTexturesDirty();
  43760. },
  43761. enumerable: true,
  43762. configurable: true
  43763. });
  43764. /**
  43765. * Attaches a new image processing configuration to the Standard Material.
  43766. * @param configuration
  43767. */
  43768. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43769. var _this = this;
  43770. if (configuration === this._imageProcessingConfiguration) {
  43771. return;
  43772. }
  43773. // Detaches observer.
  43774. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43775. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43776. }
  43777. // Pick the scene configuration if needed.
  43778. if (!configuration) {
  43779. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43780. }
  43781. else {
  43782. this._imageProcessingConfiguration = configuration;
  43783. }
  43784. // Attaches observer.
  43785. if (this._imageProcessingConfiguration) {
  43786. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43787. _this._markAllSubMeshesAsImageProcessingDirty();
  43788. });
  43789. }
  43790. };
  43791. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43792. /**
  43793. * Gets wether the color curves effect is enabled.
  43794. */
  43795. get: function () {
  43796. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43797. },
  43798. /**
  43799. * Sets wether the color curves effect is enabled.
  43800. */
  43801. set: function (value) {
  43802. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43803. },
  43804. enumerable: true,
  43805. configurable: true
  43806. });
  43807. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43808. /**
  43809. * Gets wether the color grading effect is enabled.
  43810. */
  43811. get: function () {
  43812. return this.imageProcessingConfiguration.colorGradingEnabled;
  43813. },
  43814. /**
  43815. * Gets wether the color grading effect is enabled.
  43816. */
  43817. set: function (value) {
  43818. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43819. },
  43820. enumerable: true,
  43821. configurable: true
  43822. });
  43823. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43824. /**
  43825. * Gets wether tonemapping is enabled or not.
  43826. */
  43827. get: function () {
  43828. return this._imageProcessingConfiguration.toneMappingEnabled;
  43829. },
  43830. /**
  43831. * Sets wether tonemapping is enabled or not
  43832. */
  43833. set: function (value) {
  43834. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43835. },
  43836. enumerable: true,
  43837. configurable: true
  43838. });
  43839. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43840. /**
  43841. * The camera exposure used on this material.
  43842. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43843. * This corresponds to a photographic exposure.
  43844. */
  43845. get: function () {
  43846. return this._imageProcessingConfiguration.exposure;
  43847. },
  43848. /**
  43849. * The camera exposure used on this material.
  43850. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43851. * This corresponds to a photographic exposure.
  43852. */
  43853. set: function (value) {
  43854. this._imageProcessingConfiguration.exposure = value;
  43855. },
  43856. enumerable: true,
  43857. configurable: true
  43858. });
  43859. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43860. /**
  43861. * Gets The camera contrast used on this material.
  43862. */
  43863. get: function () {
  43864. return this._imageProcessingConfiguration.contrast;
  43865. },
  43866. /**
  43867. * Sets The camera contrast used on this material.
  43868. */
  43869. set: function (value) {
  43870. this._imageProcessingConfiguration.contrast = value;
  43871. },
  43872. enumerable: true,
  43873. configurable: true
  43874. });
  43875. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43876. /**
  43877. * Gets the Color Grading 2D Lookup Texture.
  43878. */
  43879. get: function () {
  43880. return this._imageProcessingConfiguration.colorGradingTexture;
  43881. },
  43882. /**
  43883. * Sets the Color Grading 2D Lookup Texture.
  43884. */
  43885. set: function (value) {
  43886. this._imageProcessingConfiguration.colorGradingTexture = value;
  43887. },
  43888. enumerable: true,
  43889. configurable: true
  43890. });
  43891. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43892. /**
  43893. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43894. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43895. * 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;
  43896. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43897. */
  43898. get: function () {
  43899. return this._imageProcessingConfiguration.colorCurves;
  43900. },
  43901. /**
  43902. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43903. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43904. * 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;
  43905. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43906. */
  43907. set: function (value) {
  43908. this._imageProcessingConfiguration.colorCurves = value;
  43909. },
  43910. enumerable: true,
  43911. configurable: true
  43912. });
  43913. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43914. /**
  43915. * Gets a boolean indicating that current material needs to register RTT
  43916. */
  43917. get: function () {
  43918. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43919. return true;
  43920. }
  43921. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43922. return true;
  43923. }
  43924. return false;
  43925. },
  43926. enumerable: true,
  43927. configurable: true
  43928. });
  43929. /**
  43930. * Gets the current class name of the material e.g. "StandardMaterial"
  43931. * Mainly use in serialization.
  43932. * @returns the class name
  43933. */
  43934. StandardMaterial.prototype.getClassName = function () {
  43935. return "StandardMaterial";
  43936. };
  43937. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43938. /**
  43939. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43940. * You can try switching to logarithmic depth.
  43941. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43942. */
  43943. get: function () {
  43944. return this._useLogarithmicDepth;
  43945. },
  43946. set: function (value) {
  43947. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43948. this._markAllSubMeshesAsMiscDirty();
  43949. },
  43950. enumerable: true,
  43951. configurable: true
  43952. });
  43953. /**
  43954. * Specifies if the material will require alpha blending
  43955. * @returns a boolean specifying if alpha blending is needed
  43956. */
  43957. StandardMaterial.prototype.needAlphaBlending = function () {
  43958. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43959. };
  43960. /**
  43961. * Specifies if this material should be rendered in alpha test mode
  43962. * @returns a boolean specifying if an alpha test is needed.
  43963. */
  43964. StandardMaterial.prototype.needAlphaTesting = function () {
  43965. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43966. };
  43967. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43968. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43969. };
  43970. /**
  43971. * Get the texture used for alpha test purpose.
  43972. * @returns the diffuse texture in case of the standard material.
  43973. */
  43974. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43975. return this._diffuseTexture;
  43976. };
  43977. /**
  43978. * Get if the submesh is ready to be used and all its information available.
  43979. * Child classes can use it to update shaders
  43980. * @param mesh defines the mesh to check
  43981. * @param subMesh defines which submesh to check
  43982. * @param useInstances specifies that instances should be used
  43983. * @returns a boolean indicating that the submesh is ready or not
  43984. */
  43985. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43986. if (useInstances === void 0) { useInstances = false; }
  43987. if (subMesh.effect && this.isFrozen) {
  43988. if (this._wasPreviouslyReady) {
  43989. return true;
  43990. }
  43991. }
  43992. if (!subMesh._materialDefines) {
  43993. subMesh._materialDefines = new StandardMaterialDefines();
  43994. }
  43995. var scene = this.getScene();
  43996. var defines = subMesh._materialDefines;
  43997. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43998. if (defines._renderId === scene.getRenderId()) {
  43999. return true;
  44000. }
  44001. }
  44002. var engine = scene.getEngine();
  44003. // Lights
  44004. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44005. // Textures
  44006. if (defines._areTexturesDirty) {
  44007. defines._needUVs = false;
  44008. defines.MAINUV1 = false;
  44009. defines.MAINUV2 = false;
  44010. if (scene.texturesEnabled) {
  44011. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44012. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44013. return false;
  44014. }
  44015. else {
  44016. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44017. }
  44018. }
  44019. else {
  44020. defines.DIFFUSE = false;
  44021. }
  44022. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44023. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44024. return false;
  44025. }
  44026. else {
  44027. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44028. }
  44029. }
  44030. else {
  44031. defines.AMBIENT = false;
  44032. }
  44033. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44034. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44035. return false;
  44036. }
  44037. else {
  44038. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44039. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44040. }
  44041. }
  44042. else {
  44043. defines.OPACITY = false;
  44044. }
  44045. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44046. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44047. return false;
  44048. }
  44049. else {
  44050. defines._needNormals = true;
  44051. defines.REFLECTION = true;
  44052. defines.ROUGHNESS = (this._roughness > 0);
  44053. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44054. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44055. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44056. switch (this._reflectionTexture.coordinatesMode) {
  44057. case BABYLON.Texture.EXPLICIT_MODE:
  44058. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44059. break;
  44060. case BABYLON.Texture.PLANAR_MODE:
  44061. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44062. break;
  44063. case BABYLON.Texture.PROJECTION_MODE:
  44064. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44065. break;
  44066. case BABYLON.Texture.SKYBOX_MODE:
  44067. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44068. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44069. break;
  44070. case BABYLON.Texture.SPHERICAL_MODE:
  44071. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44072. break;
  44073. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44074. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44075. break;
  44076. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44077. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44078. break;
  44079. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44080. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44081. break;
  44082. case BABYLON.Texture.CUBIC_MODE:
  44083. case BABYLON.Texture.INVCUBIC_MODE:
  44084. default:
  44085. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44086. break;
  44087. }
  44088. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44089. }
  44090. }
  44091. else {
  44092. defines.REFLECTION = false;
  44093. }
  44094. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44095. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44096. return false;
  44097. }
  44098. else {
  44099. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44100. }
  44101. }
  44102. else {
  44103. defines.EMISSIVE = false;
  44104. }
  44105. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44106. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44107. return false;
  44108. }
  44109. else {
  44110. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44111. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44112. }
  44113. }
  44114. else {
  44115. defines.LIGHTMAP = false;
  44116. }
  44117. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44118. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44119. return false;
  44120. }
  44121. else {
  44122. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44123. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44124. }
  44125. }
  44126. else {
  44127. defines.SPECULAR = false;
  44128. }
  44129. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44130. // Bump texure can not be not blocking.
  44131. if (!this._bumpTexture.isReady()) {
  44132. return false;
  44133. }
  44134. else {
  44135. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44136. defines.PARALLAX = this._useParallax;
  44137. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44138. }
  44139. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44140. }
  44141. else {
  44142. defines.BUMP = false;
  44143. }
  44144. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44145. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44146. return false;
  44147. }
  44148. else {
  44149. defines._needUVs = true;
  44150. defines.REFRACTION = true;
  44151. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44152. }
  44153. }
  44154. else {
  44155. defines.REFRACTION = false;
  44156. }
  44157. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44158. }
  44159. else {
  44160. defines.DIFFUSE = false;
  44161. defines.AMBIENT = false;
  44162. defines.OPACITY = false;
  44163. defines.REFLECTION = false;
  44164. defines.EMISSIVE = false;
  44165. defines.LIGHTMAP = false;
  44166. defines.BUMP = false;
  44167. defines.REFRACTION = false;
  44168. }
  44169. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44170. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44171. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44172. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44173. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44174. }
  44175. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44176. if (!this._imageProcessingConfiguration.isReady()) {
  44177. return false;
  44178. }
  44179. this._imageProcessingConfiguration.prepareDefines(defines);
  44180. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44181. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44182. }
  44183. if (defines._areFresnelDirty) {
  44184. if (StandardMaterial.FresnelEnabled) {
  44185. // Fresnel
  44186. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44187. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44188. this._reflectionFresnelParameters) {
  44189. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44190. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44191. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44192. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44193. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44194. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44195. defines._needNormals = true;
  44196. defines.FRESNEL = true;
  44197. }
  44198. }
  44199. else {
  44200. defines.FRESNEL = false;
  44201. }
  44202. }
  44203. // Misc.
  44204. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44205. // Attribs
  44206. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44207. // Values that need to be evaluated on every frame
  44208. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44209. // Get correct effect
  44210. if (defines.isDirty) {
  44211. defines.markAsProcessed();
  44212. // Fallbacks
  44213. var fallbacks = new BABYLON.EffectFallbacks();
  44214. if (defines.REFLECTION) {
  44215. fallbacks.addFallback(0, "REFLECTION");
  44216. }
  44217. if (defines.SPECULAR) {
  44218. fallbacks.addFallback(0, "SPECULAR");
  44219. }
  44220. if (defines.BUMP) {
  44221. fallbacks.addFallback(0, "BUMP");
  44222. }
  44223. if (defines.PARALLAX) {
  44224. fallbacks.addFallback(1, "PARALLAX");
  44225. }
  44226. if (defines.PARALLAXOCCLUSION) {
  44227. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44228. }
  44229. if (defines.SPECULAROVERALPHA) {
  44230. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44231. }
  44232. if (defines.FOG) {
  44233. fallbacks.addFallback(1, "FOG");
  44234. }
  44235. if (defines.POINTSIZE) {
  44236. fallbacks.addFallback(0, "POINTSIZE");
  44237. }
  44238. if (defines.LOGARITHMICDEPTH) {
  44239. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44240. }
  44241. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44242. if (defines.SPECULARTERM) {
  44243. fallbacks.addFallback(0, "SPECULARTERM");
  44244. }
  44245. if (defines.DIFFUSEFRESNEL) {
  44246. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44247. }
  44248. if (defines.OPACITYFRESNEL) {
  44249. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44250. }
  44251. if (defines.REFLECTIONFRESNEL) {
  44252. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44253. }
  44254. if (defines.EMISSIVEFRESNEL) {
  44255. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44256. }
  44257. if (defines.FRESNEL) {
  44258. fallbacks.addFallback(4, "FRESNEL");
  44259. }
  44260. //Attributes
  44261. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44262. if (defines.NORMAL) {
  44263. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44264. }
  44265. if (defines.UV1) {
  44266. attribs.push(BABYLON.VertexBuffer.UVKind);
  44267. }
  44268. if (defines.UV2) {
  44269. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44270. }
  44271. if (defines.VERTEXCOLOR) {
  44272. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44273. }
  44274. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44275. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44276. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44277. var shaderName = "default";
  44278. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44279. "vFogInfos", "vFogColor", "pointSize",
  44280. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44281. "mBones",
  44282. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44283. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44284. "vReflectionPosition", "vReflectionSize",
  44285. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44286. ];
  44287. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44288. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44289. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44290. var uniformBuffers = ["Material", "Scene"];
  44291. if (BABYLON.ImageProcessingConfiguration) {
  44292. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44293. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44294. }
  44295. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44296. uniformsNames: uniforms,
  44297. uniformBuffersNames: uniformBuffers,
  44298. samplers: samplers,
  44299. defines: defines,
  44300. maxSimultaneousLights: this._maxSimultaneousLights
  44301. });
  44302. if (this.customShaderNameResolve) {
  44303. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44304. }
  44305. var join = defines.toString();
  44306. var previousEffect = subMesh.effect;
  44307. var effect = scene.getEngine().createEffect(shaderName, {
  44308. attributes: attribs,
  44309. uniformsNames: uniforms,
  44310. uniformBuffersNames: uniformBuffers,
  44311. samplers: samplers,
  44312. defines: join,
  44313. fallbacks: fallbacks,
  44314. onCompiled: this.onCompiled,
  44315. onError: this.onError,
  44316. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44317. }, engine);
  44318. if (effect) {
  44319. // Use previous effect while new one is compiling
  44320. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44321. effect = previousEffect;
  44322. defines.markAsUnprocessed();
  44323. }
  44324. else {
  44325. scene.resetCachedMaterial();
  44326. subMesh.setEffect(effect, defines);
  44327. this.buildUniformLayout();
  44328. }
  44329. }
  44330. }
  44331. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44332. return false;
  44333. }
  44334. defines._renderId = scene.getRenderId();
  44335. this._wasPreviouslyReady = true;
  44336. return true;
  44337. };
  44338. /**
  44339. * Builds the material UBO layouts.
  44340. * Used internally during the effect preparation.
  44341. */
  44342. StandardMaterial.prototype.buildUniformLayout = function () {
  44343. // Order is important !
  44344. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44345. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44346. this._uniformBuffer.addUniform("opacityParts", 4);
  44347. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44348. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44349. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44350. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44351. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44352. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44353. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44354. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44355. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44356. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44357. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44358. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44359. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44360. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44361. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44362. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44363. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44364. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44365. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44366. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44367. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44368. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44369. this._uniformBuffer.addUniform("specularMatrix", 16);
  44370. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44371. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44372. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44373. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44374. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44375. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44376. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44377. this._uniformBuffer.addUniform("pointSize", 1);
  44378. this._uniformBuffer.create();
  44379. };
  44380. /**
  44381. * Unbinds the material from the mesh
  44382. */
  44383. StandardMaterial.prototype.unbind = function () {
  44384. if (this._activeEffect) {
  44385. var needFlag = false;
  44386. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44387. this._activeEffect.setTexture("reflection2DSampler", null);
  44388. needFlag = true;
  44389. }
  44390. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44391. this._activeEffect.setTexture("refraction2DSampler", null);
  44392. needFlag = true;
  44393. }
  44394. if (needFlag) {
  44395. this._markAllSubMeshesAsTexturesDirty();
  44396. }
  44397. }
  44398. _super.prototype.unbind.call(this);
  44399. };
  44400. /**
  44401. * Binds the submesh to this material by preparing the effect and shader to draw
  44402. * @param world defines the world transformation matrix
  44403. * @param mesh defines the mesh containing the submesh
  44404. * @param subMesh defines the submesh to bind the material to
  44405. */
  44406. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44407. var scene = this.getScene();
  44408. var defines = subMesh._materialDefines;
  44409. if (!defines) {
  44410. return;
  44411. }
  44412. var effect = subMesh.effect;
  44413. if (!effect) {
  44414. return;
  44415. }
  44416. this._activeEffect = effect;
  44417. // Matrices
  44418. this.bindOnlyWorldMatrix(world);
  44419. // Normal Matrix
  44420. if (defines.OBJECTSPACE_NORMALMAP) {
  44421. world.toNormalMatrix(this._normalMatrix);
  44422. this.bindOnlyNormalMatrix(this._normalMatrix);
  44423. }
  44424. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44425. // Bones
  44426. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44427. if (mustRebind) {
  44428. this._uniformBuffer.bindToEffect(effect, "Material");
  44429. this.bindViewProjection(effect);
  44430. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44431. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44432. // Fresnel
  44433. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44434. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44435. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44436. }
  44437. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44438. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44439. }
  44440. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44441. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44442. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44443. }
  44444. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44445. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44446. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44447. }
  44448. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44449. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44450. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44451. }
  44452. }
  44453. // Textures
  44454. if (scene.texturesEnabled) {
  44455. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44456. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44457. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44458. if (this._diffuseTexture.hasAlpha) {
  44459. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44460. }
  44461. }
  44462. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44463. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44464. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44465. }
  44466. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44467. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44468. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44469. }
  44470. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44471. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44472. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44473. if (this._reflectionTexture.boundingBoxSize) {
  44474. var cubeTexture = this._reflectionTexture;
  44475. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44476. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44477. }
  44478. }
  44479. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44480. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44481. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44482. }
  44483. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44484. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44485. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44486. }
  44487. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44488. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44489. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44490. }
  44491. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44492. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44493. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44494. if (scene._mirroredCameraPosition) {
  44495. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44496. }
  44497. else {
  44498. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44499. }
  44500. }
  44501. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44502. var depth = 1.0;
  44503. if (!this._refractionTexture.isCube) {
  44504. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44505. if (this._refractionTexture.depth) {
  44506. depth = this._refractionTexture.depth;
  44507. }
  44508. }
  44509. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44510. }
  44511. }
  44512. // Point size
  44513. if (this.pointsCloud) {
  44514. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44515. }
  44516. if (defines.SPECULARTERM) {
  44517. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44518. }
  44519. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44520. // Diffuse
  44521. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44522. }
  44523. // Textures
  44524. if (scene.texturesEnabled) {
  44525. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44526. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44527. }
  44528. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44529. effect.setTexture("ambientSampler", this._ambientTexture);
  44530. }
  44531. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44532. effect.setTexture("opacitySampler", this._opacityTexture);
  44533. }
  44534. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44535. if (this._reflectionTexture.isCube) {
  44536. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44537. }
  44538. else {
  44539. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44540. }
  44541. }
  44542. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44543. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44544. }
  44545. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44546. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44547. }
  44548. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44549. effect.setTexture("specularSampler", this._specularTexture);
  44550. }
  44551. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44552. effect.setTexture("bumpSampler", this._bumpTexture);
  44553. }
  44554. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44555. var depth = 1.0;
  44556. if (this._refractionTexture.isCube) {
  44557. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44558. }
  44559. else {
  44560. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44561. }
  44562. }
  44563. }
  44564. // Clip plane
  44565. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44566. // Colors
  44567. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44568. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44569. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44570. }
  44571. if (mustRebind || !this.isFrozen) {
  44572. // Lights
  44573. if (scene.lightsEnabled && !this._disableLighting) {
  44574. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44575. }
  44576. // View
  44577. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44578. this.bindView(effect);
  44579. }
  44580. // Fog
  44581. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44582. // Morph targets
  44583. if (defines.NUM_MORPH_INFLUENCERS) {
  44584. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44585. }
  44586. // Log. depth
  44587. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44588. // image processing
  44589. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44590. this._imageProcessingConfiguration.bind(this._activeEffect);
  44591. }
  44592. }
  44593. this._uniformBuffer.update();
  44594. this._afterBind(mesh, this._activeEffect);
  44595. };
  44596. /**
  44597. * Get the list of animatables in the material.
  44598. * @returns the list of animatables object used in the material
  44599. */
  44600. StandardMaterial.prototype.getAnimatables = function () {
  44601. var results = [];
  44602. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44603. results.push(this._diffuseTexture);
  44604. }
  44605. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44606. results.push(this._ambientTexture);
  44607. }
  44608. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44609. results.push(this._opacityTexture);
  44610. }
  44611. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44612. results.push(this._reflectionTexture);
  44613. }
  44614. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44615. results.push(this._emissiveTexture);
  44616. }
  44617. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44618. results.push(this._specularTexture);
  44619. }
  44620. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44621. results.push(this._bumpTexture);
  44622. }
  44623. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44624. results.push(this._lightmapTexture);
  44625. }
  44626. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44627. results.push(this._refractionTexture);
  44628. }
  44629. return results;
  44630. };
  44631. /**
  44632. * Gets the active textures from the material
  44633. * @returns an array of textures
  44634. */
  44635. StandardMaterial.prototype.getActiveTextures = function () {
  44636. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44637. if (this._diffuseTexture) {
  44638. activeTextures.push(this._diffuseTexture);
  44639. }
  44640. if (this._ambientTexture) {
  44641. activeTextures.push(this._ambientTexture);
  44642. }
  44643. if (this._opacityTexture) {
  44644. activeTextures.push(this._opacityTexture);
  44645. }
  44646. if (this._reflectionTexture) {
  44647. activeTextures.push(this._reflectionTexture);
  44648. }
  44649. if (this._emissiveTexture) {
  44650. activeTextures.push(this._emissiveTexture);
  44651. }
  44652. if (this._specularTexture) {
  44653. activeTextures.push(this._specularTexture);
  44654. }
  44655. if (this._bumpTexture) {
  44656. activeTextures.push(this._bumpTexture);
  44657. }
  44658. if (this._lightmapTexture) {
  44659. activeTextures.push(this._lightmapTexture);
  44660. }
  44661. if (this._refractionTexture) {
  44662. activeTextures.push(this._refractionTexture);
  44663. }
  44664. return activeTextures;
  44665. };
  44666. /**
  44667. * Specifies if the material uses a texture
  44668. * @param texture defines the texture to check against the material
  44669. * @returns a boolean specifying if the material uses the texture
  44670. */
  44671. StandardMaterial.prototype.hasTexture = function (texture) {
  44672. if (_super.prototype.hasTexture.call(this, texture)) {
  44673. return true;
  44674. }
  44675. if (this._diffuseTexture === texture) {
  44676. return true;
  44677. }
  44678. if (this._ambientTexture === texture) {
  44679. return true;
  44680. }
  44681. if (this._opacityTexture === texture) {
  44682. return true;
  44683. }
  44684. if (this._reflectionTexture === texture) {
  44685. return true;
  44686. }
  44687. if (this._emissiveTexture === texture) {
  44688. return true;
  44689. }
  44690. if (this._specularTexture === texture) {
  44691. return true;
  44692. }
  44693. if (this._bumpTexture === texture) {
  44694. return true;
  44695. }
  44696. if (this._lightmapTexture === texture) {
  44697. return true;
  44698. }
  44699. if (this._refractionTexture === texture) {
  44700. return true;
  44701. }
  44702. return false;
  44703. };
  44704. /**
  44705. * Disposes the material
  44706. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44707. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44708. */
  44709. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44710. if (forceDisposeTextures) {
  44711. if (this._diffuseTexture) {
  44712. this._diffuseTexture.dispose();
  44713. }
  44714. if (this._ambientTexture) {
  44715. this._ambientTexture.dispose();
  44716. }
  44717. if (this._opacityTexture) {
  44718. this._opacityTexture.dispose();
  44719. }
  44720. if (this._reflectionTexture) {
  44721. this._reflectionTexture.dispose();
  44722. }
  44723. if (this._emissiveTexture) {
  44724. this._emissiveTexture.dispose();
  44725. }
  44726. if (this._specularTexture) {
  44727. this._specularTexture.dispose();
  44728. }
  44729. if (this._bumpTexture) {
  44730. this._bumpTexture.dispose();
  44731. }
  44732. if (this._lightmapTexture) {
  44733. this._lightmapTexture.dispose();
  44734. }
  44735. if (this._refractionTexture) {
  44736. this._refractionTexture.dispose();
  44737. }
  44738. }
  44739. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44740. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44741. }
  44742. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44743. };
  44744. /**
  44745. * Makes a duplicate of the material, and gives it a new name
  44746. * @param name defines the new name for the duplicated material
  44747. * @returns the cloned material
  44748. */
  44749. StandardMaterial.prototype.clone = function (name) {
  44750. var _this = this;
  44751. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44752. result.name = name;
  44753. result.id = name;
  44754. return result;
  44755. };
  44756. /**
  44757. * Serializes this material in a JSON representation
  44758. * @returns the serialized material object
  44759. */
  44760. StandardMaterial.prototype.serialize = function () {
  44761. return BABYLON.SerializationHelper.Serialize(this);
  44762. };
  44763. /**
  44764. * Creates a standard material from parsed material data
  44765. * @param source defines the JSON represnetation of the material
  44766. * @param scene defines the hosting scene
  44767. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44768. * @returns a new material
  44769. */
  44770. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44771. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44772. };
  44773. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44774. /**
  44775. * Are diffuse textures enabled in the application.
  44776. */
  44777. get: function () {
  44778. return StandardMaterial._DiffuseTextureEnabled;
  44779. },
  44780. set: function (value) {
  44781. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44782. return;
  44783. }
  44784. StandardMaterial._DiffuseTextureEnabled = value;
  44785. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44786. },
  44787. enumerable: true,
  44788. configurable: true
  44789. });
  44790. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44791. /**
  44792. * Are ambient textures enabled in the application.
  44793. */
  44794. get: function () {
  44795. return StandardMaterial._AmbientTextureEnabled;
  44796. },
  44797. set: function (value) {
  44798. if (StandardMaterial._AmbientTextureEnabled === value) {
  44799. return;
  44800. }
  44801. StandardMaterial._AmbientTextureEnabled = value;
  44802. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44803. },
  44804. enumerable: true,
  44805. configurable: true
  44806. });
  44807. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44808. /**
  44809. * Are opacity textures enabled in the application.
  44810. */
  44811. get: function () {
  44812. return StandardMaterial._OpacityTextureEnabled;
  44813. },
  44814. set: function (value) {
  44815. if (StandardMaterial._OpacityTextureEnabled === value) {
  44816. return;
  44817. }
  44818. StandardMaterial._OpacityTextureEnabled = value;
  44819. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44820. },
  44821. enumerable: true,
  44822. configurable: true
  44823. });
  44824. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44825. /**
  44826. * Are reflection textures enabled in the application.
  44827. */
  44828. get: function () {
  44829. return StandardMaterial._ReflectionTextureEnabled;
  44830. },
  44831. set: function (value) {
  44832. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44833. return;
  44834. }
  44835. StandardMaterial._ReflectionTextureEnabled = value;
  44836. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44837. },
  44838. enumerable: true,
  44839. configurable: true
  44840. });
  44841. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44842. /**
  44843. * Are emissive textures enabled in the application.
  44844. */
  44845. get: function () {
  44846. return StandardMaterial._EmissiveTextureEnabled;
  44847. },
  44848. set: function (value) {
  44849. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44850. return;
  44851. }
  44852. StandardMaterial._EmissiveTextureEnabled = value;
  44853. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44854. },
  44855. enumerable: true,
  44856. configurable: true
  44857. });
  44858. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44859. /**
  44860. * Are specular textures enabled in the application.
  44861. */
  44862. get: function () {
  44863. return StandardMaterial._SpecularTextureEnabled;
  44864. },
  44865. set: function (value) {
  44866. if (StandardMaterial._SpecularTextureEnabled === value) {
  44867. return;
  44868. }
  44869. StandardMaterial._SpecularTextureEnabled = value;
  44870. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44871. },
  44872. enumerable: true,
  44873. configurable: true
  44874. });
  44875. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44876. /**
  44877. * Are bump textures enabled in the application.
  44878. */
  44879. get: function () {
  44880. return StandardMaterial._BumpTextureEnabled;
  44881. },
  44882. set: function (value) {
  44883. if (StandardMaterial._BumpTextureEnabled === value) {
  44884. return;
  44885. }
  44886. StandardMaterial._BumpTextureEnabled = value;
  44887. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44888. },
  44889. enumerable: true,
  44890. configurable: true
  44891. });
  44892. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44893. /**
  44894. * Are lightmap textures enabled in the application.
  44895. */
  44896. get: function () {
  44897. return StandardMaterial._LightmapTextureEnabled;
  44898. },
  44899. set: function (value) {
  44900. if (StandardMaterial._LightmapTextureEnabled === value) {
  44901. return;
  44902. }
  44903. StandardMaterial._LightmapTextureEnabled = value;
  44904. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44905. },
  44906. enumerable: true,
  44907. configurable: true
  44908. });
  44909. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44910. /**
  44911. * Are refraction textures enabled in the application.
  44912. */
  44913. get: function () {
  44914. return StandardMaterial._RefractionTextureEnabled;
  44915. },
  44916. set: function (value) {
  44917. if (StandardMaterial._RefractionTextureEnabled === value) {
  44918. return;
  44919. }
  44920. StandardMaterial._RefractionTextureEnabled = value;
  44921. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44922. },
  44923. enumerable: true,
  44924. configurable: true
  44925. });
  44926. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44927. /**
  44928. * Are color grading textures enabled in the application.
  44929. */
  44930. get: function () {
  44931. return StandardMaterial._ColorGradingTextureEnabled;
  44932. },
  44933. set: function (value) {
  44934. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44935. return;
  44936. }
  44937. StandardMaterial._ColorGradingTextureEnabled = value;
  44938. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44939. },
  44940. enumerable: true,
  44941. configurable: true
  44942. });
  44943. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44944. /**
  44945. * Are fresnels enabled in the application.
  44946. */
  44947. get: function () {
  44948. return StandardMaterial._FresnelEnabled;
  44949. },
  44950. set: function (value) {
  44951. if (StandardMaterial._FresnelEnabled === value) {
  44952. return;
  44953. }
  44954. StandardMaterial._FresnelEnabled = value;
  44955. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44956. },
  44957. enumerable: true,
  44958. configurable: true
  44959. });
  44960. // Flags used to enable or disable a type of texture for all Standard Materials
  44961. StandardMaterial._DiffuseTextureEnabled = true;
  44962. StandardMaterial._AmbientTextureEnabled = true;
  44963. StandardMaterial._OpacityTextureEnabled = true;
  44964. StandardMaterial._ReflectionTextureEnabled = true;
  44965. StandardMaterial._EmissiveTextureEnabled = true;
  44966. StandardMaterial._SpecularTextureEnabled = true;
  44967. StandardMaterial._BumpTextureEnabled = true;
  44968. StandardMaterial._LightmapTextureEnabled = true;
  44969. StandardMaterial._RefractionTextureEnabled = true;
  44970. StandardMaterial._ColorGradingTextureEnabled = true;
  44971. StandardMaterial._FresnelEnabled = true;
  44972. __decorate([
  44973. BABYLON.serializeAsTexture("diffuseTexture")
  44974. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44975. __decorate([
  44976. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44977. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44978. __decorate([
  44979. BABYLON.serializeAsTexture("ambientTexture")
  44980. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44981. __decorate([
  44982. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44983. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44984. __decorate([
  44985. BABYLON.serializeAsTexture("opacityTexture")
  44986. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44987. __decorate([
  44988. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44989. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44990. __decorate([
  44991. BABYLON.serializeAsTexture("reflectionTexture")
  44992. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44993. __decorate([
  44994. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44995. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44996. __decorate([
  44997. BABYLON.serializeAsTexture("emissiveTexture")
  44998. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44999. __decorate([
  45000. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45001. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45002. __decorate([
  45003. BABYLON.serializeAsTexture("specularTexture")
  45004. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45005. __decorate([
  45006. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45007. ], StandardMaterial.prototype, "specularTexture", void 0);
  45008. __decorate([
  45009. BABYLON.serializeAsTexture("bumpTexture")
  45010. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45011. __decorate([
  45012. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45013. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45014. __decorate([
  45015. BABYLON.serializeAsTexture("lightmapTexture")
  45016. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45017. __decorate([
  45018. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45019. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45020. __decorate([
  45021. BABYLON.serializeAsTexture("refractionTexture")
  45022. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45023. __decorate([
  45024. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45025. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45026. __decorate([
  45027. BABYLON.serializeAsColor3("ambient")
  45028. ], StandardMaterial.prototype, "ambientColor", void 0);
  45029. __decorate([
  45030. BABYLON.serializeAsColor3("diffuse")
  45031. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45032. __decorate([
  45033. BABYLON.serializeAsColor3("specular")
  45034. ], StandardMaterial.prototype, "specularColor", void 0);
  45035. __decorate([
  45036. BABYLON.serializeAsColor3("emissive")
  45037. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45038. __decorate([
  45039. BABYLON.serialize()
  45040. ], StandardMaterial.prototype, "specularPower", void 0);
  45041. __decorate([
  45042. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45043. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45044. __decorate([
  45045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45046. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45047. __decorate([
  45048. BABYLON.serialize("useEmissiveAsIllumination")
  45049. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45050. __decorate([
  45051. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45052. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45053. __decorate([
  45054. BABYLON.serialize("linkEmissiveWithDiffuse")
  45055. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45056. __decorate([
  45057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45058. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45059. __decorate([
  45060. BABYLON.serialize("useSpecularOverAlpha")
  45061. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45062. __decorate([
  45063. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45064. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45065. __decorate([
  45066. BABYLON.serialize("useReflectionOverAlpha")
  45067. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45068. __decorate([
  45069. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45070. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45071. __decorate([
  45072. BABYLON.serialize("disableLighting")
  45073. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45074. __decorate([
  45075. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45076. ], StandardMaterial.prototype, "disableLighting", void 0);
  45077. __decorate([
  45078. BABYLON.serialize("useObjectSpaceNormalMap")
  45079. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45080. __decorate([
  45081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45082. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45083. __decorate([
  45084. BABYLON.serialize("useParallax")
  45085. ], StandardMaterial.prototype, "_useParallax", void 0);
  45086. __decorate([
  45087. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45088. ], StandardMaterial.prototype, "useParallax", void 0);
  45089. __decorate([
  45090. BABYLON.serialize("useParallaxOcclusion")
  45091. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45092. __decorate([
  45093. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45094. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45095. __decorate([
  45096. BABYLON.serialize()
  45097. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45098. __decorate([
  45099. BABYLON.serialize("roughness")
  45100. ], StandardMaterial.prototype, "_roughness", void 0);
  45101. __decorate([
  45102. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45103. ], StandardMaterial.prototype, "roughness", void 0);
  45104. __decorate([
  45105. BABYLON.serialize()
  45106. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45107. __decorate([
  45108. BABYLON.serialize()
  45109. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45110. __decorate([
  45111. BABYLON.serialize()
  45112. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45113. __decorate([
  45114. BABYLON.serialize("useLightmapAsShadowmap")
  45115. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45116. __decorate([
  45117. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45118. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45119. __decorate([
  45120. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45121. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45122. __decorate([
  45123. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45124. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45125. __decorate([
  45126. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45127. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45128. __decorate([
  45129. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45130. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45131. __decorate([
  45132. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45133. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45134. __decorate([
  45135. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45136. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45137. __decorate([
  45138. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45139. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45140. __decorate([
  45141. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45142. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45143. __decorate([
  45144. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45145. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45146. __decorate([
  45147. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45148. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45149. __decorate([
  45150. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45151. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45152. __decorate([
  45153. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45154. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45155. __decorate([
  45156. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45157. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45158. __decorate([
  45159. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45160. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45161. __decorate([
  45162. BABYLON.serialize("maxSimultaneousLights")
  45163. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45164. __decorate([
  45165. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45166. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45167. __decorate([
  45168. BABYLON.serialize("invertNormalMapX")
  45169. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45170. __decorate([
  45171. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45172. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45173. __decorate([
  45174. BABYLON.serialize("invertNormalMapY")
  45175. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45176. __decorate([
  45177. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45178. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45179. __decorate([
  45180. BABYLON.serialize("twoSidedLighting")
  45181. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45182. __decorate([
  45183. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45184. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45185. __decorate([
  45186. BABYLON.serialize()
  45187. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45188. return StandardMaterial;
  45189. }(BABYLON.PushMaterial));
  45190. BABYLON.StandardMaterial = StandardMaterial;
  45191. })(BABYLON || (BABYLON = {}));
  45192. //# sourceMappingURL=babylon.standardMaterial.js.map
  45193. var BABYLON;
  45194. (function (BABYLON) {
  45195. /**
  45196. * Class representing spherical polynomial coefficients to the 3rd degree
  45197. */
  45198. var SphericalPolynomial = /** @class */ (function () {
  45199. function SphericalPolynomial() {
  45200. /**
  45201. * The x coefficients of the spherical polynomial
  45202. */
  45203. this.x = BABYLON.Vector3.Zero();
  45204. /**
  45205. * The y coefficients of the spherical polynomial
  45206. */
  45207. this.y = BABYLON.Vector3.Zero();
  45208. /**
  45209. * The z coefficients of the spherical polynomial
  45210. */
  45211. this.z = BABYLON.Vector3.Zero();
  45212. /**
  45213. * The xx coefficients of the spherical polynomial
  45214. */
  45215. this.xx = BABYLON.Vector3.Zero();
  45216. /**
  45217. * The yy coefficients of the spherical polynomial
  45218. */
  45219. this.yy = BABYLON.Vector3.Zero();
  45220. /**
  45221. * The zz coefficients of the spherical polynomial
  45222. */
  45223. this.zz = BABYLON.Vector3.Zero();
  45224. /**
  45225. * The xy coefficients of the spherical polynomial
  45226. */
  45227. this.xy = BABYLON.Vector3.Zero();
  45228. /**
  45229. * The yz coefficients of the spherical polynomial
  45230. */
  45231. this.yz = BABYLON.Vector3.Zero();
  45232. /**
  45233. * The zx coefficients of the spherical polynomial
  45234. */
  45235. this.zx = BABYLON.Vector3.Zero();
  45236. }
  45237. /**
  45238. * Adds an ambient color to the spherical polynomial
  45239. * @param color the color to add
  45240. */
  45241. SphericalPolynomial.prototype.addAmbient = function (color) {
  45242. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45243. this.xx = this.xx.add(colorVector);
  45244. this.yy = this.yy.add(colorVector);
  45245. this.zz = this.zz.add(colorVector);
  45246. };
  45247. /**
  45248. * Scales the spherical polynomial by the given amount
  45249. * @param scale the amount to scale
  45250. */
  45251. SphericalPolynomial.prototype.scale = function (scale) {
  45252. this.x = this.x.scale(scale);
  45253. this.y = this.y.scale(scale);
  45254. this.z = this.z.scale(scale);
  45255. this.xx = this.xx.scale(scale);
  45256. this.yy = this.yy.scale(scale);
  45257. this.zz = this.zz.scale(scale);
  45258. this.yz = this.yz.scale(scale);
  45259. this.zx = this.zx.scale(scale);
  45260. this.xy = this.xy.scale(scale);
  45261. };
  45262. /**
  45263. * Gets the spherical polynomial from harmonics
  45264. * @param harmonics the spherical harmonics
  45265. * @returns the spherical polynomial
  45266. */
  45267. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45268. var result = new SphericalPolynomial();
  45269. result.x = harmonics.l11.scale(1.02333);
  45270. result.y = harmonics.l1_1.scale(1.02333);
  45271. result.z = harmonics.l10.scale(1.02333);
  45272. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45273. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45274. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45275. result.yz = harmonics.l2_1.scale(0.858086);
  45276. result.zx = harmonics.l21.scale(0.858086);
  45277. result.xy = harmonics.l2_2.scale(0.858086);
  45278. result.scale(1.0 / Math.PI);
  45279. return result;
  45280. };
  45281. /**
  45282. * Constructs a spherical polynomial from an array.
  45283. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45284. * @returns the spherical polynomial
  45285. */
  45286. SphericalPolynomial.FromArray = function (data) {
  45287. var sp = new SphericalPolynomial();
  45288. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45289. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45290. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45291. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45292. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45293. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45294. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45295. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45296. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45297. return sp;
  45298. };
  45299. return SphericalPolynomial;
  45300. }());
  45301. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45302. /**
  45303. * Class representing spherical harmonics coefficients to the 3rd degree
  45304. */
  45305. var SphericalHarmonics = /** @class */ (function () {
  45306. function SphericalHarmonics() {
  45307. /**
  45308. * The l0,0 coefficients of the spherical harmonics
  45309. */
  45310. this.l00 = BABYLON.Vector3.Zero();
  45311. /**
  45312. * The l1,-1 coefficients of the spherical harmonics
  45313. */
  45314. this.l1_1 = BABYLON.Vector3.Zero();
  45315. /**
  45316. * The l1,0 coefficients of the spherical harmonics
  45317. */
  45318. this.l10 = BABYLON.Vector3.Zero();
  45319. /**
  45320. * The l1,1 coefficients of the spherical harmonics
  45321. */
  45322. this.l11 = BABYLON.Vector3.Zero();
  45323. /**
  45324. * The l2,-2 coefficients of the spherical harmonics
  45325. */
  45326. this.l2_2 = BABYLON.Vector3.Zero();
  45327. /**
  45328. * The l2,-1 coefficients of the spherical harmonics
  45329. */
  45330. this.l2_1 = BABYLON.Vector3.Zero();
  45331. /**
  45332. * The l2,0 coefficients of the spherical harmonics
  45333. */
  45334. this.l20 = BABYLON.Vector3.Zero();
  45335. /**
  45336. * The l2,1 coefficients of the spherical harmonics
  45337. */
  45338. this.l21 = BABYLON.Vector3.Zero();
  45339. /**
  45340. * The l2,2 coefficients of the spherical harmonics
  45341. */
  45342. this.lL22 = BABYLON.Vector3.Zero();
  45343. }
  45344. /**
  45345. * Adds a light to the spherical harmonics
  45346. * @param direction the direction of the light
  45347. * @param color the color of the light
  45348. * @param deltaSolidAngle the delta solid angle of the light
  45349. */
  45350. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45351. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45352. var c = colorVector.scale(deltaSolidAngle);
  45353. this.l00 = this.l00.add(c.scale(0.282095));
  45354. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45355. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45356. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45357. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45358. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45359. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45360. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45361. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45362. };
  45363. /**
  45364. * Scales the spherical harmonics by the given amount
  45365. * @param scale the amount to scale
  45366. */
  45367. SphericalHarmonics.prototype.scale = function (scale) {
  45368. this.l00 = this.l00.scale(scale);
  45369. this.l1_1 = this.l1_1.scale(scale);
  45370. this.l10 = this.l10.scale(scale);
  45371. this.l11 = this.l11.scale(scale);
  45372. this.l2_2 = this.l2_2.scale(scale);
  45373. this.l2_1 = this.l2_1.scale(scale);
  45374. this.l20 = this.l20.scale(scale);
  45375. this.l21 = this.l21.scale(scale);
  45376. this.lL22 = this.lL22.scale(scale);
  45377. };
  45378. /**
  45379. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45380. *
  45381. * ```
  45382. * E_lm = A_l * L_lm
  45383. * ```
  45384. *
  45385. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45386. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45387. * the scaling factors are given in equation 9.
  45388. */
  45389. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45390. // Constant (Band 0)
  45391. this.l00 = this.l00.scale(3.141593);
  45392. // Linear (Band 1)
  45393. this.l1_1 = this.l1_1.scale(2.094395);
  45394. this.l10 = this.l10.scale(2.094395);
  45395. this.l11 = this.l11.scale(2.094395);
  45396. // Quadratic (Band 2)
  45397. this.l2_2 = this.l2_2.scale(0.785398);
  45398. this.l2_1 = this.l2_1.scale(0.785398);
  45399. this.l20 = this.l20.scale(0.785398);
  45400. this.l21 = this.l21.scale(0.785398);
  45401. this.lL22 = this.lL22.scale(0.785398);
  45402. };
  45403. /**
  45404. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45405. *
  45406. * ```
  45407. * L = (1/pi) * E * rho
  45408. * ```
  45409. *
  45410. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45411. */
  45412. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45413. this.scale(1.0 / Math.PI);
  45414. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45415. // (The pixel shader must apply albedo after texture fetches, etc).
  45416. };
  45417. /**
  45418. * Gets the spherical harmonics from polynomial
  45419. * @param polynomial the spherical polynomial
  45420. * @returns the spherical harmonics
  45421. */
  45422. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45423. var result = new SphericalHarmonics();
  45424. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45425. result.l1_1 = polynomial.y.scale(0.977204);
  45426. result.l10 = polynomial.z.scale(0.977204);
  45427. result.l11 = polynomial.x.scale(0.977204);
  45428. result.l2_2 = polynomial.xy.scale(1.16538);
  45429. result.l2_1 = polynomial.yz.scale(1.16538);
  45430. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45431. result.l21 = polynomial.zx.scale(1.16538);
  45432. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45433. result.scale(Math.PI);
  45434. return result;
  45435. };
  45436. /**
  45437. * Constructs a spherical harmonics from an array.
  45438. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45439. * @returns the spherical harmonics
  45440. */
  45441. SphericalHarmonics.FromArray = function (data) {
  45442. var sh = new SphericalHarmonics();
  45443. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45444. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45445. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45446. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45447. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45448. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45449. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45450. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45451. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45452. return sh;
  45453. };
  45454. return SphericalHarmonics;
  45455. }());
  45456. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45457. })(BABYLON || (BABYLON = {}));
  45458. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45459. var BABYLON;
  45460. (function (BABYLON) {
  45461. var FileFaceOrientation = /** @class */ (function () {
  45462. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45463. this.name = name;
  45464. this.worldAxisForNormal = worldAxisForNormal;
  45465. this.worldAxisForFileX = worldAxisForFileX;
  45466. this.worldAxisForFileY = worldAxisForFileY;
  45467. }
  45468. return FileFaceOrientation;
  45469. }());
  45470. /**
  45471. * Helper class dealing with the extraction of spherical polynomial dataArray
  45472. * from a cube map.
  45473. */
  45474. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45475. function CubeMapToSphericalPolynomialTools() {
  45476. }
  45477. /**
  45478. * Converts a texture to the according Spherical Polynomial data.
  45479. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45480. *
  45481. * @param texture The texture to extract the information from.
  45482. * @return The Spherical Polynomial data.
  45483. */
  45484. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45485. if (!texture.isCube) {
  45486. // Only supports cube Textures currently.
  45487. return null;
  45488. }
  45489. var size = texture.getSize().width;
  45490. var right = texture.readPixels(0);
  45491. var left = texture.readPixels(1);
  45492. var up;
  45493. var down;
  45494. if (texture.isRenderTarget) {
  45495. up = texture.readPixels(3);
  45496. down = texture.readPixels(2);
  45497. }
  45498. else {
  45499. up = texture.readPixels(2);
  45500. down = texture.readPixels(3);
  45501. }
  45502. var front = texture.readPixels(4);
  45503. var back = texture.readPixels(5);
  45504. var gammaSpace = texture.gammaSpace;
  45505. // Always read as RGBA.
  45506. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45507. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45508. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45509. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45510. }
  45511. var cubeInfo = {
  45512. size: size,
  45513. right: right,
  45514. left: left,
  45515. up: up,
  45516. down: down,
  45517. front: front,
  45518. back: back,
  45519. format: format,
  45520. type: type,
  45521. gammaSpace: gammaSpace,
  45522. };
  45523. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45524. };
  45525. /**
  45526. * Converts a cubemap to the according Spherical Polynomial data.
  45527. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45528. *
  45529. * @param cubeInfo The Cube map to extract the information from.
  45530. * @return The Spherical Polynomial data.
  45531. */
  45532. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45533. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45534. var totalSolidAngle = 0.0;
  45535. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45536. var du = 2.0 / cubeInfo.size;
  45537. var dv = du;
  45538. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45539. var minUV = du * 0.5 - 1.0;
  45540. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45541. var fileFace = this.FileFaces[faceIndex];
  45542. var dataArray = cubeInfo[fileFace.name];
  45543. var v = minUV;
  45544. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45545. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45546. // Because SP is still linear, so summation is fine in that basis.
  45547. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45548. for (var y = 0; y < cubeInfo.size; y++) {
  45549. var u = minUV;
  45550. for (var x = 0; x < cubeInfo.size; x++) {
  45551. // World direction (not normalised)
  45552. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45553. worldDirection.normalize();
  45554. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45555. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45556. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45557. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45558. // Handle Integer types.
  45559. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45560. r /= 255;
  45561. g /= 255;
  45562. b /= 255;
  45563. }
  45564. // Handle Gamma space textures.
  45565. if (cubeInfo.gammaSpace) {
  45566. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45567. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45568. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45569. }
  45570. var color = new BABYLON.Color3(r, g, b);
  45571. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45572. totalSolidAngle += deltaSolidAngle;
  45573. u += du;
  45574. }
  45575. v += dv;
  45576. }
  45577. }
  45578. // Solid angle for entire sphere is 4*pi
  45579. var sphereSolidAngle = 4.0 * Math.PI;
  45580. // Adjust the solid angle to allow for how many faces we processed.
  45581. var facesProcessed = 6.0;
  45582. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45583. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45584. // This is needed because the numerical integration over the cube uses a
  45585. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45586. // and also to compensate for accumulative error due to float precision in the summation.
  45587. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45588. sphericalHarmonics.scale(correctionFactor);
  45589. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45590. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45591. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45592. };
  45593. CubeMapToSphericalPolynomialTools.FileFaces = [
  45594. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45595. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45596. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45597. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45598. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45599. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45600. ];
  45601. return CubeMapToSphericalPolynomialTools;
  45602. }());
  45603. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45604. })(BABYLON || (BABYLON = {}));
  45605. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45606. var BABYLON;
  45607. (function (BABYLON) {
  45608. /**
  45609. * Manages the defines for the PBR Material.
  45610. * @hiddenChildren
  45611. */
  45612. var PBRMaterialDefines = /** @class */ (function (_super) {
  45613. __extends(PBRMaterialDefines, _super);
  45614. /**
  45615. * Initializes the PBR Material defines.
  45616. */
  45617. function PBRMaterialDefines() {
  45618. var _this = _super.call(this) || this;
  45619. _this.PBR = true;
  45620. _this.MAINUV1 = false;
  45621. _this.MAINUV2 = false;
  45622. _this.UV1 = false;
  45623. _this.UV2 = false;
  45624. _this.ALBEDO = false;
  45625. _this.ALBEDODIRECTUV = 0;
  45626. _this.VERTEXCOLOR = false;
  45627. _this.AMBIENT = false;
  45628. _this.AMBIENTDIRECTUV = 0;
  45629. _this.AMBIENTINGRAYSCALE = false;
  45630. _this.OPACITY = false;
  45631. _this.VERTEXALPHA = false;
  45632. _this.OPACITYDIRECTUV = 0;
  45633. _this.OPACITYRGB = false;
  45634. _this.ALPHATEST = false;
  45635. _this.DEPTHPREPASS = false;
  45636. _this.ALPHABLEND = false;
  45637. _this.ALPHAFROMALBEDO = false;
  45638. _this.ALPHATESTVALUE = "0.5";
  45639. _this.SPECULAROVERALPHA = false;
  45640. _this.RADIANCEOVERALPHA = false;
  45641. _this.ALPHAFRESNEL = false;
  45642. _this.LINEARALPHAFRESNEL = false;
  45643. _this.PREMULTIPLYALPHA = false;
  45644. _this.EMISSIVE = false;
  45645. _this.EMISSIVEDIRECTUV = 0;
  45646. _this.REFLECTIVITY = false;
  45647. _this.REFLECTIVITYDIRECTUV = 0;
  45648. _this.SPECULARTERM = false;
  45649. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45650. _this.MICROSURFACEAUTOMATIC = false;
  45651. _this.LODBASEDMICROSFURACE = false;
  45652. _this.MICROSURFACEMAP = false;
  45653. _this.MICROSURFACEMAPDIRECTUV = 0;
  45654. _this.METALLICWORKFLOW = false;
  45655. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45656. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45657. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45658. _this.AOSTOREINMETALMAPRED = false;
  45659. _this.ENVIRONMENTBRDF = false;
  45660. _this.NORMAL = false;
  45661. _this.TANGENT = false;
  45662. _this.BUMP = false;
  45663. _this.BUMPDIRECTUV = 0;
  45664. _this.OBJECTSPACE_NORMALMAP = false;
  45665. _this.PARALLAX = false;
  45666. _this.PARALLAXOCCLUSION = false;
  45667. _this.NORMALXYSCALE = true;
  45668. _this.LIGHTMAP = false;
  45669. _this.LIGHTMAPDIRECTUV = 0;
  45670. _this.USELIGHTMAPASSHADOWMAP = false;
  45671. _this.GAMMALIGHTMAP = false;
  45672. _this.REFLECTION = false;
  45673. _this.REFLECTIONMAP_3D = false;
  45674. _this.REFLECTIONMAP_SPHERICAL = false;
  45675. _this.REFLECTIONMAP_PLANAR = false;
  45676. _this.REFLECTIONMAP_CUBIC = false;
  45677. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45678. _this.REFLECTIONMAP_PROJECTION = false;
  45679. _this.REFLECTIONMAP_SKYBOX = false;
  45680. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45681. _this.REFLECTIONMAP_EXPLICIT = false;
  45682. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45683. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45684. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45685. _this.INVERTCUBICMAP = false;
  45686. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45687. _this.USESPHERICALINVERTEX = false;
  45688. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45689. _this.LODINREFLECTIONALPHA = false;
  45690. _this.GAMMAREFLECTION = false;
  45691. _this.RGBDREFLECTION = false;
  45692. _this.RADIANCEOCCLUSION = false;
  45693. _this.HORIZONOCCLUSION = false;
  45694. _this.REFRACTION = false;
  45695. _this.REFRACTIONMAP_3D = false;
  45696. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45697. _this.LODINREFRACTIONALPHA = false;
  45698. _this.GAMMAREFRACTION = false;
  45699. _this.RGBDREFRACTION = false;
  45700. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45701. _this.INSTANCES = false;
  45702. _this.NUM_BONE_INFLUENCERS = 0;
  45703. _this.BonesPerMesh = 0;
  45704. _this.BONETEXTURE = false;
  45705. _this.NONUNIFORMSCALING = false;
  45706. _this.MORPHTARGETS = false;
  45707. _this.MORPHTARGETS_NORMAL = false;
  45708. _this.MORPHTARGETS_TANGENT = false;
  45709. _this.NUM_MORPH_INFLUENCERS = 0;
  45710. _this.IMAGEPROCESSING = false;
  45711. _this.VIGNETTE = false;
  45712. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45713. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45714. _this.TONEMAPPING = false;
  45715. _this.TONEMAPPING_ACES = false;
  45716. _this.CONTRAST = false;
  45717. _this.COLORCURVES = false;
  45718. _this.COLORGRADING = false;
  45719. _this.COLORGRADING3D = false;
  45720. _this.SAMPLER3DGREENDEPTH = false;
  45721. _this.SAMPLER3DBGRMAP = false;
  45722. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45723. _this.EXPOSURE = false;
  45724. _this.USEPHYSICALLIGHTFALLOFF = false;
  45725. _this.USEGLTFLIGHTFALLOFF = false;
  45726. _this.TWOSIDEDLIGHTING = false;
  45727. _this.SHADOWFLOAT = false;
  45728. _this.CLIPPLANE = false;
  45729. _this.CLIPPLANE2 = false;
  45730. _this.CLIPPLANE3 = false;
  45731. _this.CLIPPLANE4 = false;
  45732. _this.POINTSIZE = false;
  45733. _this.FOG = false;
  45734. _this.LOGARITHMICDEPTH = false;
  45735. _this.FORCENORMALFORWARD = false;
  45736. _this.SPECULARAA = false;
  45737. _this.UNLIT = false;
  45738. _this.rebuild();
  45739. return _this;
  45740. }
  45741. /**
  45742. * Resets the PBR Material defines.
  45743. */
  45744. PBRMaterialDefines.prototype.reset = function () {
  45745. _super.prototype.reset.call(this);
  45746. this.ALPHATESTVALUE = "0.5";
  45747. this.PBR = true;
  45748. };
  45749. return PBRMaterialDefines;
  45750. }(BABYLON.MaterialDefines));
  45751. /**
  45752. * The Physically based material base class of BJS.
  45753. *
  45754. * This offers the main features of a standard PBR material.
  45755. * For more information, please refer to the documentation :
  45756. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45757. */
  45758. var PBRBaseMaterial = /** @class */ (function (_super) {
  45759. __extends(PBRBaseMaterial, _super);
  45760. /**
  45761. * Instantiates a new PBRMaterial instance.
  45762. *
  45763. * @param name The material name
  45764. * @param scene The scene the material will be use in.
  45765. */
  45766. function PBRBaseMaterial(name, scene) {
  45767. var _this = _super.call(this, name, scene) || this;
  45768. /**
  45769. * Intensity of the direct lights e.g. the four lights available in your scene.
  45770. * This impacts both the direct diffuse and specular highlights.
  45771. */
  45772. _this._directIntensity = 1.0;
  45773. /**
  45774. * Intensity of the emissive part of the material.
  45775. * This helps controlling the emissive effect without modifying the emissive color.
  45776. */
  45777. _this._emissiveIntensity = 1.0;
  45778. /**
  45779. * Intensity of the environment e.g. how much the environment will light the object
  45780. * either through harmonics for rough material or through the refelction for shiny ones.
  45781. */
  45782. _this._environmentIntensity = 1.0;
  45783. /**
  45784. * This is a special control allowing the reduction of the specular highlights coming from the
  45785. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45786. */
  45787. _this._specularIntensity = 1.0;
  45788. /**
  45789. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45790. */
  45791. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45792. /**
  45793. * Debug Control allowing disabling the bump map on this material.
  45794. */
  45795. _this._disableBumpMap = false;
  45796. /**
  45797. * AKA Occlusion Texture Intensity in other nomenclature.
  45798. */
  45799. _this._ambientTextureStrength = 1.0;
  45800. /**
  45801. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45802. * 1 means it completely occludes it
  45803. * 0 mean it has no impact
  45804. */
  45805. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45806. /**
  45807. * The color of a material in ambient lighting.
  45808. */
  45809. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45810. /**
  45811. * AKA Diffuse Color in other nomenclature.
  45812. */
  45813. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45814. /**
  45815. * AKA Specular Color in other nomenclature.
  45816. */
  45817. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45818. /**
  45819. * The color applied when light is reflected from a material.
  45820. */
  45821. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45822. /**
  45823. * The color applied when light is emitted from a material.
  45824. */
  45825. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45826. /**
  45827. * AKA Glossiness in other nomenclature.
  45828. */
  45829. _this._microSurface = 0.9;
  45830. /**
  45831. * source material index of refraction (IOR)' / 'destination material IOR.
  45832. */
  45833. _this._indexOfRefraction = 0.66;
  45834. /**
  45835. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45836. */
  45837. _this._invertRefractionY = false;
  45838. /**
  45839. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45840. * Materials half opaque for instance using refraction could benefit from this control.
  45841. */
  45842. _this._linkRefractionWithTransparency = false;
  45843. /**
  45844. * Specifies that the material will use the light map as a show map.
  45845. */
  45846. _this._useLightmapAsShadowmap = false;
  45847. /**
  45848. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45849. * makes the reflect vector face the model (under horizon).
  45850. */
  45851. _this._useHorizonOcclusion = true;
  45852. /**
  45853. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45854. * too much the area relying on ambient texture to define their ambient occlusion.
  45855. */
  45856. _this._useRadianceOcclusion = true;
  45857. /**
  45858. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45859. */
  45860. _this._useAlphaFromAlbedoTexture = false;
  45861. /**
  45862. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45863. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45864. */
  45865. _this._useSpecularOverAlpha = true;
  45866. /**
  45867. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45868. */
  45869. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45870. /**
  45871. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45872. */
  45873. _this._useRoughnessFromMetallicTextureAlpha = true;
  45874. /**
  45875. * Specifies if the metallic texture contains the roughness information in its green channel.
  45876. */
  45877. _this._useRoughnessFromMetallicTextureGreen = false;
  45878. /**
  45879. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45880. */
  45881. _this._useMetallnessFromMetallicTextureBlue = false;
  45882. /**
  45883. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45884. */
  45885. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45886. /**
  45887. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45888. */
  45889. _this._useAmbientInGrayScale = false;
  45890. /**
  45891. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45892. * The material will try to infer what glossiness each pixel should be.
  45893. */
  45894. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45895. /**
  45896. * Defines the falloff type used in this material.
  45897. * It by default is Physical.
  45898. */
  45899. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45900. /**
  45901. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45902. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45903. */
  45904. _this._useRadianceOverAlpha = true;
  45905. /**
  45906. * Allows using an object space normal map (instead of tangent space).
  45907. */
  45908. _this._useObjectSpaceNormalMap = false;
  45909. /**
  45910. * Allows using the bump map in parallax mode.
  45911. */
  45912. _this._useParallax = false;
  45913. /**
  45914. * Allows using the bump map in parallax occlusion mode.
  45915. */
  45916. _this._useParallaxOcclusion = false;
  45917. /**
  45918. * Controls the scale bias of the parallax mode.
  45919. */
  45920. _this._parallaxScaleBias = 0.05;
  45921. /**
  45922. * If sets to true, disables all the lights affecting the material.
  45923. */
  45924. _this._disableLighting = false;
  45925. /**
  45926. * Number of Simultaneous lights allowed on the material.
  45927. */
  45928. _this._maxSimultaneousLights = 4;
  45929. /**
  45930. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45931. */
  45932. _this._invertNormalMapX = false;
  45933. /**
  45934. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45935. */
  45936. _this._invertNormalMapY = false;
  45937. /**
  45938. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45939. */
  45940. _this._twoSidedLighting = false;
  45941. /**
  45942. * Defines the alpha limits in alpha test mode.
  45943. */
  45944. _this._alphaCutOff = 0.4;
  45945. /**
  45946. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45947. */
  45948. _this._forceAlphaTest = false;
  45949. /**
  45950. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45951. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45952. */
  45953. _this._useAlphaFresnel = false;
  45954. /**
  45955. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45956. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45957. */
  45958. _this._useLinearAlphaFresnel = false;
  45959. /**
  45960. * The transparency mode of the material.
  45961. */
  45962. _this._transparencyMode = null;
  45963. /**
  45964. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45965. * from cos thetav and roughness:
  45966. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45967. */
  45968. _this._environmentBRDFTexture = null;
  45969. /**
  45970. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45971. */
  45972. _this._forceIrradianceInFragment = false;
  45973. /**
  45974. * Force normal to face away from face.
  45975. */
  45976. _this._forceNormalForward = false;
  45977. /**
  45978. * Enables specular anti aliasing in the PBR shader.
  45979. * It will both interacts on the Geometry for analytical and IBL lighting.
  45980. * It also prefilter the roughness map based on the bump values.
  45981. */
  45982. _this._enableSpecularAntiAliasing = false;
  45983. /**
  45984. * Stores the available render targets.
  45985. */
  45986. _this._renderTargets = new BABYLON.SmartArray(16);
  45987. /**
  45988. * Sets the global ambient color for the material used in lighting calculations.
  45989. */
  45990. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45991. /**
  45992. * If set to true, no lighting calculations will be applied.
  45993. */
  45994. _this._unlit = false;
  45995. // Setup the default processing configuration to the scene.
  45996. _this._attachImageProcessingConfiguration(null);
  45997. _this.getRenderTargetTextures = function () {
  45998. _this._renderTargets.reset();
  45999. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46000. _this._renderTargets.push(_this._reflectionTexture);
  46001. }
  46002. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46003. _this._renderTargets.push(_this._refractionTexture);
  46004. }
  46005. return _this._renderTargets;
  46006. };
  46007. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46008. return _this;
  46009. }
  46010. /**
  46011. * Attaches a new image processing configuration to the PBR Material.
  46012. * @param configuration
  46013. */
  46014. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46015. var _this = this;
  46016. if (configuration === this._imageProcessingConfiguration) {
  46017. return;
  46018. }
  46019. // Detaches observer.
  46020. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46021. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46022. }
  46023. // Pick the scene configuration if needed.
  46024. if (!configuration) {
  46025. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46026. }
  46027. else {
  46028. this._imageProcessingConfiguration = configuration;
  46029. }
  46030. // Attaches observer.
  46031. if (this._imageProcessingConfiguration) {
  46032. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46033. _this._markAllSubMeshesAsImageProcessingDirty();
  46034. });
  46035. }
  46036. };
  46037. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46038. /**
  46039. * Gets a boolean indicating that current material needs to register RTT
  46040. */
  46041. get: function () {
  46042. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46043. return true;
  46044. }
  46045. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46046. return true;
  46047. }
  46048. return false;
  46049. },
  46050. enumerable: true,
  46051. configurable: true
  46052. });
  46053. /**
  46054. * Gets the name of the material class.
  46055. */
  46056. PBRBaseMaterial.prototype.getClassName = function () {
  46057. return "PBRBaseMaterial";
  46058. };
  46059. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46060. /**
  46061. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46062. */
  46063. get: function () {
  46064. return this._useLogarithmicDepth;
  46065. },
  46066. /**
  46067. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46068. */
  46069. set: function (value) {
  46070. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46071. },
  46072. enumerable: true,
  46073. configurable: true
  46074. });
  46075. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46076. /**
  46077. * Gets the current transparency mode.
  46078. */
  46079. get: function () {
  46080. return this._transparencyMode;
  46081. },
  46082. /**
  46083. * Sets the transparency mode of the material.
  46084. *
  46085. * | Value | Type | Description |
  46086. * | ----- | ----------------------------------- | ----------- |
  46087. * | 0 | OPAQUE | |
  46088. * | 1 | ALPHATEST | |
  46089. * | 2 | ALPHABLEND | |
  46090. * | 3 | ALPHATESTANDBLEND | |
  46091. *
  46092. */
  46093. set: function (value) {
  46094. if (this._transparencyMode === value) {
  46095. return;
  46096. }
  46097. this._transparencyMode = value;
  46098. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46099. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46100. },
  46101. enumerable: true,
  46102. configurable: true
  46103. });
  46104. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46105. /**
  46106. * Returns true if alpha blending should be disabled.
  46107. */
  46108. get: function () {
  46109. return (this._linkRefractionWithTransparency ||
  46110. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46111. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46112. },
  46113. enumerable: true,
  46114. configurable: true
  46115. });
  46116. /**
  46117. * Specifies whether or not this material should be rendered in alpha blend mode.
  46118. */
  46119. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46120. if (this._disableAlphaBlending) {
  46121. return false;
  46122. }
  46123. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46124. };
  46125. /**
  46126. * Specifies if the mesh will require alpha blending.
  46127. * @param mesh - BJS mesh.
  46128. */
  46129. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46130. if (this._disableAlphaBlending) {
  46131. return false;
  46132. }
  46133. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46134. };
  46135. /**
  46136. * Specifies whether or not this material should be rendered in alpha test mode.
  46137. */
  46138. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46139. if (this._forceAlphaTest) {
  46140. return true;
  46141. }
  46142. if (this._linkRefractionWithTransparency) {
  46143. return false;
  46144. }
  46145. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46146. };
  46147. /**
  46148. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46149. */
  46150. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46151. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46152. };
  46153. /**
  46154. * Gets the texture used for the alpha test.
  46155. */
  46156. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46157. return this._albedoTexture;
  46158. };
  46159. /**
  46160. * Specifies that the submesh is ready to be used.
  46161. * @param mesh - BJS mesh.
  46162. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46163. * @param useInstances - Specifies that instances should be used.
  46164. * @returns - boolean indicating that the submesh is ready or not.
  46165. */
  46166. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46167. if (subMesh.effect && this.isFrozen) {
  46168. if (this._wasPreviouslyReady) {
  46169. return true;
  46170. }
  46171. }
  46172. if (!subMesh._materialDefines) {
  46173. subMesh._materialDefines = new PBRMaterialDefines();
  46174. }
  46175. var defines = subMesh._materialDefines;
  46176. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46177. if (defines._renderId === this.getScene().getRenderId()) {
  46178. return true;
  46179. }
  46180. }
  46181. var scene = this.getScene();
  46182. var engine = scene.getEngine();
  46183. if (defines._areTexturesDirty) {
  46184. if (scene.texturesEnabled) {
  46185. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46186. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46187. return false;
  46188. }
  46189. }
  46190. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46191. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46192. return false;
  46193. }
  46194. }
  46195. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46196. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46197. return false;
  46198. }
  46199. }
  46200. var reflectionTexture = this._getReflectionTexture();
  46201. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46202. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46203. return false;
  46204. }
  46205. }
  46206. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46207. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46208. return false;
  46209. }
  46210. }
  46211. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46212. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46213. return false;
  46214. }
  46215. }
  46216. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46217. if (this._metallicTexture) {
  46218. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46219. return false;
  46220. }
  46221. }
  46222. else if (this._reflectivityTexture) {
  46223. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46224. return false;
  46225. }
  46226. }
  46227. if (this._microSurfaceTexture) {
  46228. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46229. return false;
  46230. }
  46231. }
  46232. }
  46233. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46234. // Bump texture cannot be not blocking.
  46235. if (!this._bumpTexture.isReady()) {
  46236. return false;
  46237. }
  46238. }
  46239. var refractionTexture = this._getRefractionTexture();
  46240. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46241. if (!refractionTexture.isReadyOrNotBlocking()) {
  46242. return false;
  46243. }
  46244. }
  46245. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46246. // This is blocking.
  46247. if (!this._environmentBRDFTexture.isReady()) {
  46248. return false;
  46249. }
  46250. }
  46251. }
  46252. }
  46253. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46254. if (!this._imageProcessingConfiguration.isReady()) {
  46255. return false;
  46256. }
  46257. }
  46258. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46259. mesh.createNormals(true);
  46260. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46261. }
  46262. var previousEffect = subMesh.effect;
  46263. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46264. if (effect) {
  46265. // Use previous effect while new one is compiling
  46266. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46267. effect = previousEffect;
  46268. defines.markAsUnprocessed();
  46269. }
  46270. else {
  46271. scene.resetCachedMaterial();
  46272. subMesh.setEffect(effect, defines);
  46273. this.buildUniformLayout();
  46274. }
  46275. }
  46276. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46277. return false;
  46278. }
  46279. defines._renderId = scene.getRenderId();
  46280. this._wasPreviouslyReady = true;
  46281. return true;
  46282. };
  46283. /**
  46284. * Specifies if the material uses metallic roughness workflow.
  46285. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46286. */
  46287. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46288. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46289. return true;
  46290. }
  46291. return false;
  46292. };
  46293. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46294. if (onCompiled === void 0) { onCompiled = null; }
  46295. if (onError === void 0) { onError = null; }
  46296. if (useInstances === void 0) { useInstances = null; }
  46297. if (useClipPlane === void 0) { useClipPlane = null; }
  46298. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46299. if (!defines.isDirty) {
  46300. return null;
  46301. }
  46302. defines.markAsProcessed();
  46303. var scene = this.getScene();
  46304. var engine = scene.getEngine();
  46305. // Fallbacks
  46306. var fallbacks = new BABYLON.EffectFallbacks();
  46307. var fallbackRank = 0;
  46308. if (defines.USESPHERICALINVERTEX) {
  46309. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46310. }
  46311. if (defines.FOG) {
  46312. fallbacks.addFallback(fallbackRank, "FOG");
  46313. }
  46314. if (defines.SPECULARAA) {
  46315. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46316. }
  46317. if (defines.POINTSIZE) {
  46318. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46319. }
  46320. if (defines.LOGARITHMICDEPTH) {
  46321. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46322. }
  46323. if (defines.PARALLAX) {
  46324. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46325. }
  46326. if (defines.PARALLAXOCCLUSION) {
  46327. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46328. }
  46329. if (defines.ENVIRONMENTBRDF) {
  46330. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46331. }
  46332. if (defines.TANGENT) {
  46333. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46334. }
  46335. if (defines.BUMP) {
  46336. fallbacks.addFallback(fallbackRank++, "BUMP");
  46337. }
  46338. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46339. if (defines.SPECULARTERM) {
  46340. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46341. }
  46342. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46343. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46344. }
  46345. if (defines.LIGHTMAP) {
  46346. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46347. }
  46348. if (defines.NORMAL) {
  46349. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46350. }
  46351. if (defines.AMBIENT) {
  46352. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46353. }
  46354. if (defines.EMISSIVE) {
  46355. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46356. }
  46357. if (defines.VERTEXCOLOR) {
  46358. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46359. }
  46360. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46361. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46362. }
  46363. if (defines.MORPHTARGETS) {
  46364. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46365. }
  46366. //Attributes
  46367. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46368. if (defines.NORMAL) {
  46369. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46370. }
  46371. if (defines.TANGENT) {
  46372. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46373. }
  46374. if (defines.UV1) {
  46375. attribs.push(BABYLON.VertexBuffer.UVKind);
  46376. }
  46377. if (defines.UV2) {
  46378. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46379. }
  46380. if (defines.VERTEXCOLOR) {
  46381. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46382. }
  46383. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46384. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46385. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46386. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46387. "vFogInfos", "vFogColor", "pointSize",
  46388. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46389. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46390. "mBones",
  46391. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46392. "vLightingIntensity",
  46393. "logarithmicDepthConstant",
  46394. "vSphericalX", "vSphericalY", "vSphericalZ",
  46395. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46396. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46397. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46398. "vTangentSpaceParams", "boneTextureWidth"
  46399. ];
  46400. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46401. "bumpSampler", "lightmapSampler", "opacitySampler",
  46402. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46403. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46404. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46405. var uniformBuffers = ["Material", "Scene"];
  46406. if (BABYLON.ImageProcessingConfiguration) {
  46407. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46408. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46409. }
  46410. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46411. uniformsNames: uniforms,
  46412. uniformBuffersNames: uniformBuffers,
  46413. samplers: samplers,
  46414. defines: defines,
  46415. maxSimultaneousLights: this._maxSimultaneousLights
  46416. });
  46417. var join = defines.toString();
  46418. return engine.createEffect("pbr", {
  46419. attributes: attribs,
  46420. uniformsNames: uniforms,
  46421. uniformBuffersNames: uniformBuffers,
  46422. samplers: samplers,
  46423. defines: join,
  46424. fallbacks: fallbacks,
  46425. onCompiled: onCompiled,
  46426. onError: onError,
  46427. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46428. }, engine);
  46429. };
  46430. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46431. if (useInstances === void 0) { useInstances = null; }
  46432. if (useClipPlane === void 0) { useClipPlane = null; }
  46433. var scene = this.getScene();
  46434. var engine = scene.getEngine();
  46435. // Lights
  46436. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46437. defines._needNormals = true;
  46438. // Textures
  46439. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46440. if (defines._areTexturesDirty) {
  46441. defines._needUVs = false;
  46442. if (scene.texturesEnabled) {
  46443. if (scene.getEngine().getCaps().textureLOD) {
  46444. defines.LODBASEDMICROSFURACE = true;
  46445. }
  46446. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46447. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46448. }
  46449. else {
  46450. defines.ALBEDO = false;
  46451. }
  46452. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46453. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46454. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46455. }
  46456. else {
  46457. defines.AMBIENT = false;
  46458. }
  46459. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46460. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46461. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46462. }
  46463. else {
  46464. defines.OPACITY = false;
  46465. }
  46466. var reflectionTexture = this._getReflectionTexture();
  46467. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46468. defines.REFLECTION = true;
  46469. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46470. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46471. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46472. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46473. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46474. defines.INVERTCUBICMAP = true;
  46475. }
  46476. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46477. switch (reflectionTexture.coordinatesMode) {
  46478. case BABYLON.Texture.EXPLICIT_MODE:
  46479. defines.REFLECTIONMAP_EXPLICIT = true;
  46480. break;
  46481. case BABYLON.Texture.PLANAR_MODE:
  46482. defines.REFLECTIONMAP_PLANAR = true;
  46483. break;
  46484. case BABYLON.Texture.PROJECTION_MODE:
  46485. defines.REFLECTIONMAP_PROJECTION = true;
  46486. break;
  46487. case BABYLON.Texture.SKYBOX_MODE:
  46488. defines.REFLECTIONMAP_SKYBOX = true;
  46489. break;
  46490. case BABYLON.Texture.SPHERICAL_MODE:
  46491. defines.REFLECTIONMAP_SPHERICAL = true;
  46492. break;
  46493. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46494. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46495. break;
  46496. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46497. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46498. break;
  46499. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46500. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46501. break;
  46502. case BABYLON.Texture.CUBIC_MODE:
  46503. case BABYLON.Texture.INVCUBIC_MODE:
  46504. default:
  46505. defines.REFLECTIONMAP_CUBIC = true;
  46506. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46507. break;
  46508. }
  46509. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46510. if (reflectionTexture.sphericalPolynomial) {
  46511. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46512. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46513. defines.USESPHERICALINVERTEX = false;
  46514. }
  46515. else {
  46516. defines.USESPHERICALINVERTEX = true;
  46517. }
  46518. }
  46519. }
  46520. else {
  46521. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46522. }
  46523. }
  46524. else {
  46525. defines.REFLECTION = false;
  46526. defines.REFLECTIONMAP_3D = false;
  46527. defines.REFLECTIONMAP_SPHERICAL = false;
  46528. defines.REFLECTIONMAP_PLANAR = false;
  46529. defines.REFLECTIONMAP_CUBIC = false;
  46530. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46531. defines.REFLECTIONMAP_PROJECTION = false;
  46532. defines.REFLECTIONMAP_SKYBOX = false;
  46533. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46534. defines.REFLECTIONMAP_EXPLICIT = false;
  46535. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46536. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46537. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46538. defines.INVERTCUBICMAP = false;
  46539. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46540. defines.USESPHERICALINVERTEX = false;
  46541. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46542. defines.LODINREFLECTIONALPHA = false;
  46543. defines.GAMMAREFLECTION = false;
  46544. defines.RGBDREFLECTION = false;
  46545. }
  46546. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46547. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46548. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46549. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46550. }
  46551. else {
  46552. defines.LIGHTMAP = false;
  46553. }
  46554. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46555. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46556. }
  46557. else {
  46558. defines.EMISSIVE = false;
  46559. }
  46560. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46561. if (this._metallicTexture) {
  46562. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46563. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46564. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46565. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46566. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46567. }
  46568. else if (this._reflectivityTexture) {
  46569. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46570. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46571. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46572. }
  46573. else {
  46574. defines.REFLECTIVITY = false;
  46575. }
  46576. if (this._microSurfaceTexture) {
  46577. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46578. }
  46579. else {
  46580. defines.MICROSURFACEMAP = false;
  46581. }
  46582. }
  46583. else {
  46584. defines.REFLECTIVITY = false;
  46585. defines.MICROSURFACEMAP = false;
  46586. }
  46587. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46588. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46589. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46590. defines.PARALLAX = true;
  46591. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46592. }
  46593. else {
  46594. defines.PARALLAX = false;
  46595. }
  46596. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46597. }
  46598. else {
  46599. defines.BUMP = false;
  46600. }
  46601. var refractionTexture = this._getRefractionTexture();
  46602. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46603. defines.REFRACTION = true;
  46604. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46605. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46606. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46607. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46608. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46609. if (this._linkRefractionWithTransparency) {
  46610. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46611. }
  46612. }
  46613. else {
  46614. defines.REFRACTION = false;
  46615. }
  46616. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46617. defines.ENVIRONMENTBRDF = true;
  46618. }
  46619. else {
  46620. defines.ENVIRONMENTBRDF = false;
  46621. }
  46622. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46623. defines.ALPHAFROMALBEDO = true;
  46624. }
  46625. else {
  46626. defines.ALPHAFROMALBEDO = false;
  46627. }
  46628. }
  46629. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46630. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46631. defines.USEPHYSICALLIGHTFALLOFF = false;
  46632. defines.USEGLTFLIGHTFALLOFF = false;
  46633. }
  46634. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46635. defines.USEPHYSICALLIGHTFALLOFF = false;
  46636. defines.USEGLTFLIGHTFALLOFF = true;
  46637. }
  46638. else {
  46639. defines.USEPHYSICALLIGHTFALLOFF = true;
  46640. defines.USEGLTFLIGHTFALLOFF = false;
  46641. }
  46642. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46643. if (!this.backFaceCulling && this._twoSidedLighting) {
  46644. defines.TWOSIDEDLIGHTING = true;
  46645. }
  46646. else {
  46647. defines.TWOSIDEDLIGHTING = false;
  46648. }
  46649. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46650. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46651. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46652. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46653. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46654. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46655. }
  46656. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46657. this._imageProcessingConfiguration.prepareDefines(defines);
  46658. }
  46659. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46660. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46661. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46662. // Misc.
  46663. if (defines._areMiscDirty) {
  46664. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46665. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46666. }
  46667. // Values that need to be evaluated on every frame
  46668. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46669. // Attribs
  46670. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46671. };
  46672. /**
  46673. * Force shader compilation
  46674. */
  46675. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46676. var _this = this;
  46677. var localOptions = __assign({ clipPlane: false }, options);
  46678. var defines = new PBRMaterialDefines();
  46679. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46680. if (effect.isReady()) {
  46681. if (onCompiled) {
  46682. onCompiled(this);
  46683. }
  46684. }
  46685. else {
  46686. effect.onCompileObservable.add(function () {
  46687. if (onCompiled) {
  46688. onCompiled(_this);
  46689. }
  46690. });
  46691. }
  46692. };
  46693. /**
  46694. * Initializes the uniform buffer layout for the shader.
  46695. */
  46696. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46697. // Order is important !
  46698. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46699. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46700. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46701. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46702. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46703. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46704. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46705. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46706. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46707. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46708. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46709. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46710. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46711. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46712. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46713. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46714. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46715. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46716. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46717. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46718. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46719. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46720. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46721. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46722. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46723. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46724. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46725. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46726. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46727. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46728. this._uniformBuffer.addUniform("pointSize", 1);
  46729. this._uniformBuffer.create();
  46730. };
  46731. /**
  46732. * Unbinds the textures.
  46733. */
  46734. PBRBaseMaterial.prototype.unbind = function () {
  46735. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46736. this._uniformBuffer.setTexture("reflectionSampler", null);
  46737. }
  46738. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46739. this._uniformBuffer.setTexture("refractionSampler", null);
  46740. }
  46741. _super.prototype.unbind.call(this);
  46742. };
  46743. /**
  46744. * Binds the submesh data.
  46745. * @param world - The world matrix.
  46746. * @param mesh - The BJS mesh.
  46747. * @param subMesh - A submesh of the BJS mesh.
  46748. */
  46749. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46750. var scene = this.getScene();
  46751. var defines = subMesh._materialDefines;
  46752. if (!defines) {
  46753. return;
  46754. }
  46755. var effect = subMesh.effect;
  46756. if (!effect) {
  46757. return;
  46758. }
  46759. this._activeEffect = effect;
  46760. // Matrices
  46761. this.bindOnlyWorldMatrix(world);
  46762. // Normal Matrix
  46763. if (defines.OBJECTSPACE_NORMALMAP) {
  46764. world.toNormalMatrix(this._normalMatrix);
  46765. this.bindOnlyNormalMatrix(this._normalMatrix);
  46766. }
  46767. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46768. // Bones
  46769. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46770. var reflectionTexture = null;
  46771. if (mustRebind) {
  46772. this._uniformBuffer.bindToEffect(effect, "Material");
  46773. this.bindViewProjection(effect);
  46774. reflectionTexture = this._getReflectionTexture();
  46775. var refractionTexture = this._getRefractionTexture();
  46776. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46777. // Texture uniforms
  46778. if (scene.texturesEnabled) {
  46779. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46780. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46781. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46782. }
  46783. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46784. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46785. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46786. }
  46787. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46788. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46789. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46790. }
  46791. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46792. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46793. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46794. if (reflectionTexture.boundingBoxSize) {
  46795. var cubeTexture = reflectionTexture;
  46796. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46797. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46798. }
  46799. var polynomials = reflectionTexture.sphericalPolynomial;
  46800. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46801. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46802. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46803. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46804. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46805. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46806. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46807. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46808. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46809. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46810. }
  46811. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46812. }
  46813. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46814. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46815. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46816. }
  46817. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46818. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46819. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46820. }
  46821. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46822. if (this._metallicTexture) {
  46823. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46824. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46825. }
  46826. else if (this._reflectivityTexture) {
  46827. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46828. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46829. }
  46830. if (this._microSurfaceTexture) {
  46831. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46832. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46833. }
  46834. }
  46835. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46836. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46837. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46838. if (scene._mirroredCameraPosition) {
  46839. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46840. }
  46841. else {
  46842. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46843. }
  46844. }
  46845. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46846. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46847. var depth = 1.0;
  46848. if (!refractionTexture.isCube) {
  46849. if (refractionTexture.depth) {
  46850. depth = refractionTexture.depth;
  46851. }
  46852. }
  46853. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46854. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46855. }
  46856. }
  46857. // Point size
  46858. if (this.pointsCloud) {
  46859. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46860. }
  46861. // Colors
  46862. if (defines.METALLICWORKFLOW) {
  46863. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46864. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46865. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46866. }
  46867. else {
  46868. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46869. }
  46870. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46871. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46872. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46873. // Misc
  46874. this._lightingInfos.x = this._directIntensity;
  46875. this._lightingInfos.y = this._emissiveIntensity;
  46876. this._lightingInfos.z = this._environmentIntensity;
  46877. this._lightingInfos.w = this._specularIntensity;
  46878. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46879. }
  46880. // Textures
  46881. if (scene.texturesEnabled) {
  46882. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46883. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46884. }
  46885. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46886. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46887. }
  46888. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46889. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46890. }
  46891. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46892. if (defines.LODBASEDMICROSFURACE) {
  46893. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46894. }
  46895. else {
  46896. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46897. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46898. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46899. }
  46900. }
  46901. if (defines.ENVIRONMENTBRDF) {
  46902. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46903. }
  46904. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46905. if (defines.LODBASEDMICROSFURACE) {
  46906. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46907. }
  46908. else {
  46909. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46910. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46911. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46912. }
  46913. }
  46914. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46915. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46916. }
  46917. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46918. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46919. }
  46920. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46921. if (this._metallicTexture) {
  46922. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46923. }
  46924. else if (this._reflectivityTexture) {
  46925. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46926. }
  46927. if (this._microSurfaceTexture) {
  46928. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46929. }
  46930. }
  46931. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46932. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46933. }
  46934. }
  46935. // Clip plane
  46936. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46937. // Colors
  46938. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46939. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46940. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46941. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46942. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46943. }
  46944. if (mustRebind || !this.isFrozen) {
  46945. // Lights
  46946. if (scene.lightsEnabled && !this._disableLighting) {
  46947. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46948. }
  46949. // View
  46950. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46951. this.bindView(effect);
  46952. }
  46953. // Fog
  46954. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46955. // Morph targets
  46956. if (defines.NUM_MORPH_INFLUENCERS) {
  46957. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46958. }
  46959. // image processing
  46960. this._imageProcessingConfiguration.bind(this._activeEffect);
  46961. // Log. depth
  46962. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46963. }
  46964. this._uniformBuffer.update();
  46965. this._afterBind(mesh, this._activeEffect);
  46966. };
  46967. /**
  46968. * Returns the animatable textures.
  46969. * @returns - Array of animatable textures.
  46970. */
  46971. PBRBaseMaterial.prototype.getAnimatables = function () {
  46972. var results = [];
  46973. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46974. results.push(this._albedoTexture);
  46975. }
  46976. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46977. results.push(this._ambientTexture);
  46978. }
  46979. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46980. results.push(this._opacityTexture);
  46981. }
  46982. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46983. results.push(this._reflectionTexture);
  46984. }
  46985. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46986. results.push(this._emissiveTexture);
  46987. }
  46988. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46989. results.push(this._metallicTexture);
  46990. }
  46991. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46992. results.push(this._reflectivityTexture);
  46993. }
  46994. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46995. results.push(this._bumpTexture);
  46996. }
  46997. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46998. results.push(this._lightmapTexture);
  46999. }
  47000. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47001. results.push(this._refractionTexture);
  47002. }
  47003. return results;
  47004. };
  47005. /**
  47006. * Returns the texture used for reflections.
  47007. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47008. */
  47009. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47010. if (this._reflectionTexture) {
  47011. return this._reflectionTexture;
  47012. }
  47013. return this.getScene().environmentTexture;
  47014. };
  47015. /**
  47016. * Returns the texture used for refraction or null if none is used.
  47017. * @returns - Refection texture if present. If no refraction texture and refraction
  47018. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47019. */
  47020. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47021. if (this._refractionTexture) {
  47022. return this._refractionTexture;
  47023. }
  47024. if (this._linkRefractionWithTransparency) {
  47025. return this.getScene().environmentTexture;
  47026. }
  47027. return null;
  47028. };
  47029. /**
  47030. * Disposes the resources of the material.
  47031. * @param forceDisposeEffect - Forces the disposal of effects.
  47032. * @param forceDisposeTextures - Forces the disposal of all textures.
  47033. */
  47034. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47035. if (forceDisposeTextures) {
  47036. if (this._albedoTexture) {
  47037. this._albedoTexture.dispose();
  47038. }
  47039. if (this._ambientTexture) {
  47040. this._ambientTexture.dispose();
  47041. }
  47042. if (this._opacityTexture) {
  47043. this._opacityTexture.dispose();
  47044. }
  47045. if (this._reflectionTexture) {
  47046. this._reflectionTexture.dispose();
  47047. }
  47048. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47049. this._environmentBRDFTexture.dispose();
  47050. }
  47051. if (this._emissiveTexture) {
  47052. this._emissiveTexture.dispose();
  47053. }
  47054. if (this._metallicTexture) {
  47055. this._metallicTexture.dispose();
  47056. }
  47057. if (this._reflectivityTexture) {
  47058. this._reflectivityTexture.dispose();
  47059. }
  47060. if (this._bumpTexture) {
  47061. this._bumpTexture.dispose();
  47062. }
  47063. if (this._lightmapTexture) {
  47064. this._lightmapTexture.dispose();
  47065. }
  47066. if (this._refractionTexture) {
  47067. this._refractionTexture.dispose();
  47068. }
  47069. }
  47070. this._renderTargets.dispose();
  47071. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47072. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47073. }
  47074. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47075. };
  47076. /**
  47077. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47078. */
  47079. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47080. /**
  47081. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47082. * to enhance interoperability with other engines.
  47083. */
  47084. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47085. /**
  47086. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47087. * to enhance interoperability with other materials.
  47088. */
  47089. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47090. /**
  47091. * Stores the reflectivity values based on metallic roughness workflow.
  47092. */
  47093. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47094. __decorate([
  47095. BABYLON.serializeAsImageProcessingConfiguration()
  47096. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47097. __decorate([
  47098. BABYLON.serialize()
  47099. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47100. __decorate([
  47101. BABYLON.serialize()
  47102. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47103. return PBRBaseMaterial;
  47104. }(BABYLON.PushMaterial));
  47105. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47106. })(BABYLON || (BABYLON = {}));
  47107. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47108. var BABYLON;
  47109. (function (BABYLON) {
  47110. /**
  47111. * The Physically based simple base material of BJS.
  47112. *
  47113. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47114. * It is used as the base class for both the specGloss and metalRough conventions.
  47115. */
  47116. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47117. __extends(PBRBaseSimpleMaterial, _super);
  47118. /**
  47119. * Instantiates a new PBRMaterial instance.
  47120. *
  47121. * @param name The material name
  47122. * @param scene The scene the material will be use in.
  47123. */
  47124. function PBRBaseSimpleMaterial(name, scene) {
  47125. var _this = _super.call(this, name, scene) || this;
  47126. /**
  47127. * Number of Simultaneous lights allowed on the material.
  47128. */
  47129. _this.maxSimultaneousLights = 4;
  47130. /**
  47131. * If sets to true, disables all the lights affecting the material.
  47132. */
  47133. _this.disableLighting = false;
  47134. /**
  47135. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47136. */
  47137. _this.invertNormalMapX = false;
  47138. /**
  47139. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47140. */
  47141. _this.invertNormalMapY = false;
  47142. /**
  47143. * Emissivie color used to self-illuminate the model.
  47144. */
  47145. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47146. /**
  47147. * Occlusion Channel Strenght.
  47148. */
  47149. _this.occlusionStrength = 1.0;
  47150. /**
  47151. * If true, the light map contains occlusion information instead of lighting info.
  47152. */
  47153. _this.useLightmapAsShadowmap = false;
  47154. _this._useAlphaFromAlbedoTexture = true;
  47155. _this._useAmbientInGrayScale = true;
  47156. return _this;
  47157. }
  47158. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47159. /**
  47160. * Gets the current double sided mode.
  47161. */
  47162. get: function () {
  47163. return this._twoSidedLighting;
  47164. },
  47165. /**
  47166. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47167. */
  47168. set: function (value) {
  47169. if (this._twoSidedLighting === value) {
  47170. return;
  47171. }
  47172. this._twoSidedLighting = value;
  47173. this.backFaceCulling = !value;
  47174. this._markAllSubMeshesAsTexturesDirty();
  47175. },
  47176. enumerable: true,
  47177. configurable: true
  47178. });
  47179. /**
  47180. * Return the active textures of the material.
  47181. */
  47182. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47183. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47184. if (this.environmentTexture) {
  47185. activeTextures.push(this.environmentTexture);
  47186. }
  47187. if (this.normalTexture) {
  47188. activeTextures.push(this.normalTexture);
  47189. }
  47190. if (this.emissiveTexture) {
  47191. activeTextures.push(this.emissiveTexture);
  47192. }
  47193. if (this.occlusionTexture) {
  47194. activeTextures.push(this.occlusionTexture);
  47195. }
  47196. if (this.lightmapTexture) {
  47197. activeTextures.push(this.lightmapTexture);
  47198. }
  47199. return activeTextures;
  47200. };
  47201. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47202. if (_super.prototype.hasTexture.call(this, texture)) {
  47203. return true;
  47204. }
  47205. if (this.lightmapTexture === texture) {
  47206. return true;
  47207. }
  47208. return false;
  47209. };
  47210. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47211. return "PBRBaseSimpleMaterial";
  47212. };
  47213. __decorate([
  47214. BABYLON.serialize(),
  47215. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47216. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47217. __decorate([
  47218. BABYLON.serialize(),
  47219. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47220. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47221. __decorate([
  47222. BABYLON.serializeAsTexture(),
  47223. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47224. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47225. __decorate([
  47226. BABYLON.serialize(),
  47227. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47228. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47229. __decorate([
  47230. BABYLON.serialize(),
  47231. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47232. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47233. __decorate([
  47234. BABYLON.serializeAsTexture(),
  47235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47236. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47237. __decorate([
  47238. BABYLON.serializeAsColor3("emissive"),
  47239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47240. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47241. __decorate([
  47242. BABYLON.serializeAsTexture(),
  47243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47244. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47245. __decorate([
  47246. BABYLON.serialize(),
  47247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47248. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47249. __decorate([
  47250. BABYLON.serializeAsTexture(),
  47251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47252. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47253. __decorate([
  47254. BABYLON.serialize(),
  47255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47256. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47257. __decorate([
  47258. BABYLON.serialize()
  47259. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47260. __decorate([
  47261. BABYLON.serializeAsTexture(),
  47262. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47263. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47264. __decorate([
  47265. BABYLON.serialize(),
  47266. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47267. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47268. return PBRBaseSimpleMaterial;
  47269. }(BABYLON.PBRBaseMaterial));
  47270. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47271. })(BABYLON || (BABYLON = {}));
  47272. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47273. var BABYLON;
  47274. (function (BABYLON) {
  47275. /**
  47276. * The Physically based material of BJS.
  47277. *
  47278. * This offers the main features of a standard PBR material.
  47279. * For more information, please refer to the documentation :
  47280. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47281. */
  47282. var PBRMaterial = /** @class */ (function (_super) {
  47283. __extends(PBRMaterial, _super);
  47284. /**
  47285. * Instantiates a new PBRMaterial instance.
  47286. *
  47287. * @param name The material name
  47288. * @param scene The scene the material will be use in.
  47289. */
  47290. function PBRMaterial(name, scene) {
  47291. var _this = _super.call(this, name, scene) || this;
  47292. /**
  47293. * Intensity of the direct lights e.g. the four lights available in your scene.
  47294. * This impacts both the direct diffuse and specular highlights.
  47295. */
  47296. _this.directIntensity = 1.0;
  47297. /**
  47298. * Intensity of the emissive part of the material.
  47299. * This helps controlling the emissive effect without modifying the emissive color.
  47300. */
  47301. _this.emissiveIntensity = 1.0;
  47302. /**
  47303. * Intensity of the environment e.g. how much the environment will light the object
  47304. * either through harmonics for rough material or through the refelction for shiny ones.
  47305. */
  47306. _this.environmentIntensity = 1.0;
  47307. /**
  47308. * This is a special control allowing the reduction of the specular highlights coming from the
  47309. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47310. */
  47311. _this.specularIntensity = 1.0;
  47312. /**
  47313. * Debug Control allowing disabling the bump map on this material.
  47314. */
  47315. _this.disableBumpMap = false;
  47316. /**
  47317. * AKA Occlusion Texture Intensity in other nomenclature.
  47318. */
  47319. _this.ambientTextureStrength = 1.0;
  47320. /**
  47321. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47322. * 1 means it completely occludes it
  47323. * 0 mean it has no impact
  47324. */
  47325. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47326. /**
  47327. * The color of a material in ambient lighting.
  47328. */
  47329. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47330. /**
  47331. * AKA Diffuse Color in other nomenclature.
  47332. */
  47333. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47334. /**
  47335. * AKA Specular Color in other nomenclature.
  47336. */
  47337. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47338. /**
  47339. * The color reflected from the material.
  47340. */
  47341. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47342. /**
  47343. * The color emitted from the material.
  47344. */
  47345. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47346. /**
  47347. * AKA Glossiness in other nomenclature.
  47348. */
  47349. _this.microSurface = 1.0;
  47350. /**
  47351. * source material index of refraction (IOR)' / 'destination material IOR.
  47352. */
  47353. _this.indexOfRefraction = 0.66;
  47354. /**
  47355. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47356. */
  47357. _this.invertRefractionY = false;
  47358. /**
  47359. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47360. * Materials half opaque for instance using refraction could benefit from this control.
  47361. */
  47362. _this.linkRefractionWithTransparency = false;
  47363. /**
  47364. * If true, the light map contains occlusion information instead of lighting info.
  47365. */
  47366. _this.useLightmapAsShadowmap = false;
  47367. /**
  47368. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47369. */
  47370. _this.useAlphaFromAlbedoTexture = false;
  47371. /**
  47372. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47373. */
  47374. _this.forceAlphaTest = false;
  47375. /**
  47376. * Defines the alpha limits in alpha test mode.
  47377. */
  47378. _this.alphaCutOff = 0.4;
  47379. /**
  47380. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47381. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47382. */
  47383. _this.useSpecularOverAlpha = true;
  47384. /**
  47385. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47386. */
  47387. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47388. /**
  47389. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47390. */
  47391. _this.useRoughnessFromMetallicTextureAlpha = true;
  47392. /**
  47393. * Specifies if the metallic texture contains the roughness information in its green channel.
  47394. */
  47395. _this.useRoughnessFromMetallicTextureGreen = false;
  47396. /**
  47397. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47398. */
  47399. _this.useMetallnessFromMetallicTextureBlue = false;
  47400. /**
  47401. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47402. */
  47403. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47404. /**
  47405. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47406. */
  47407. _this.useAmbientInGrayScale = false;
  47408. /**
  47409. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47410. * The material will try to infer what glossiness each pixel should be.
  47411. */
  47412. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47413. /**
  47414. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47415. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47416. */
  47417. _this.useRadianceOverAlpha = true;
  47418. /**
  47419. * Allows using an object space normal map (instead of tangent space).
  47420. */
  47421. _this.useObjectSpaceNormalMap = false;
  47422. /**
  47423. * Allows using the bump map in parallax mode.
  47424. */
  47425. _this.useParallax = false;
  47426. /**
  47427. * Allows using the bump map in parallax occlusion mode.
  47428. */
  47429. _this.useParallaxOcclusion = false;
  47430. /**
  47431. * Controls the scale bias of the parallax mode.
  47432. */
  47433. _this.parallaxScaleBias = 0.05;
  47434. /**
  47435. * If sets to true, disables all the lights affecting the material.
  47436. */
  47437. _this.disableLighting = false;
  47438. /**
  47439. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47440. */
  47441. _this.forceIrradianceInFragment = false;
  47442. /**
  47443. * Number of Simultaneous lights allowed on the material.
  47444. */
  47445. _this.maxSimultaneousLights = 4;
  47446. /**
  47447. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47448. */
  47449. _this.invertNormalMapX = false;
  47450. /**
  47451. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47452. */
  47453. _this.invertNormalMapY = false;
  47454. /**
  47455. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47456. */
  47457. _this.twoSidedLighting = false;
  47458. /**
  47459. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47460. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47461. */
  47462. _this.useAlphaFresnel = false;
  47463. /**
  47464. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47465. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47466. */
  47467. _this.useLinearAlphaFresnel = false;
  47468. /**
  47469. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47470. * And/Or occlude the blended part.
  47471. */
  47472. _this.environmentBRDFTexture = null;
  47473. /**
  47474. * Force normal to face away from face.
  47475. */
  47476. _this.forceNormalForward = false;
  47477. /**
  47478. * Enables specular anti aliasing in the PBR shader.
  47479. * It will both interacts on the Geometry for analytical and IBL lighting.
  47480. * It also prefilter the roughness map based on the bump values.
  47481. */
  47482. _this.enableSpecularAntiAliasing = false;
  47483. /**
  47484. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47485. * makes the reflect vector face the model (under horizon).
  47486. */
  47487. _this.useHorizonOcclusion = true;
  47488. /**
  47489. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47490. * too much the area relying on ambient texture to define their ambient occlusion.
  47491. */
  47492. _this.useRadianceOcclusion = true;
  47493. /**
  47494. * If set to true, no lighting calculations will be applied.
  47495. */
  47496. _this.unlit = false;
  47497. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47498. return _this;
  47499. }
  47500. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47501. /**
  47502. * BJS is using an harcoded light falloff based on a manually sets up range.
  47503. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47504. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47505. */
  47506. get: function () {
  47507. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47508. },
  47509. /**
  47510. * BJS is using an harcoded light falloff based on a manually sets up range.
  47511. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47512. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47513. */
  47514. set: function (value) {
  47515. if (value !== this.usePhysicalLightFalloff) {
  47516. // Ensure the effect will be rebuilt.
  47517. this._markAllSubMeshesAsTexturesDirty();
  47518. if (value) {
  47519. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47520. }
  47521. else {
  47522. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47523. }
  47524. }
  47525. },
  47526. enumerable: true,
  47527. configurable: true
  47528. });
  47529. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47530. /**
  47531. * In order to support the falloff compatibility with gltf, a special mode has been added
  47532. * to reproduce the gltf light falloff.
  47533. */
  47534. get: function () {
  47535. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47536. },
  47537. /**
  47538. * In order to support the falloff compatibility with gltf, a special mode has been added
  47539. * to reproduce the gltf light falloff.
  47540. */
  47541. set: function (value) {
  47542. if (value !== this.useGLTFLightFalloff) {
  47543. // Ensure the effect will be rebuilt.
  47544. this._markAllSubMeshesAsTexturesDirty();
  47545. if (value) {
  47546. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47547. }
  47548. else {
  47549. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47550. }
  47551. }
  47552. },
  47553. enumerable: true,
  47554. configurable: true
  47555. });
  47556. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47557. /**
  47558. * Gets the image processing configuration used either in this material.
  47559. */
  47560. get: function () {
  47561. return this._imageProcessingConfiguration;
  47562. },
  47563. /**
  47564. * Sets the Default image processing configuration used either in the this material.
  47565. *
  47566. * If sets to null, the scene one is in use.
  47567. */
  47568. set: function (value) {
  47569. this._attachImageProcessingConfiguration(value);
  47570. // Ensure the effect will be rebuilt.
  47571. this._markAllSubMeshesAsTexturesDirty();
  47572. },
  47573. enumerable: true,
  47574. configurable: true
  47575. });
  47576. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47577. /**
  47578. * Gets wether the color curves effect is enabled.
  47579. */
  47580. get: function () {
  47581. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47582. },
  47583. /**
  47584. * Sets wether the color curves effect is enabled.
  47585. */
  47586. set: function (value) {
  47587. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47588. },
  47589. enumerable: true,
  47590. configurable: true
  47591. });
  47592. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47593. /**
  47594. * Gets wether the color grading effect is enabled.
  47595. */
  47596. get: function () {
  47597. return this.imageProcessingConfiguration.colorGradingEnabled;
  47598. },
  47599. /**
  47600. * Gets wether the color grading effect is enabled.
  47601. */
  47602. set: function (value) {
  47603. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47604. },
  47605. enumerable: true,
  47606. configurable: true
  47607. });
  47608. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47609. /**
  47610. * Gets wether tonemapping is enabled or not.
  47611. */
  47612. get: function () {
  47613. return this._imageProcessingConfiguration.toneMappingEnabled;
  47614. },
  47615. /**
  47616. * Sets wether tonemapping is enabled or not
  47617. */
  47618. set: function (value) {
  47619. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47620. },
  47621. enumerable: true,
  47622. configurable: true
  47623. });
  47624. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47625. /**
  47626. * The camera exposure used on this material.
  47627. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47628. * This corresponds to a photographic exposure.
  47629. */
  47630. get: function () {
  47631. return this._imageProcessingConfiguration.exposure;
  47632. },
  47633. /**
  47634. * The camera exposure used on this material.
  47635. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47636. * This corresponds to a photographic exposure.
  47637. */
  47638. set: function (value) {
  47639. this._imageProcessingConfiguration.exposure = value;
  47640. },
  47641. enumerable: true,
  47642. configurable: true
  47643. });
  47644. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47645. /**
  47646. * Gets The camera contrast used on this material.
  47647. */
  47648. get: function () {
  47649. return this._imageProcessingConfiguration.contrast;
  47650. },
  47651. /**
  47652. * Sets The camera contrast used on this material.
  47653. */
  47654. set: function (value) {
  47655. this._imageProcessingConfiguration.contrast = value;
  47656. },
  47657. enumerable: true,
  47658. configurable: true
  47659. });
  47660. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47661. /**
  47662. * Gets the Color Grading 2D Lookup Texture.
  47663. */
  47664. get: function () {
  47665. return this._imageProcessingConfiguration.colorGradingTexture;
  47666. },
  47667. /**
  47668. * Sets the Color Grading 2D Lookup Texture.
  47669. */
  47670. set: function (value) {
  47671. this._imageProcessingConfiguration.colorGradingTexture = value;
  47672. },
  47673. enumerable: true,
  47674. configurable: true
  47675. });
  47676. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47677. /**
  47678. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47679. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47680. * 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;
  47681. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47682. */
  47683. get: function () {
  47684. return this._imageProcessingConfiguration.colorCurves;
  47685. },
  47686. /**
  47687. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47688. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47689. * 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;
  47690. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47691. */
  47692. set: function (value) {
  47693. this._imageProcessingConfiguration.colorCurves = value;
  47694. },
  47695. enumerable: true,
  47696. configurable: true
  47697. });
  47698. /**
  47699. * Returns the name of this material class.
  47700. */
  47701. PBRMaterial.prototype.getClassName = function () {
  47702. return "PBRMaterial";
  47703. };
  47704. /**
  47705. * Returns an array of the actively used textures.
  47706. * @returns - Array of BaseTextures
  47707. */
  47708. PBRMaterial.prototype.getActiveTextures = function () {
  47709. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47710. if (this._albedoTexture) {
  47711. activeTextures.push(this._albedoTexture);
  47712. }
  47713. if (this._ambientTexture) {
  47714. activeTextures.push(this._ambientTexture);
  47715. }
  47716. if (this._opacityTexture) {
  47717. activeTextures.push(this._opacityTexture);
  47718. }
  47719. if (this._reflectionTexture) {
  47720. activeTextures.push(this._reflectionTexture);
  47721. }
  47722. if (this._emissiveTexture) {
  47723. activeTextures.push(this._emissiveTexture);
  47724. }
  47725. if (this._reflectivityTexture) {
  47726. activeTextures.push(this._reflectivityTexture);
  47727. }
  47728. if (this._metallicTexture) {
  47729. activeTextures.push(this._metallicTexture);
  47730. }
  47731. if (this._microSurfaceTexture) {
  47732. activeTextures.push(this._microSurfaceTexture);
  47733. }
  47734. if (this._bumpTexture) {
  47735. activeTextures.push(this._bumpTexture);
  47736. }
  47737. if (this._lightmapTexture) {
  47738. activeTextures.push(this._lightmapTexture);
  47739. }
  47740. if (this._refractionTexture) {
  47741. activeTextures.push(this._refractionTexture);
  47742. }
  47743. return activeTextures;
  47744. };
  47745. /**
  47746. * Checks to see if a texture is used in the material.
  47747. * @param texture - Base texture to use.
  47748. * @returns - Boolean specifying if a texture is used in the material.
  47749. */
  47750. PBRMaterial.prototype.hasTexture = function (texture) {
  47751. if (_super.prototype.hasTexture.call(this, texture)) {
  47752. return true;
  47753. }
  47754. if (this._albedoTexture === texture) {
  47755. return true;
  47756. }
  47757. if (this._ambientTexture === texture) {
  47758. return true;
  47759. }
  47760. if (this._opacityTexture === texture) {
  47761. return true;
  47762. }
  47763. if (this._reflectionTexture === texture) {
  47764. return true;
  47765. }
  47766. if (this._reflectivityTexture === texture) {
  47767. return true;
  47768. }
  47769. if (this._metallicTexture === texture) {
  47770. return true;
  47771. }
  47772. if (this._microSurfaceTexture === texture) {
  47773. return true;
  47774. }
  47775. if (this._bumpTexture === texture) {
  47776. return true;
  47777. }
  47778. if (this._lightmapTexture === texture) {
  47779. return true;
  47780. }
  47781. if (this._refractionTexture === texture) {
  47782. return true;
  47783. }
  47784. return false;
  47785. };
  47786. /**
  47787. * Makes a duplicate of the current material.
  47788. * @param name - name to use for the new material.
  47789. */
  47790. PBRMaterial.prototype.clone = function (name) {
  47791. var _this = this;
  47792. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47793. clone.id = name;
  47794. clone.name = name;
  47795. return clone;
  47796. };
  47797. /**
  47798. * Serializes this PBR Material.
  47799. * @returns - An object with the serialized material.
  47800. */
  47801. PBRMaterial.prototype.serialize = function () {
  47802. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47803. serializationObject.customType = "BABYLON.PBRMaterial";
  47804. return serializationObject;
  47805. };
  47806. // Statics
  47807. /**
  47808. * Parses a PBR Material from a serialized object.
  47809. * @param source - Serialized object.
  47810. * @param scene - BJS scene instance.
  47811. * @param rootUrl - url for the scene object
  47812. * @returns - PBRMaterial
  47813. */
  47814. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47815. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47816. };
  47817. /**
  47818. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47819. */
  47820. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47821. /**
  47822. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47823. */
  47824. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47825. /**
  47826. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47827. */
  47828. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47829. /**
  47830. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47831. * They are also discarded below the alpha cutoff threshold to improve performances.
  47832. */
  47833. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47834. /**
  47835. * Defines the default value of how much AO map is occluding the analytical lights
  47836. * (point spot...).
  47837. */
  47838. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47839. __decorate([
  47840. BABYLON.serialize(),
  47841. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47842. ], PBRMaterial.prototype, "directIntensity", void 0);
  47843. __decorate([
  47844. BABYLON.serialize(),
  47845. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47846. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47847. __decorate([
  47848. BABYLON.serialize(),
  47849. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47850. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47851. __decorate([
  47852. BABYLON.serialize(),
  47853. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47854. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47855. __decorate([
  47856. BABYLON.serialize(),
  47857. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47858. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47859. __decorate([
  47860. BABYLON.serializeAsTexture(),
  47861. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47862. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47863. __decorate([
  47864. BABYLON.serializeAsTexture(),
  47865. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47866. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47867. __decorate([
  47868. BABYLON.serialize(),
  47869. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47870. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47871. __decorate([
  47872. BABYLON.serialize(),
  47873. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47874. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47875. __decorate([
  47876. BABYLON.serializeAsTexture(),
  47877. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47878. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47879. __decorate([
  47880. BABYLON.serializeAsTexture(),
  47881. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47882. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47883. __decorate([
  47884. BABYLON.serializeAsTexture(),
  47885. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47886. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47887. __decorate([
  47888. BABYLON.serializeAsTexture(),
  47889. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47890. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47891. __decorate([
  47892. BABYLON.serializeAsTexture(),
  47893. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47894. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47895. __decorate([
  47896. BABYLON.serialize(),
  47897. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47898. ], PBRMaterial.prototype, "metallic", void 0);
  47899. __decorate([
  47900. BABYLON.serialize(),
  47901. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47902. ], PBRMaterial.prototype, "roughness", void 0);
  47903. __decorate([
  47904. BABYLON.serializeAsTexture(),
  47905. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47906. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47907. __decorate([
  47908. BABYLON.serializeAsTexture(),
  47909. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47910. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47911. __decorate([
  47912. BABYLON.serializeAsTexture(),
  47913. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47914. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47915. __decorate([
  47916. BABYLON.serializeAsTexture(),
  47917. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47918. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47919. __decorate([
  47920. BABYLON.serializeAsColor3("ambient"),
  47921. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47922. ], PBRMaterial.prototype, "ambientColor", void 0);
  47923. __decorate([
  47924. BABYLON.serializeAsColor3("albedo"),
  47925. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47926. ], PBRMaterial.prototype, "albedoColor", void 0);
  47927. __decorate([
  47928. BABYLON.serializeAsColor3("reflectivity"),
  47929. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47930. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47931. __decorate([
  47932. BABYLON.serializeAsColor3("reflection"),
  47933. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47934. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47935. __decorate([
  47936. BABYLON.serializeAsColor3("emissive"),
  47937. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47938. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47939. __decorate([
  47940. BABYLON.serialize(),
  47941. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47942. ], PBRMaterial.prototype, "microSurface", void 0);
  47943. __decorate([
  47944. BABYLON.serialize(),
  47945. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47946. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47947. __decorate([
  47948. BABYLON.serialize(),
  47949. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47950. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47951. __decorate([
  47952. BABYLON.serialize(),
  47953. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47954. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47955. __decorate([
  47956. BABYLON.serialize(),
  47957. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47958. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47959. __decorate([
  47960. BABYLON.serialize(),
  47961. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47962. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47963. __decorate([
  47964. BABYLON.serialize(),
  47965. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47966. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47967. __decorate([
  47968. BABYLON.serialize(),
  47969. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47970. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47971. __decorate([
  47972. BABYLON.serialize(),
  47973. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47974. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47975. __decorate([
  47976. BABYLON.serialize(),
  47977. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47978. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47979. __decorate([
  47980. BABYLON.serialize(),
  47981. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47982. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47983. __decorate([
  47984. BABYLON.serialize(),
  47985. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47986. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47987. __decorate([
  47988. BABYLON.serialize(),
  47989. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47990. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47991. __decorate([
  47992. BABYLON.serialize(),
  47993. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47994. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47995. __decorate([
  47996. BABYLON.serialize(),
  47997. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47998. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47999. __decorate([
  48000. BABYLON.serialize(),
  48001. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48002. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48003. __decorate([
  48004. BABYLON.serialize()
  48005. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48006. __decorate([
  48007. BABYLON.serialize()
  48008. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48009. __decorate([
  48010. BABYLON.serialize(),
  48011. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48012. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48013. __decorate([
  48014. BABYLON.serialize(),
  48015. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48016. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48017. __decorate([
  48018. BABYLON.serialize(),
  48019. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48020. ], PBRMaterial.prototype, "useParallax", void 0);
  48021. __decorate([
  48022. BABYLON.serialize(),
  48023. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48024. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48025. __decorate([
  48026. BABYLON.serialize(),
  48027. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48028. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48029. __decorate([
  48030. BABYLON.serialize(),
  48031. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48032. ], PBRMaterial.prototype, "disableLighting", void 0);
  48033. __decorate([
  48034. BABYLON.serialize(),
  48035. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48036. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48037. __decorate([
  48038. BABYLON.serialize(),
  48039. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48040. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48041. __decorate([
  48042. BABYLON.serialize(),
  48043. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48044. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48045. __decorate([
  48046. BABYLON.serialize(),
  48047. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48048. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48049. __decorate([
  48050. BABYLON.serialize(),
  48051. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48052. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48053. __decorate([
  48054. BABYLON.serialize(),
  48055. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48056. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48057. __decorate([
  48058. BABYLON.serialize(),
  48059. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48060. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48061. __decorate([
  48062. BABYLON.serializeAsTexture(),
  48063. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48064. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48065. __decorate([
  48066. BABYLON.serialize(),
  48067. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48068. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48069. __decorate([
  48070. BABYLON.serialize(),
  48071. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48072. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48073. __decorate([
  48074. BABYLON.serialize(),
  48075. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48076. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48077. __decorate([
  48078. BABYLON.serialize(),
  48079. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48080. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48081. __decorate([
  48082. BABYLON.serialize(),
  48083. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48084. ], PBRMaterial.prototype, "unlit", void 0);
  48085. return PBRMaterial;
  48086. }(BABYLON.PBRBaseMaterial));
  48087. BABYLON.PBRMaterial = PBRMaterial;
  48088. })(BABYLON || (BABYLON = {}));
  48089. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48090. var BABYLON;
  48091. (function (BABYLON) {
  48092. /**
  48093. * The PBR material of BJS following the metal roughness convention.
  48094. *
  48095. * This fits to the PBR convention in the GLTF definition:
  48096. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48097. */
  48098. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48099. __extends(PBRMetallicRoughnessMaterial, _super);
  48100. /**
  48101. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48102. *
  48103. * @param name The material name
  48104. * @param scene The scene the material will be use in.
  48105. */
  48106. function PBRMetallicRoughnessMaterial(name, scene) {
  48107. var _this = _super.call(this, name, scene) || this;
  48108. _this._useRoughnessFromMetallicTextureAlpha = false;
  48109. _this._useRoughnessFromMetallicTextureGreen = true;
  48110. _this._useMetallnessFromMetallicTextureBlue = true;
  48111. _this.metallic = 1.0;
  48112. _this.roughness = 1.0;
  48113. return _this;
  48114. }
  48115. /**
  48116. * Return the currrent class name of the material.
  48117. */
  48118. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48119. return "PBRMetallicRoughnessMaterial";
  48120. };
  48121. /**
  48122. * Return the active textures of the material.
  48123. */
  48124. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48125. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48126. if (this.baseTexture) {
  48127. activeTextures.push(this.baseTexture);
  48128. }
  48129. if (this.metallicRoughnessTexture) {
  48130. activeTextures.push(this.metallicRoughnessTexture);
  48131. }
  48132. return activeTextures;
  48133. };
  48134. /**
  48135. * Checks to see if a texture is used in the material.
  48136. * @param texture - Base texture to use.
  48137. * @returns - Boolean specifying if a texture is used in the material.
  48138. */
  48139. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48140. if (_super.prototype.hasTexture.call(this, texture)) {
  48141. return true;
  48142. }
  48143. if (this.baseTexture === texture) {
  48144. return true;
  48145. }
  48146. if (this.metallicRoughnessTexture === texture) {
  48147. return true;
  48148. }
  48149. return false;
  48150. };
  48151. /**
  48152. * Makes a duplicate of the current material.
  48153. * @param name - name to use for the new material.
  48154. */
  48155. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48156. var _this = this;
  48157. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48158. clone.id = name;
  48159. clone.name = name;
  48160. return clone;
  48161. };
  48162. /**
  48163. * Serialize the material to a parsable JSON object.
  48164. */
  48165. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48166. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48167. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48168. return serializationObject;
  48169. };
  48170. /**
  48171. * Parses a JSON object correponding to the serialize function.
  48172. */
  48173. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48174. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48175. };
  48176. __decorate([
  48177. BABYLON.serializeAsColor3(),
  48178. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48179. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48180. __decorate([
  48181. BABYLON.serializeAsTexture(),
  48182. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48183. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48184. __decorate([
  48185. BABYLON.serialize(),
  48186. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48187. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48188. __decorate([
  48189. BABYLON.serialize(),
  48190. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48191. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48192. __decorate([
  48193. BABYLON.serializeAsTexture(),
  48194. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48195. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48196. return PBRMetallicRoughnessMaterial;
  48197. }(BABYLON.PBRBaseSimpleMaterial));
  48198. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48199. })(BABYLON || (BABYLON = {}));
  48200. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48201. var BABYLON;
  48202. (function (BABYLON) {
  48203. /**
  48204. * The PBR material of BJS following the specular glossiness convention.
  48205. *
  48206. * This fits to the PBR convention in the GLTF definition:
  48207. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48208. */
  48209. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48210. __extends(PBRSpecularGlossinessMaterial, _super);
  48211. /**
  48212. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48213. *
  48214. * @param name The material name
  48215. * @param scene The scene the material will be use in.
  48216. */
  48217. function PBRSpecularGlossinessMaterial(name, scene) {
  48218. var _this = _super.call(this, name, scene) || this;
  48219. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48220. return _this;
  48221. }
  48222. /**
  48223. * Return the currrent class name of the material.
  48224. */
  48225. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48226. return "PBRSpecularGlossinessMaterial";
  48227. };
  48228. /**
  48229. * Return the active textures of the material.
  48230. */
  48231. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48232. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48233. if (this.diffuseTexture) {
  48234. activeTextures.push(this.diffuseTexture);
  48235. }
  48236. if (this.specularGlossinessTexture) {
  48237. activeTextures.push(this.specularGlossinessTexture);
  48238. }
  48239. return activeTextures;
  48240. };
  48241. /**
  48242. * Checks to see if a texture is used in the material.
  48243. * @param texture - Base texture to use.
  48244. * @returns - Boolean specifying if a texture is used in the material.
  48245. */
  48246. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48247. if (_super.prototype.hasTexture.call(this, texture)) {
  48248. return true;
  48249. }
  48250. if (this.diffuseTexture === texture) {
  48251. return true;
  48252. }
  48253. if (this.specularGlossinessTexture === texture) {
  48254. return true;
  48255. }
  48256. return false;
  48257. };
  48258. /**
  48259. * Makes a duplicate of the current material.
  48260. * @param name - name to use for the new material.
  48261. */
  48262. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48263. var _this = this;
  48264. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48265. clone.id = name;
  48266. clone.name = name;
  48267. return clone;
  48268. };
  48269. /**
  48270. * Serialize the material to a parsable JSON object.
  48271. */
  48272. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48273. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48274. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48275. return serializationObject;
  48276. };
  48277. /**
  48278. * Parses a JSON object correponding to the serialize function.
  48279. */
  48280. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48281. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48282. };
  48283. __decorate([
  48284. BABYLON.serializeAsColor3("diffuse"),
  48285. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48286. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48287. __decorate([
  48288. BABYLON.serializeAsTexture(),
  48289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48290. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48291. __decorate([
  48292. BABYLON.serializeAsColor3("specular"),
  48293. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48294. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48295. __decorate([
  48296. BABYLON.serialize(),
  48297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48298. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48299. __decorate([
  48300. BABYLON.serializeAsTexture(),
  48301. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48302. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48303. return PBRSpecularGlossinessMaterial;
  48304. }(BABYLON.PBRBaseSimpleMaterial));
  48305. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48306. })(BABYLON || (BABYLON = {}));
  48307. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48308. var BABYLON;
  48309. (function (BABYLON) {
  48310. /**
  48311. * @ignore
  48312. * This is a list of all the different input types that are available in the application.
  48313. * Fo instance: ArcRotateCameraGamepadInput...
  48314. */
  48315. BABYLON.CameraInputTypes = {};
  48316. /**
  48317. * This represents the input manager used within a camera.
  48318. * It helps dealing with all the different kind of input attached to a camera.
  48319. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48320. */
  48321. var CameraInputsManager = /** @class */ (function () {
  48322. /**
  48323. * Instantiate a new Camera Input Manager.
  48324. * @param camera Defines the camera the input manager blongs to
  48325. */
  48326. function CameraInputsManager(camera) {
  48327. this.attached = {};
  48328. this.camera = camera;
  48329. this.checkInputs = function () { };
  48330. }
  48331. /**
  48332. * Add an input method to a camera
  48333. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48334. * @param input camera input method
  48335. */
  48336. CameraInputsManager.prototype.add = function (input) {
  48337. var type = input.getSimpleName();
  48338. if (this.attached[type]) {
  48339. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48340. return;
  48341. }
  48342. this.attached[type] = input;
  48343. input.camera = this.camera;
  48344. //for checkInputs, we are dynamically creating a function
  48345. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48346. if (input.checkInputs) {
  48347. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48348. }
  48349. if (this.attachedElement) {
  48350. input.attachControl(this.attachedElement);
  48351. }
  48352. };
  48353. /**
  48354. * Remove a specific input method from a camera
  48355. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48356. * @param inputToRemove camera input method
  48357. */
  48358. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48359. for (var cam in this.attached) {
  48360. var input = this.attached[cam];
  48361. if (input === inputToRemove) {
  48362. input.detachControl(this.attachedElement);
  48363. input.camera = null;
  48364. delete this.attached[cam];
  48365. this.rebuildInputCheck();
  48366. }
  48367. }
  48368. };
  48369. /**
  48370. * Remove a specific input type from a camera
  48371. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48372. * @param inputType the type of the input to remove
  48373. */
  48374. CameraInputsManager.prototype.removeByType = function (inputType) {
  48375. for (var cam in this.attached) {
  48376. var input = this.attached[cam];
  48377. if (input.getClassName() === inputType) {
  48378. input.detachControl(this.attachedElement);
  48379. input.camera = null;
  48380. delete this.attached[cam];
  48381. this.rebuildInputCheck();
  48382. }
  48383. }
  48384. };
  48385. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48386. var current = this.checkInputs;
  48387. return function () {
  48388. current();
  48389. fn();
  48390. };
  48391. };
  48392. /**
  48393. * Attach the input controls to the currently attached dom element to listen the events from.
  48394. * @param input Defines the input to attach
  48395. */
  48396. CameraInputsManager.prototype.attachInput = function (input) {
  48397. if (this.attachedElement) {
  48398. input.attachControl(this.attachedElement, this.noPreventDefault);
  48399. }
  48400. };
  48401. /**
  48402. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48403. * @param element Defines the dom element to collect the events from
  48404. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48405. */
  48406. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48407. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48408. if (this.attachedElement) {
  48409. return;
  48410. }
  48411. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48412. this.attachedElement = element;
  48413. this.noPreventDefault = noPreventDefault;
  48414. for (var cam in this.attached) {
  48415. this.attached[cam].attachControl(element, noPreventDefault);
  48416. }
  48417. };
  48418. /**
  48419. * Detach the current manager inputs controls from a specific dom element.
  48420. * @param element Defines the dom element to collect the events from
  48421. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48422. */
  48423. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48424. if (disconnect === void 0) { disconnect = false; }
  48425. if (this.attachedElement !== element) {
  48426. return;
  48427. }
  48428. for (var cam in this.attached) {
  48429. this.attached[cam].detachControl(element);
  48430. if (disconnect) {
  48431. this.attached[cam].camera = null;
  48432. }
  48433. }
  48434. this.attachedElement = null;
  48435. };
  48436. /**
  48437. * Rebuild the dynamic inputCheck function from the current list of
  48438. * defined inputs in the manager.
  48439. */
  48440. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48441. this.checkInputs = function () { };
  48442. for (var cam in this.attached) {
  48443. var input = this.attached[cam];
  48444. if (input.checkInputs) {
  48445. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48446. }
  48447. }
  48448. };
  48449. /**
  48450. * Remove all attached input methods from a camera
  48451. */
  48452. CameraInputsManager.prototype.clear = function () {
  48453. if (this.attachedElement) {
  48454. this.detachElement(this.attachedElement, true);
  48455. }
  48456. this.attached = {};
  48457. this.attachedElement = null;
  48458. this.checkInputs = function () { };
  48459. };
  48460. /**
  48461. * Serialize the current input manager attached to a camera.
  48462. * This ensures than once parsed,
  48463. * the input associated to the camera will be identical to the current ones
  48464. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48465. */
  48466. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48467. var inputs = {};
  48468. for (var cam in this.attached) {
  48469. var input = this.attached[cam];
  48470. var res = BABYLON.SerializationHelper.Serialize(input);
  48471. inputs[input.getClassName()] = res;
  48472. }
  48473. serializedCamera.inputsmgr = inputs;
  48474. };
  48475. /**
  48476. * Parses an input manager serialized JSON to restore the previous list of inputs
  48477. * and states associated to a camera.
  48478. * @param parsedCamera Defines the JSON to parse
  48479. */
  48480. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48481. var parsedInputs = parsedCamera.inputsmgr;
  48482. if (parsedInputs) {
  48483. this.clear();
  48484. for (var n in parsedInputs) {
  48485. var construct = BABYLON.CameraInputTypes[n];
  48486. if (construct) {
  48487. var parsedinput = parsedInputs[n];
  48488. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48489. this.add(input);
  48490. }
  48491. }
  48492. }
  48493. else {
  48494. //2016-03-08 this part is for managing backward compatibility
  48495. for (var n in this.attached) {
  48496. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48497. if (construct) {
  48498. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48499. this.remove(this.attached[n]);
  48500. this.add(input);
  48501. }
  48502. }
  48503. }
  48504. };
  48505. return CameraInputsManager;
  48506. }());
  48507. BABYLON.CameraInputsManager = CameraInputsManager;
  48508. })(BABYLON || (BABYLON = {}));
  48509. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48510. var BABYLON;
  48511. (function (BABYLON) {
  48512. /**
  48513. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48514. * This is the base of the follow, arc rotate cameras and Free camera
  48515. * @see http://doc.babylonjs.com/features/cameras
  48516. */
  48517. var TargetCamera = /** @class */ (function (_super) {
  48518. __extends(TargetCamera, _super);
  48519. /**
  48520. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48521. * This is the base of the follow, arc rotate cameras and Free camera
  48522. * @see http://doc.babylonjs.com/features/cameras
  48523. * @param name Defines the name of the camera in the scene
  48524. * @param position Defines the start position of the camera in the scene
  48525. * @param scene Defines the scene the camera belongs to
  48526. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48527. */
  48528. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48529. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48530. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48531. /**
  48532. * Define the current direction the camera is moving to
  48533. */
  48534. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48535. /**
  48536. * Define the current rotation the camera is rotating to
  48537. */
  48538. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48539. /**
  48540. * When set, the up vector of the camera will be updated by the rotation of the camera
  48541. */
  48542. _this.updateUpVectorFromRotation = false;
  48543. _this._tmpQuaternion = new BABYLON.Quaternion();
  48544. /**
  48545. * Define the current rotation of the camera
  48546. */
  48547. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48548. /**
  48549. * Define the current speed of the camera
  48550. */
  48551. _this.speed = 2.0;
  48552. /**
  48553. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48554. * around all axis.
  48555. */
  48556. _this.noRotationConstraint = false;
  48557. /**
  48558. * Define the current target of the camera as an object or a position.
  48559. */
  48560. _this.lockedTarget = null;
  48561. /** @hidden */
  48562. _this._currentTarget = BABYLON.Vector3.Zero();
  48563. /** @hidden */
  48564. _this._viewMatrix = BABYLON.Matrix.Zero();
  48565. /** @hidden */
  48566. _this._camMatrix = BABYLON.Matrix.Zero();
  48567. /** @hidden */
  48568. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48569. /** @hidden */
  48570. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48571. /** @hidden */
  48572. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48573. /** @hidden */
  48574. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48575. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48576. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48577. _this._defaultUp = BABYLON.Vector3.Up();
  48578. _this._cachedRotationZ = 0;
  48579. _this._cachedQuaternionRotationZ = 0;
  48580. return _this;
  48581. }
  48582. /**
  48583. * Gets the position in front of the camera at a given distance.
  48584. * @param distance The distance from the camera we want the position to be
  48585. * @returns the position
  48586. */
  48587. TargetCamera.prototype.getFrontPosition = function (distance) {
  48588. this.getWorldMatrix();
  48589. var direction = this.getTarget().subtract(this.position);
  48590. direction.normalize();
  48591. direction.scaleInPlace(distance);
  48592. return this.globalPosition.add(direction);
  48593. };
  48594. /** @hidden */
  48595. TargetCamera.prototype._getLockedTargetPosition = function () {
  48596. if (!this.lockedTarget) {
  48597. return null;
  48598. }
  48599. if (this.lockedTarget.absolutePosition) {
  48600. this.lockedTarget.computeWorldMatrix();
  48601. }
  48602. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48603. };
  48604. /**
  48605. * Store current camera state of the camera (fov, position, rotation, etc..)
  48606. * @returns the camera
  48607. */
  48608. TargetCamera.prototype.storeState = function () {
  48609. this._storedPosition = this.position.clone();
  48610. this._storedRotation = this.rotation.clone();
  48611. if (this.rotationQuaternion) {
  48612. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48613. }
  48614. return _super.prototype.storeState.call(this);
  48615. };
  48616. /**
  48617. * Restored camera state. You must call storeState() first
  48618. * @returns whether it was successful or not
  48619. * @hidden
  48620. */
  48621. TargetCamera.prototype._restoreStateValues = function () {
  48622. if (!_super.prototype._restoreStateValues.call(this)) {
  48623. return false;
  48624. }
  48625. this.position = this._storedPosition.clone();
  48626. this.rotation = this._storedRotation.clone();
  48627. if (this.rotationQuaternion) {
  48628. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48629. }
  48630. this.cameraDirection.copyFromFloats(0, 0, 0);
  48631. this.cameraRotation.copyFromFloats(0, 0);
  48632. return true;
  48633. };
  48634. /** @hidden */
  48635. TargetCamera.prototype._initCache = function () {
  48636. _super.prototype._initCache.call(this);
  48637. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48638. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48639. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48640. };
  48641. /** @hidden */
  48642. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48643. if (!ignoreParentClass) {
  48644. _super.prototype._updateCache.call(this);
  48645. }
  48646. var lockedTargetPosition = this._getLockedTargetPosition();
  48647. if (!lockedTargetPosition) {
  48648. this._cache.lockedTarget = null;
  48649. }
  48650. else {
  48651. if (!this._cache.lockedTarget) {
  48652. this._cache.lockedTarget = lockedTargetPosition.clone();
  48653. }
  48654. else {
  48655. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48656. }
  48657. }
  48658. this._cache.rotation.copyFrom(this.rotation);
  48659. if (this.rotationQuaternion) {
  48660. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48661. }
  48662. };
  48663. // Synchronized
  48664. /** @hidden */
  48665. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48666. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48667. return false;
  48668. }
  48669. var lockedTargetPosition = this._getLockedTargetPosition();
  48670. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48671. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48672. };
  48673. // Methods
  48674. /** @hidden */
  48675. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48676. var engine = this.getEngine();
  48677. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48678. };
  48679. // Target
  48680. /** @hidden */
  48681. TargetCamera.prototype.setTarget = function (target) {
  48682. this.upVector.normalize();
  48683. if (this.position.z === target.z) {
  48684. this.position.z += BABYLON.Epsilon;
  48685. }
  48686. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48687. this._camMatrix.invert();
  48688. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48689. var vDir = target.subtract(this.position);
  48690. if (vDir.x >= 0.0) {
  48691. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48692. }
  48693. else {
  48694. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48695. }
  48696. this.rotation.z = 0;
  48697. if (isNaN(this.rotation.x)) {
  48698. this.rotation.x = 0;
  48699. }
  48700. if (isNaN(this.rotation.y)) {
  48701. this.rotation.y = 0;
  48702. }
  48703. if (isNaN(this.rotation.z)) {
  48704. this.rotation.z = 0;
  48705. }
  48706. if (this.rotationQuaternion) {
  48707. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48708. }
  48709. };
  48710. /**
  48711. * Return the current target position of the camera. This value is expressed in local space.
  48712. * @returns the target position
  48713. */
  48714. TargetCamera.prototype.getTarget = function () {
  48715. return this._currentTarget;
  48716. };
  48717. /** @hidden */
  48718. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48719. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48720. };
  48721. /** @hidden */
  48722. TargetCamera.prototype._updatePosition = function () {
  48723. if (this.parent) {
  48724. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48725. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48726. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48727. return;
  48728. }
  48729. this.position.addInPlace(this.cameraDirection);
  48730. };
  48731. /** @hidden */
  48732. TargetCamera.prototype._checkInputs = function () {
  48733. var needToMove = this._decideIfNeedsToMove();
  48734. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48735. // Move
  48736. if (needToMove) {
  48737. this._updatePosition();
  48738. }
  48739. // Rotate
  48740. if (needToRotate) {
  48741. this.rotation.x += this.cameraRotation.x;
  48742. this.rotation.y += this.cameraRotation.y;
  48743. //rotate, if quaternion is set and rotation was used
  48744. if (this.rotationQuaternion) {
  48745. var len = this.rotation.lengthSquared();
  48746. if (len) {
  48747. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48748. }
  48749. }
  48750. if (!this.noRotationConstraint) {
  48751. var limit = (Math.PI / 2) * 0.95;
  48752. if (this.rotation.x > limit) {
  48753. this.rotation.x = limit;
  48754. }
  48755. if (this.rotation.x < -limit) {
  48756. this.rotation.x = -limit;
  48757. }
  48758. }
  48759. }
  48760. // Inertia
  48761. if (needToMove) {
  48762. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48763. this.cameraDirection.x = 0;
  48764. }
  48765. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48766. this.cameraDirection.y = 0;
  48767. }
  48768. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48769. this.cameraDirection.z = 0;
  48770. }
  48771. this.cameraDirection.scaleInPlace(this.inertia);
  48772. }
  48773. if (needToRotate) {
  48774. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48775. this.cameraRotation.x = 0;
  48776. }
  48777. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48778. this.cameraRotation.y = 0;
  48779. }
  48780. this.cameraRotation.scaleInPlace(this.inertia);
  48781. }
  48782. _super.prototype._checkInputs.call(this);
  48783. };
  48784. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48785. if (this.rotationQuaternion) {
  48786. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48787. }
  48788. else {
  48789. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48790. }
  48791. };
  48792. /**
  48793. * 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)
  48794. * @returns the current camera
  48795. */
  48796. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48797. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48798. return this;
  48799. };
  48800. /** @hidden */
  48801. TargetCamera.prototype._getViewMatrix = function () {
  48802. if (this.lockedTarget) {
  48803. this.setTarget(this._getLockedTargetPosition());
  48804. }
  48805. // Compute
  48806. this._updateCameraRotationMatrix();
  48807. // Apply the changed rotation to the upVector
  48808. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48809. this._rotateUpVectorWithCameraRotationMatrix();
  48810. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48811. }
  48812. else if (this._cachedRotationZ != this.rotation.z) {
  48813. this._rotateUpVectorWithCameraRotationMatrix();
  48814. this._cachedRotationZ = this.rotation.z;
  48815. }
  48816. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48817. // Computing target and final matrix
  48818. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48819. if (this.updateUpVectorFromRotation) {
  48820. if (this.rotationQuaternion) {
  48821. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  48822. }
  48823. else {
  48824. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  48825. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  48826. }
  48827. }
  48828. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48829. return this._viewMatrix;
  48830. };
  48831. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48832. if (this.parent) {
  48833. var parentWorldMatrix = this.parent.getWorldMatrix();
  48834. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48835. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48836. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48837. this._markSyncedWithParent();
  48838. }
  48839. else {
  48840. this._globalPosition.copyFrom(position);
  48841. this._globalCurrentTarget.copyFrom(target);
  48842. this._globalCurrentUpVector.copyFrom(up);
  48843. }
  48844. if (this.getScene().useRightHandedSystem) {
  48845. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48846. }
  48847. else {
  48848. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48849. }
  48850. };
  48851. /**
  48852. * @hidden
  48853. */
  48854. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48855. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48856. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48857. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48858. if (!this.rotationQuaternion) {
  48859. this.rotationQuaternion = new BABYLON.Quaternion();
  48860. }
  48861. rigCamera._cameraRigParams = {};
  48862. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48863. }
  48864. return rigCamera;
  48865. }
  48866. return null;
  48867. };
  48868. /**
  48869. * @hidden
  48870. */
  48871. TargetCamera.prototype._updateRigCameras = function () {
  48872. var camLeft = this._rigCameras[0];
  48873. var camRight = this._rigCameras[1];
  48874. switch (this.cameraRigMode) {
  48875. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48876. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48877. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48878. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48879. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48880. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48881. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48882. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48883. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48884. camLeft.setTarget(this.getTarget());
  48885. camRight.setTarget(this.getTarget());
  48886. break;
  48887. case BABYLON.Camera.RIG_MODE_VR:
  48888. if (camLeft.rotationQuaternion) {
  48889. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48890. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48891. }
  48892. else {
  48893. camLeft.rotation.copyFrom(this.rotation);
  48894. camRight.rotation.copyFrom(this.rotation);
  48895. }
  48896. camLeft.position.copyFrom(this.position);
  48897. camRight.position.copyFrom(this.position);
  48898. break;
  48899. }
  48900. _super.prototype._updateRigCameras.call(this);
  48901. };
  48902. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48903. if (!this._rigCamTransformMatrix) {
  48904. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48905. }
  48906. var target = this.getTarget();
  48907. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48908. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48909. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48910. };
  48911. /**
  48912. * Gets the current object class name.
  48913. * @return the class name
  48914. */
  48915. TargetCamera.prototype.getClassName = function () {
  48916. return "TargetCamera";
  48917. };
  48918. __decorate([
  48919. BABYLON.serializeAsVector3()
  48920. ], TargetCamera.prototype, "rotation", void 0);
  48921. __decorate([
  48922. BABYLON.serialize()
  48923. ], TargetCamera.prototype, "speed", void 0);
  48924. __decorate([
  48925. BABYLON.serializeAsMeshReference("lockedTargetId")
  48926. ], TargetCamera.prototype, "lockedTarget", void 0);
  48927. return TargetCamera;
  48928. }(BABYLON.Camera));
  48929. BABYLON.TargetCamera = TargetCamera;
  48930. })(BABYLON || (BABYLON = {}));
  48931. //# sourceMappingURL=babylon.targetCamera.js.map
  48932. var BABYLON;
  48933. (function (BABYLON) {
  48934. /**
  48935. * Manage the mouse inputs to control the movement of a free camera.
  48936. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48937. */
  48938. var FreeCameraMouseInput = /** @class */ (function () {
  48939. /**
  48940. * Manage the mouse inputs to control the movement of a free camera.
  48941. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48942. * @param touchEnabled Defines if touch is enabled or not
  48943. */
  48944. function FreeCameraMouseInput(
  48945. /**
  48946. * Define if touch is enabled in the mouse input
  48947. */
  48948. touchEnabled) {
  48949. if (touchEnabled === void 0) { touchEnabled = true; }
  48950. this.touchEnabled = touchEnabled;
  48951. /**
  48952. * Defines the buttons associated with the input to handle camera move.
  48953. */
  48954. this.buttons = [0, 1, 2];
  48955. /**
  48956. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48957. */
  48958. this.angularSensibility = 2000.0;
  48959. this.previousPosition = null;
  48960. }
  48961. /**
  48962. * Attach the input controls to a specific dom element to get the input from.
  48963. * @param element Defines the element the controls should be listened from
  48964. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48965. */
  48966. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48967. var _this = this;
  48968. var engine = this.camera.getEngine();
  48969. if (!this._pointerInput) {
  48970. this._pointerInput = function (p, s) {
  48971. var evt = p.event;
  48972. if (engine.isInVRExclusivePointerMode) {
  48973. return;
  48974. }
  48975. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48976. return;
  48977. }
  48978. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48979. return;
  48980. }
  48981. var srcElement = (evt.srcElement || evt.target);
  48982. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48983. try {
  48984. srcElement.setPointerCapture(evt.pointerId);
  48985. }
  48986. catch (e) {
  48987. //Nothing to do with the error. Execution will continue.
  48988. }
  48989. _this.previousPosition = {
  48990. x: evt.clientX,
  48991. y: evt.clientY
  48992. };
  48993. if (!noPreventDefault) {
  48994. evt.preventDefault();
  48995. element.focus();
  48996. }
  48997. }
  48998. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48999. try {
  49000. srcElement.releasePointerCapture(evt.pointerId);
  49001. }
  49002. catch (e) {
  49003. //Nothing to do with the error.
  49004. }
  49005. _this.previousPosition = null;
  49006. if (!noPreventDefault) {
  49007. evt.preventDefault();
  49008. }
  49009. }
  49010. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49011. if (!_this.previousPosition || engine.isPointerLock) {
  49012. return;
  49013. }
  49014. var offsetX = evt.clientX - _this.previousPosition.x;
  49015. if (_this.camera.getScene().useRightHandedSystem) {
  49016. offsetX *= -1;
  49017. }
  49018. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49019. offsetX *= -1;
  49020. }
  49021. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49022. var offsetY = evt.clientY - _this.previousPosition.y;
  49023. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49024. _this.previousPosition = {
  49025. x: evt.clientX,
  49026. y: evt.clientY
  49027. };
  49028. if (!noPreventDefault) {
  49029. evt.preventDefault();
  49030. }
  49031. }
  49032. };
  49033. }
  49034. this._onMouseMove = function (evt) {
  49035. if (!engine.isPointerLock) {
  49036. return;
  49037. }
  49038. if (engine.isInVRExclusivePointerMode) {
  49039. return;
  49040. }
  49041. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49042. if (_this.camera.getScene().useRightHandedSystem) {
  49043. offsetX *= -1;
  49044. }
  49045. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49046. offsetX *= -1;
  49047. }
  49048. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49049. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49050. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49051. _this.previousPosition = null;
  49052. if (!noPreventDefault) {
  49053. evt.preventDefault();
  49054. }
  49055. };
  49056. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49057. element.addEventListener("mousemove", this._onMouseMove, false);
  49058. };
  49059. /**
  49060. * Detach the current controls from the specified dom element.
  49061. * @param element Defines the element to stop listening the inputs from
  49062. */
  49063. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49064. if (this._observer && element) {
  49065. this.camera.getScene().onPointerObservable.remove(this._observer);
  49066. if (this._onMouseMove) {
  49067. element.removeEventListener("mousemove", this._onMouseMove);
  49068. }
  49069. this._observer = null;
  49070. this._onMouseMove = null;
  49071. this.previousPosition = null;
  49072. }
  49073. };
  49074. /**
  49075. * Gets the class name of the current intput.
  49076. * @returns the class name
  49077. */
  49078. FreeCameraMouseInput.prototype.getClassName = function () {
  49079. return "FreeCameraMouseInput";
  49080. };
  49081. /**
  49082. * Get the friendly name associated with the input class.
  49083. * @returns the input friendly name
  49084. */
  49085. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49086. return "mouse";
  49087. };
  49088. __decorate([
  49089. BABYLON.serialize()
  49090. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49091. __decorate([
  49092. BABYLON.serialize()
  49093. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49094. return FreeCameraMouseInput;
  49095. }());
  49096. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49097. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49098. })(BABYLON || (BABYLON = {}));
  49099. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49100. var BABYLON;
  49101. (function (BABYLON) {
  49102. /**
  49103. * Manage the keyboard inputs to control the movement of a free camera.
  49104. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49105. */
  49106. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49107. function FreeCameraKeyboardMoveInput() {
  49108. /**
  49109. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49110. */
  49111. this.keysUp = [38];
  49112. /**
  49113. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49114. */
  49115. this.keysDown = [40];
  49116. /**
  49117. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49118. */
  49119. this.keysLeft = [37];
  49120. /**
  49121. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49122. */
  49123. this.keysRight = [39];
  49124. this._keys = new Array();
  49125. }
  49126. /**
  49127. * Attach the input controls to a specific dom element to get the input from.
  49128. * @param element Defines the element the controls should be listened from
  49129. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49130. */
  49131. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49132. var _this = this;
  49133. if (this._onCanvasBlurObserver) {
  49134. return;
  49135. }
  49136. this._scene = this.camera.getScene();
  49137. this._engine = this._scene.getEngine();
  49138. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49139. _this._keys = [];
  49140. });
  49141. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49142. var evt = info.event;
  49143. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49144. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49145. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49146. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49147. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49148. var index = _this._keys.indexOf(evt.keyCode);
  49149. if (index === -1) {
  49150. _this._keys.push(evt.keyCode);
  49151. }
  49152. if (!noPreventDefault) {
  49153. evt.preventDefault();
  49154. }
  49155. }
  49156. }
  49157. else {
  49158. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49159. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49160. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49161. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49162. var index = _this._keys.indexOf(evt.keyCode);
  49163. if (index >= 0) {
  49164. _this._keys.splice(index, 1);
  49165. }
  49166. if (!noPreventDefault) {
  49167. evt.preventDefault();
  49168. }
  49169. }
  49170. }
  49171. });
  49172. };
  49173. /**
  49174. * Detach the current controls from the specified dom element.
  49175. * @param element Defines the element to stop listening the inputs from
  49176. */
  49177. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49178. if (this._scene) {
  49179. if (this._onKeyboardObserver) {
  49180. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49181. }
  49182. if (this._onCanvasBlurObserver) {
  49183. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49184. }
  49185. this._onKeyboardObserver = null;
  49186. this._onCanvasBlurObserver = null;
  49187. }
  49188. this._keys = [];
  49189. };
  49190. /**
  49191. * Update the current camera state depending on the inputs that have been used this frame.
  49192. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49193. */
  49194. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49195. if (this._onKeyboardObserver) {
  49196. var camera = this.camera;
  49197. // Keyboard
  49198. for (var index = 0; index < this._keys.length; index++) {
  49199. var keyCode = this._keys[index];
  49200. var speed = camera._computeLocalCameraSpeed();
  49201. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49202. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49203. }
  49204. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49205. camera._localDirection.copyFromFloats(0, 0, speed);
  49206. }
  49207. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49208. camera._localDirection.copyFromFloats(speed, 0, 0);
  49209. }
  49210. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49211. camera._localDirection.copyFromFloats(0, 0, -speed);
  49212. }
  49213. if (camera.getScene().useRightHandedSystem) {
  49214. camera._localDirection.z *= -1;
  49215. }
  49216. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49217. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49218. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49219. }
  49220. }
  49221. };
  49222. /**
  49223. * Gets the class name of the current intput.
  49224. * @returns the class name
  49225. */
  49226. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49227. return "FreeCameraKeyboardMoveInput";
  49228. };
  49229. /** @hidden */
  49230. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49231. this._keys = [];
  49232. };
  49233. /**
  49234. * Get the friendly name associated with the input class.
  49235. * @returns the input friendly name
  49236. */
  49237. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49238. return "keyboard";
  49239. };
  49240. __decorate([
  49241. BABYLON.serialize()
  49242. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49243. __decorate([
  49244. BABYLON.serialize()
  49245. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49246. __decorate([
  49247. BABYLON.serialize()
  49248. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49249. __decorate([
  49250. BABYLON.serialize()
  49251. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49252. return FreeCameraKeyboardMoveInput;
  49253. }());
  49254. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49255. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49256. })(BABYLON || (BABYLON = {}));
  49257. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49258. var BABYLON;
  49259. (function (BABYLON) {
  49260. /**
  49261. * Default Inputs manager for the FreeCamera.
  49262. * It groups all the default supported inputs for ease of use.
  49263. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49264. */
  49265. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49266. __extends(FreeCameraInputsManager, _super);
  49267. /**
  49268. * Instantiates a new FreeCameraInputsManager.
  49269. * @param camera Defines the camera the inputs belong to
  49270. */
  49271. function FreeCameraInputsManager(camera) {
  49272. return _super.call(this, camera) || this;
  49273. }
  49274. /**
  49275. * Add keyboard input support to the input manager.
  49276. * @returns the current input manager
  49277. */
  49278. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49279. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49280. return this;
  49281. };
  49282. /**
  49283. * Add mouse input support to the input manager.
  49284. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49285. * @returns the current input manager
  49286. */
  49287. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49288. if (touchEnabled === void 0) { touchEnabled = true; }
  49289. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49290. return this;
  49291. };
  49292. /**
  49293. * Add orientation input support to the input manager.
  49294. * @returns the current input manager
  49295. */
  49296. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49297. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49298. return this;
  49299. };
  49300. /**
  49301. * Add touch input support to the input manager.
  49302. * @returns the current input manager
  49303. */
  49304. FreeCameraInputsManager.prototype.addTouch = function () {
  49305. this.add(new BABYLON.FreeCameraTouchInput());
  49306. return this;
  49307. };
  49308. /**
  49309. * Add virtual joystick input support to the input manager.
  49310. * @returns the current input manager
  49311. */
  49312. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49313. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49314. return this;
  49315. };
  49316. return FreeCameraInputsManager;
  49317. }(BABYLON.CameraInputsManager));
  49318. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49319. })(BABYLON || (BABYLON = {}));
  49320. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49321. var BABYLON;
  49322. (function (BABYLON) {
  49323. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49324. // Forcing to use the Universal camera
  49325. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49326. });
  49327. /**
  49328. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49329. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49330. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49331. */
  49332. var FreeCamera = /** @class */ (function (_super) {
  49333. __extends(FreeCamera, _super);
  49334. /**
  49335. * Instantiates a Free Camera.
  49336. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49337. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49338. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49339. * @param name Define the name of the camera in the scene
  49340. * @param position Define the start position of the camera in the scene
  49341. * @param scene Define the scene the camera belongs to
  49342. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49343. */
  49344. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49345. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49346. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49347. /**
  49348. * Define the collision ellipsoid of the camera.
  49349. * This is helpful to simulate a camera body like the player body around the camera
  49350. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49351. */
  49352. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49353. /**
  49354. * Define an offset for the position of the ellipsoid around the camera.
  49355. * This can be helpful to determine the center of the body near the gravity center of the body
  49356. * instead of its head.
  49357. */
  49358. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49359. /**
  49360. * Enable or disable collisions of the camera with the rest of the scene objects.
  49361. */
  49362. _this.checkCollisions = false;
  49363. /**
  49364. * Enable or disable gravity on the camera.
  49365. */
  49366. _this.applyGravity = false;
  49367. _this._needMoveForGravity = false;
  49368. _this._oldPosition = BABYLON.Vector3.Zero();
  49369. _this._diffPosition = BABYLON.Vector3.Zero();
  49370. _this._newPosition = BABYLON.Vector3.Zero();
  49371. // Collisions
  49372. _this._collisionMask = -1;
  49373. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49374. if (collidedMesh === void 0) { collidedMesh = null; }
  49375. //TODO move this to the collision coordinator!
  49376. if (_this.getScene().workerCollisions) {
  49377. newPosition.multiplyInPlace(_this._collider._radius);
  49378. }
  49379. var updatePosition = function (newPos) {
  49380. _this._newPosition.copyFrom(newPos);
  49381. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49382. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49383. _this.position.addInPlace(_this._diffPosition);
  49384. if (_this.onCollide && collidedMesh) {
  49385. _this.onCollide(collidedMesh);
  49386. }
  49387. }
  49388. };
  49389. updatePosition(newPosition);
  49390. };
  49391. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49392. _this.inputs.addKeyboard().addMouse();
  49393. return _this;
  49394. }
  49395. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49396. /**
  49397. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49398. * Higher values reduce sensitivity.
  49399. */
  49400. get: function () {
  49401. var mouse = this.inputs.attached["mouse"];
  49402. if (mouse) {
  49403. return mouse.angularSensibility;
  49404. }
  49405. return 0;
  49406. },
  49407. /**
  49408. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49409. * Higher values reduce sensitivity.
  49410. */
  49411. set: function (value) {
  49412. var mouse = this.inputs.attached["mouse"];
  49413. if (mouse) {
  49414. mouse.angularSensibility = value;
  49415. }
  49416. },
  49417. enumerable: true,
  49418. configurable: true
  49419. });
  49420. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49421. /**
  49422. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49423. */
  49424. get: function () {
  49425. var keyboard = this.inputs.attached["keyboard"];
  49426. if (keyboard) {
  49427. return keyboard.keysUp;
  49428. }
  49429. return [];
  49430. },
  49431. set: function (value) {
  49432. var keyboard = this.inputs.attached["keyboard"];
  49433. if (keyboard) {
  49434. keyboard.keysUp = value;
  49435. }
  49436. },
  49437. enumerable: true,
  49438. configurable: true
  49439. });
  49440. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49441. /**
  49442. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49443. */
  49444. get: function () {
  49445. var keyboard = this.inputs.attached["keyboard"];
  49446. if (keyboard) {
  49447. return keyboard.keysDown;
  49448. }
  49449. return [];
  49450. },
  49451. set: function (value) {
  49452. var keyboard = this.inputs.attached["keyboard"];
  49453. if (keyboard) {
  49454. keyboard.keysDown = value;
  49455. }
  49456. },
  49457. enumerable: true,
  49458. configurable: true
  49459. });
  49460. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49461. /**
  49462. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49463. */
  49464. get: function () {
  49465. var keyboard = this.inputs.attached["keyboard"];
  49466. if (keyboard) {
  49467. return keyboard.keysLeft;
  49468. }
  49469. return [];
  49470. },
  49471. set: function (value) {
  49472. var keyboard = this.inputs.attached["keyboard"];
  49473. if (keyboard) {
  49474. keyboard.keysLeft = value;
  49475. }
  49476. },
  49477. enumerable: true,
  49478. configurable: true
  49479. });
  49480. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49481. /**
  49482. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49483. */
  49484. get: function () {
  49485. var keyboard = this.inputs.attached["keyboard"];
  49486. if (keyboard) {
  49487. return keyboard.keysRight;
  49488. }
  49489. return [];
  49490. },
  49491. set: function (value) {
  49492. var keyboard = this.inputs.attached["keyboard"];
  49493. if (keyboard) {
  49494. keyboard.keysRight = value;
  49495. }
  49496. },
  49497. enumerable: true,
  49498. configurable: true
  49499. });
  49500. /**
  49501. * Attached controls to the current camera.
  49502. * @param element Defines the element the controls should be listened from
  49503. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49504. */
  49505. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49506. this.inputs.attachElement(element, noPreventDefault);
  49507. };
  49508. /**
  49509. * Detach the current controls from the camera.
  49510. * The camera will stop reacting to inputs.
  49511. * @param element Defines the element to stop listening the inputs from
  49512. */
  49513. FreeCamera.prototype.detachControl = function (element) {
  49514. this.inputs.detachElement(element);
  49515. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49516. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49517. };
  49518. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49519. /**
  49520. * Define a collision mask to limit the list of object the camera can collide with
  49521. */
  49522. get: function () {
  49523. return this._collisionMask;
  49524. },
  49525. set: function (mask) {
  49526. this._collisionMask = !isNaN(mask) ? mask : -1;
  49527. },
  49528. enumerable: true,
  49529. configurable: true
  49530. });
  49531. /** @hidden */
  49532. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49533. var globalPosition;
  49534. if (this.parent) {
  49535. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49536. }
  49537. else {
  49538. globalPosition = this.position;
  49539. }
  49540. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49541. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49542. if (!this._collider) {
  49543. this._collider = new BABYLON.Collider();
  49544. }
  49545. this._collider._radius = this.ellipsoid;
  49546. this._collider.collisionMask = this._collisionMask;
  49547. //no need for clone, as long as gravity is not on.
  49548. var actualDisplacement = displacement;
  49549. //add gravity to the direction to prevent the dual-collision checking
  49550. if (this.applyGravity) {
  49551. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49552. actualDisplacement = displacement.add(this.getScene().gravity);
  49553. }
  49554. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49555. };
  49556. /** @hidden */
  49557. FreeCamera.prototype._checkInputs = function () {
  49558. if (!this._localDirection) {
  49559. this._localDirection = BABYLON.Vector3.Zero();
  49560. this._transformedDirection = BABYLON.Vector3.Zero();
  49561. }
  49562. this.inputs.checkInputs();
  49563. _super.prototype._checkInputs.call(this);
  49564. };
  49565. /** @hidden */
  49566. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49567. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49568. };
  49569. /** @hidden */
  49570. FreeCamera.prototype._updatePosition = function () {
  49571. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49572. this._collideWithWorld(this.cameraDirection);
  49573. }
  49574. else {
  49575. _super.prototype._updatePosition.call(this);
  49576. }
  49577. };
  49578. /**
  49579. * Destroy the camera and release the current resources hold by it.
  49580. */
  49581. FreeCamera.prototype.dispose = function () {
  49582. this.inputs.clear();
  49583. _super.prototype.dispose.call(this);
  49584. };
  49585. /**
  49586. * Gets the current object class name.
  49587. * @return the class name
  49588. */
  49589. FreeCamera.prototype.getClassName = function () {
  49590. return "FreeCamera";
  49591. };
  49592. __decorate([
  49593. BABYLON.serializeAsVector3()
  49594. ], FreeCamera.prototype, "ellipsoid", void 0);
  49595. __decorate([
  49596. BABYLON.serializeAsVector3()
  49597. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49598. __decorate([
  49599. BABYLON.serialize()
  49600. ], FreeCamera.prototype, "checkCollisions", void 0);
  49601. __decorate([
  49602. BABYLON.serialize()
  49603. ], FreeCamera.prototype, "applyGravity", void 0);
  49604. return FreeCamera;
  49605. }(BABYLON.TargetCamera));
  49606. BABYLON.FreeCamera = FreeCamera;
  49607. })(BABYLON || (BABYLON = {}));
  49608. //# sourceMappingURL=babylon.freeCamera.js.map
  49609. var BABYLON;
  49610. (function (BABYLON) {
  49611. /**
  49612. * Listen to mouse events to control the camera.
  49613. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49614. */
  49615. var FlyCameraMouseInput = /** @class */ (function () {
  49616. /**
  49617. * Listen to mouse events to control the camera.
  49618. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49619. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49620. */
  49621. function FlyCameraMouseInput(touchEnabled) {
  49622. if (touchEnabled === void 0) { touchEnabled = true; }
  49623. /**
  49624. * Defines the buttons associated with the input to handle camera rotation.
  49625. */
  49626. this.buttons = [0, 1, 2];
  49627. /**
  49628. * Assign buttons for Yaw control.
  49629. */
  49630. this.buttonsYaw = [-1, 0, 1];
  49631. /**
  49632. * Assign buttons for Pitch control.
  49633. */
  49634. this.buttonsPitch = [-1, 0, 1];
  49635. /**
  49636. * Assign buttons for Roll control.
  49637. */
  49638. this.buttonsRoll = [2];
  49639. /**
  49640. * Detect if any button is being pressed while mouse is moved.
  49641. * -1 = Mouse locked.
  49642. * 0 = Left button.
  49643. * 1 = Middle Button.
  49644. * 2 = Right Button.
  49645. */
  49646. this.activeButton = -1;
  49647. /**
  49648. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49649. * Higher values reduce its sensitivity.
  49650. */
  49651. this.angularSensibility = 1000.0;
  49652. this.previousPosition = null;
  49653. }
  49654. /**
  49655. * Attach the mouse control to the HTML DOM element.
  49656. * @param element Defines the element that listens to the input events.
  49657. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49658. */
  49659. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49660. var _this = this;
  49661. this.element = element;
  49662. this.noPreventDefault = noPreventDefault;
  49663. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49664. _this._pointerInput(p, s);
  49665. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49666. // Correct Roll by rate, if enabled.
  49667. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49668. if (_this.camera.rollCorrect) {
  49669. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49670. }
  49671. });
  49672. // Helper function to keep 'this'.
  49673. this._mousemoveCallback = function (e) {
  49674. _this._onMouseMove(e);
  49675. };
  49676. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49677. };
  49678. /**
  49679. * Detach the current controls from the specified dom element.
  49680. * @param element Defines the element to stop listening the inputs from
  49681. */
  49682. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49683. if (this._observer && element) {
  49684. this.camera.getScene().onPointerObservable.remove(this._observer);
  49685. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49686. if (this._mousemoveCallback) {
  49687. element.removeEventListener("mousemove", this._mousemoveCallback);
  49688. }
  49689. this._observer = null;
  49690. this._rollObserver = null;
  49691. this.previousPosition = null;
  49692. this.noPreventDefault = undefined;
  49693. }
  49694. };
  49695. /**
  49696. * Gets the class name of the current input.
  49697. * @returns the class name.
  49698. */
  49699. FlyCameraMouseInput.prototype.getClassName = function () {
  49700. return "FlyCameraMouseInput";
  49701. };
  49702. /**
  49703. * Get the friendly name associated with the input class.
  49704. * @returns the input's friendly name.
  49705. */
  49706. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49707. return "mouse";
  49708. };
  49709. // Track mouse movement, when the pointer is not locked.
  49710. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49711. var e = p.event;
  49712. var camera = this.camera;
  49713. var engine = camera.getEngine();
  49714. if (engine.isInVRExclusivePointerMode) {
  49715. return;
  49716. }
  49717. if (!this.touchEnabled && e.pointerType === "touch") {
  49718. return;
  49719. }
  49720. // Mouse is moved but an unknown mouse button is pressed.
  49721. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49722. return;
  49723. }
  49724. var srcElement = (e.srcElement || e.target);
  49725. // Mouse down.
  49726. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49727. try {
  49728. srcElement.setPointerCapture(e.pointerId);
  49729. }
  49730. catch (e) {
  49731. // Nothing to do with the error. Execution continues.
  49732. }
  49733. this.previousPosition = {
  49734. x: e.clientX,
  49735. y: e.clientY
  49736. };
  49737. this.activeButton = e.button;
  49738. if (!this.noPreventDefault) {
  49739. e.preventDefault();
  49740. this.element.focus();
  49741. }
  49742. }
  49743. else
  49744. // Mouse up.
  49745. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49746. try {
  49747. srcElement.releasePointerCapture(e.pointerId);
  49748. }
  49749. catch (e) {
  49750. // Nothing to do with the error. Execution continues.
  49751. }
  49752. this.activeButton = -1;
  49753. this.previousPosition = null;
  49754. if (!this.noPreventDefault) {
  49755. e.preventDefault();
  49756. }
  49757. }
  49758. else
  49759. // Mouse move.
  49760. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49761. if (!this.previousPosition || engine.isPointerLock) {
  49762. return;
  49763. }
  49764. var offsetX = e.clientX - this.previousPosition.x;
  49765. var offsetY = e.clientY - this.previousPosition.y;
  49766. this.rotateCamera(offsetX, offsetY);
  49767. this.previousPosition = {
  49768. x: e.clientX,
  49769. y: e.clientY
  49770. };
  49771. if (!this.noPreventDefault) {
  49772. e.preventDefault();
  49773. }
  49774. }
  49775. };
  49776. // Track mouse movement, when pointer is locked.
  49777. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49778. var camera = this.camera;
  49779. var engine = camera.getEngine();
  49780. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49781. return;
  49782. }
  49783. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49784. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49785. this.rotateCamera(offsetX, offsetY);
  49786. this.previousPosition = null;
  49787. if (!this.noPreventDefault) {
  49788. e.preventDefault();
  49789. }
  49790. };
  49791. /**
  49792. * Rotate camera by mouse offset.
  49793. */
  49794. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49795. var _this = this;
  49796. var camera = this.camera;
  49797. var scene = this.camera.getScene();
  49798. if (scene.useRightHandedSystem) {
  49799. offsetX *= -1;
  49800. }
  49801. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49802. offsetX *= -1;
  49803. }
  49804. var x = offsetX / this.angularSensibility;
  49805. var y = offsetY / this.angularSensibility;
  49806. // Initialize to current rotation.
  49807. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49808. var rotationChange;
  49809. // Pitch.
  49810. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49811. // Apply change in Radians to vector Angle.
  49812. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49813. // Apply Pitch to quaternion.
  49814. currentRotation.multiplyInPlace(rotationChange);
  49815. }
  49816. // Yaw.
  49817. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49818. // Apply change in Radians to vector Angle.
  49819. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49820. // Apply Yaw to quaternion.
  49821. currentRotation.multiplyInPlace(rotationChange);
  49822. // Add Roll, if banked turning is enabled, within Roll limit.
  49823. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49824. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49825. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49826. // Apply change in Radians to vector Angle.
  49827. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49828. // Apply Yaw to quaternion.
  49829. currentRotation.multiplyInPlace(rotationChange);
  49830. }
  49831. }
  49832. // Roll.
  49833. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49834. // Apply change in Radians to vector Angle.
  49835. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49836. // Track Rolling.
  49837. camera._trackRoll -= x;
  49838. // Apply Pitch to quaternion.
  49839. currentRotation.multiplyInPlace(rotationChange);
  49840. }
  49841. // Apply rotationQuaternion to Euler camera.rotation.
  49842. currentRotation.toEulerAnglesToRef(camera.rotation);
  49843. };
  49844. __decorate([
  49845. BABYLON.serialize()
  49846. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49847. __decorate([
  49848. BABYLON.serialize()
  49849. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49850. return FlyCameraMouseInput;
  49851. }());
  49852. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49853. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49854. })(BABYLON || (BABYLON = {}));
  49855. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49856. var BABYLON;
  49857. (function (BABYLON) {
  49858. /**
  49859. * Listen to keyboard events to control the camera.
  49860. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49861. */
  49862. var FlyCameraKeyboardInput = /** @class */ (function () {
  49863. function FlyCameraKeyboardInput() {
  49864. /**
  49865. * The list of keyboard keys used to control the forward move of the camera.
  49866. */
  49867. this.keysForward = [87];
  49868. /**
  49869. * The list of keyboard keys used to control the backward move of the camera.
  49870. */
  49871. this.keysBackward = [83];
  49872. /**
  49873. * The list of keyboard keys used to control the forward move of the camera.
  49874. */
  49875. this.keysUp = [69];
  49876. /**
  49877. * The list of keyboard keys used to control the backward move of the camera.
  49878. */
  49879. this.keysDown = [81];
  49880. /**
  49881. * The list of keyboard keys used to control the right strafe move of the camera.
  49882. */
  49883. this.keysRight = [68];
  49884. /**
  49885. * The list of keyboard keys used to control the left strafe move of the camera.
  49886. */
  49887. this.keysLeft = [65];
  49888. this._keys = new Array();
  49889. }
  49890. /**
  49891. * Attach the input controls to a specific dom element to get the input from.
  49892. * @param element Defines the element the controls should be listened from
  49893. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49894. */
  49895. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49896. var _this = this;
  49897. if (this._onCanvasBlurObserver) {
  49898. return;
  49899. }
  49900. this._scene = this.camera.getScene();
  49901. this._engine = this._scene.getEngine();
  49902. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49903. _this._keys = [];
  49904. });
  49905. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49906. var evt = info.event;
  49907. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49908. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49909. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49910. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49911. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49912. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49913. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49914. var index = _this._keys.indexOf(evt.keyCode);
  49915. if (index === -1) {
  49916. _this._keys.push(evt.keyCode);
  49917. }
  49918. if (!noPreventDefault) {
  49919. evt.preventDefault();
  49920. }
  49921. }
  49922. }
  49923. else {
  49924. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49925. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49926. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49927. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49928. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49929. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49930. var index = _this._keys.indexOf(evt.keyCode);
  49931. if (index >= 0) {
  49932. _this._keys.splice(index, 1);
  49933. }
  49934. if (!noPreventDefault) {
  49935. evt.preventDefault();
  49936. }
  49937. }
  49938. }
  49939. });
  49940. };
  49941. /**
  49942. * Detach the current controls from the specified dom element.
  49943. * @param element Defines the element to stop listening the inputs from
  49944. */
  49945. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49946. if (this._scene) {
  49947. if (this._onKeyboardObserver) {
  49948. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49949. }
  49950. if (this._onCanvasBlurObserver) {
  49951. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49952. }
  49953. this._onKeyboardObserver = null;
  49954. this._onCanvasBlurObserver = null;
  49955. }
  49956. this._keys = [];
  49957. };
  49958. /**
  49959. * Gets the class name of the current intput.
  49960. * @returns the class name
  49961. */
  49962. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49963. return "FlyCameraKeyboardInput";
  49964. };
  49965. /** @hidden */
  49966. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49967. this._keys = [];
  49968. };
  49969. /**
  49970. * Get the friendly name associated with the input class.
  49971. * @returns the input friendly name
  49972. */
  49973. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49974. return "keyboard";
  49975. };
  49976. /**
  49977. * Update the current camera state depending on the inputs that have been used this frame.
  49978. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49979. */
  49980. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49981. if (this._onKeyboardObserver) {
  49982. var camera = this.camera;
  49983. // Keyboard
  49984. for (var index = 0; index < this._keys.length; index++) {
  49985. var keyCode = this._keys[index];
  49986. var speed = camera._computeLocalCameraSpeed();
  49987. if (this.keysForward.indexOf(keyCode) !== -1) {
  49988. camera._localDirection.copyFromFloats(0, 0, speed);
  49989. }
  49990. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49991. camera._localDirection.copyFromFloats(0, 0, -speed);
  49992. }
  49993. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49994. camera._localDirection.copyFromFloats(0, speed, 0);
  49995. }
  49996. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49997. camera._localDirection.copyFromFloats(0, -speed, 0);
  49998. }
  49999. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50000. camera._localDirection.copyFromFloats(speed, 0, 0);
  50001. }
  50002. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50003. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50004. }
  50005. if (camera.getScene().useRightHandedSystem) {
  50006. camera._localDirection.z *= -1;
  50007. }
  50008. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50009. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50010. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50011. }
  50012. }
  50013. };
  50014. __decorate([
  50015. BABYLON.serialize()
  50016. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50017. __decorate([
  50018. BABYLON.serialize()
  50019. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50020. __decorate([
  50021. BABYLON.serialize()
  50022. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50023. __decorate([
  50024. BABYLON.serialize()
  50025. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50026. __decorate([
  50027. BABYLON.serialize()
  50028. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50029. __decorate([
  50030. BABYLON.serialize()
  50031. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50032. return FlyCameraKeyboardInput;
  50033. }());
  50034. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50035. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50036. })(BABYLON || (BABYLON = {}));
  50037. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50038. var BABYLON;
  50039. (function (BABYLON) {
  50040. /**
  50041. * Default Inputs manager for the FlyCamera.
  50042. * It groups all the default supported inputs for ease of use.
  50043. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50044. */
  50045. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50046. __extends(FlyCameraInputsManager, _super);
  50047. /**
  50048. * Instantiates a new FlyCameraInputsManager.
  50049. * @param camera Defines the camera the inputs belong to.
  50050. */
  50051. function FlyCameraInputsManager(camera) {
  50052. return _super.call(this, camera) || this;
  50053. }
  50054. /**
  50055. * Add keyboard input support to the input manager.
  50056. * @returns the new FlyCameraKeyboardMoveInput().
  50057. */
  50058. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50059. this.add(new BABYLON.FlyCameraKeyboardInput());
  50060. return this;
  50061. };
  50062. /**
  50063. * Add mouse input support to the input manager.
  50064. * @param touchEnabled Enable touch screen support.
  50065. * @returns the new FlyCameraMouseInput().
  50066. */
  50067. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50068. if (touchEnabled === void 0) { touchEnabled = true; }
  50069. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50070. return this;
  50071. };
  50072. return FlyCameraInputsManager;
  50073. }(BABYLON.CameraInputsManager));
  50074. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50075. })(BABYLON || (BABYLON = {}));
  50076. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50077. var BABYLON;
  50078. (function (BABYLON) {
  50079. /**
  50080. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50081. * such as in a 3D Space Shooter or a Flight Simulator.
  50082. */
  50083. var FlyCamera = /** @class */ (function (_super) {
  50084. __extends(FlyCamera, _super);
  50085. /**
  50086. * Instantiates a FlyCamera.
  50087. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50088. * such as in a 3D Space Shooter or a Flight Simulator.
  50089. * @param name Define the name of the camera in the scene.
  50090. * @param position Define the starting position of the camera in the scene.
  50091. * @param scene Define the scene the camera belongs to.
  50092. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50093. */
  50094. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50095. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50096. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50097. /**
  50098. * Define the collision ellipsoid of the camera.
  50099. * This is helpful for simulating a camera body, like a player's body.
  50100. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50101. */
  50102. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50103. /**
  50104. * Define an offset for the position of the ellipsoid around the camera.
  50105. * This can be helpful if the camera is attached away from the player's body center,
  50106. * such as at its head.
  50107. */
  50108. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50109. /**
  50110. * Enable or disable collisions of the camera with the rest of the scene objects.
  50111. */
  50112. _this.checkCollisions = false;
  50113. /**
  50114. * Enable or disable gravity on the camera.
  50115. */
  50116. _this.applyGravity = false;
  50117. /**
  50118. * Define the current direction the camera is moving to.
  50119. */
  50120. _this.cameraDirection = BABYLON.Vector3.Zero();
  50121. /**
  50122. * Track Roll to maintain the wanted Rolling when looking around.
  50123. */
  50124. _this._trackRoll = 0;
  50125. /**
  50126. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50127. */
  50128. _this.rollCorrect = 100;
  50129. /**
  50130. * Mimic a banked turn, Rolling the camera when Yawing.
  50131. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50132. */
  50133. _this.bankedTurn = false;
  50134. /**
  50135. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50136. */
  50137. _this.bankedTurnLimit = Math.PI / 2;
  50138. /**
  50139. * Value of 0 disables the banked Roll.
  50140. * Value of 1 is equal to the Yaw angle in radians.
  50141. */
  50142. _this.bankedTurnMultiplier = 1;
  50143. _this._needMoveForGravity = false;
  50144. _this._oldPosition = BABYLON.Vector3.Zero();
  50145. _this._diffPosition = BABYLON.Vector3.Zero();
  50146. _this._newPosition = BABYLON.Vector3.Zero();
  50147. // Collisions.
  50148. _this._collisionMask = -1;
  50149. /** @hidden */
  50150. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50151. if (collidedMesh === void 0) { collidedMesh = null; }
  50152. // TODO Move this to the collision coordinator!
  50153. if (_this.getScene().workerCollisions) {
  50154. newPosition.multiplyInPlace(_this._collider._radius);
  50155. }
  50156. var updatePosition = function (newPos) {
  50157. _this._newPosition.copyFrom(newPos);
  50158. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50159. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50160. _this.position.addInPlace(_this._diffPosition);
  50161. if (_this.onCollide && collidedMesh) {
  50162. _this.onCollide(collidedMesh);
  50163. }
  50164. }
  50165. };
  50166. updatePosition(newPosition);
  50167. };
  50168. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50169. _this.inputs.addKeyboard().addMouse();
  50170. return _this;
  50171. }
  50172. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50173. /**
  50174. * Gets the input sensibility for mouse input.
  50175. * Higher values reduce sensitivity.
  50176. */
  50177. get: function () {
  50178. var mouse = this.inputs.attached["mouse"];
  50179. if (mouse) {
  50180. return mouse.angularSensibility;
  50181. }
  50182. return 0;
  50183. },
  50184. /**
  50185. * Sets the input sensibility for a mouse input.
  50186. * Higher values reduce sensitivity.
  50187. */
  50188. set: function (value) {
  50189. var mouse = this.inputs.attached["mouse"];
  50190. if (mouse) {
  50191. mouse.angularSensibility = value;
  50192. }
  50193. },
  50194. enumerable: true,
  50195. configurable: true
  50196. });
  50197. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50198. /**
  50199. * Get the keys for camera movement forward.
  50200. */
  50201. get: function () {
  50202. var keyboard = this.inputs.attached["keyboard"];
  50203. if (keyboard) {
  50204. return keyboard.keysForward;
  50205. }
  50206. return [];
  50207. },
  50208. /**
  50209. * Set the keys for camera movement forward.
  50210. */
  50211. set: function (value) {
  50212. var keyboard = this.inputs.attached["keyboard"];
  50213. if (keyboard) {
  50214. keyboard.keysForward = value;
  50215. }
  50216. },
  50217. enumerable: true,
  50218. configurable: true
  50219. });
  50220. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50221. /**
  50222. * Get the keys for camera movement backward.
  50223. */
  50224. get: function () {
  50225. var keyboard = this.inputs.attached["keyboard"];
  50226. if (keyboard) {
  50227. return keyboard.keysBackward;
  50228. }
  50229. return [];
  50230. },
  50231. set: function (value) {
  50232. var keyboard = this.inputs.attached["keyboard"];
  50233. if (keyboard) {
  50234. keyboard.keysBackward = value;
  50235. }
  50236. },
  50237. enumerable: true,
  50238. configurable: true
  50239. });
  50240. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50241. /**
  50242. * Get the keys for camera movement up.
  50243. */
  50244. get: function () {
  50245. var keyboard = this.inputs.attached["keyboard"];
  50246. if (keyboard) {
  50247. return keyboard.keysUp;
  50248. }
  50249. return [];
  50250. },
  50251. /**
  50252. * Set the keys for camera movement up.
  50253. */
  50254. set: function (value) {
  50255. var keyboard = this.inputs.attached["keyboard"];
  50256. if (keyboard) {
  50257. keyboard.keysUp = value;
  50258. }
  50259. },
  50260. enumerable: true,
  50261. configurable: true
  50262. });
  50263. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50264. /**
  50265. * Get the keys for camera movement down.
  50266. */
  50267. get: function () {
  50268. var keyboard = this.inputs.attached["keyboard"];
  50269. if (keyboard) {
  50270. return keyboard.keysDown;
  50271. }
  50272. return [];
  50273. },
  50274. /**
  50275. * Set the keys for camera movement down.
  50276. */
  50277. set: function (value) {
  50278. var keyboard = this.inputs.attached["keyboard"];
  50279. if (keyboard) {
  50280. keyboard.keysDown = value;
  50281. }
  50282. },
  50283. enumerable: true,
  50284. configurable: true
  50285. });
  50286. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50287. /**
  50288. * Get the keys for camera movement left.
  50289. */
  50290. get: function () {
  50291. var keyboard = this.inputs.attached["keyboard"];
  50292. if (keyboard) {
  50293. return keyboard.keysLeft;
  50294. }
  50295. return [];
  50296. },
  50297. /**
  50298. * Set the keys for camera movement left.
  50299. */
  50300. set: function (value) {
  50301. var keyboard = this.inputs.attached["keyboard"];
  50302. if (keyboard) {
  50303. keyboard.keysLeft = value;
  50304. }
  50305. },
  50306. enumerable: true,
  50307. configurable: true
  50308. });
  50309. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50310. /**
  50311. * Set the keys for camera movement right.
  50312. */
  50313. get: function () {
  50314. var keyboard = this.inputs.attached["keyboard"];
  50315. if (keyboard) {
  50316. return keyboard.keysRight;
  50317. }
  50318. return [];
  50319. },
  50320. /**
  50321. * Set the keys for camera movement right.
  50322. */
  50323. set: function (value) {
  50324. var keyboard = this.inputs.attached["keyboard"];
  50325. if (keyboard) {
  50326. keyboard.keysRight = value;
  50327. }
  50328. },
  50329. enumerable: true,
  50330. configurable: true
  50331. });
  50332. /**
  50333. * Attach a control to the HTML DOM element.
  50334. * @param element Defines the element that listens to the input events.
  50335. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50336. */
  50337. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50338. this.inputs.attachElement(element, noPreventDefault);
  50339. };
  50340. /**
  50341. * Detach a control from the HTML DOM element.
  50342. * The camera will stop reacting to that input.
  50343. * @param element Defines the element that listens to the input events.
  50344. */
  50345. FlyCamera.prototype.detachControl = function (element) {
  50346. this.inputs.detachElement(element);
  50347. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50348. };
  50349. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50350. /**
  50351. * Get the mask that the camera ignores in collision events.
  50352. */
  50353. get: function () {
  50354. return this._collisionMask;
  50355. },
  50356. /**
  50357. * Set the mask that the camera ignores in collision events.
  50358. */
  50359. set: function (mask) {
  50360. this._collisionMask = !isNaN(mask) ? mask : -1;
  50361. },
  50362. enumerable: true,
  50363. configurable: true
  50364. });
  50365. /** @hidden */
  50366. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50367. var globalPosition;
  50368. if (this.parent) {
  50369. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50370. }
  50371. else {
  50372. globalPosition = this.position;
  50373. }
  50374. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50375. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50376. if (!this._collider) {
  50377. this._collider = new BABYLON.Collider();
  50378. }
  50379. this._collider._radius = this.ellipsoid;
  50380. this._collider.collisionMask = this._collisionMask;
  50381. // No need for clone, as long as gravity is not on.
  50382. var actualDisplacement = displacement;
  50383. // Add gravity to direction to prevent dual-collision checking.
  50384. if (this.applyGravity) {
  50385. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50386. actualDisplacement = displacement.add(this.getScene().gravity);
  50387. }
  50388. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50389. };
  50390. /** @hidden */
  50391. FlyCamera.prototype._checkInputs = function () {
  50392. if (!this._localDirection) {
  50393. this._localDirection = BABYLON.Vector3.Zero();
  50394. this._transformedDirection = BABYLON.Vector3.Zero();
  50395. }
  50396. this.inputs.checkInputs();
  50397. _super.prototype._checkInputs.call(this);
  50398. };
  50399. /** @hidden */
  50400. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50401. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50402. };
  50403. /** @hidden */
  50404. FlyCamera.prototype._updatePosition = function () {
  50405. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50406. this._collideWithWorld(this.cameraDirection);
  50407. }
  50408. else {
  50409. _super.prototype._updatePosition.call(this);
  50410. }
  50411. };
  50412. /**
  50413. * Restore the Roll to its target value at the rate specified.
  50414. * @param rate - Higher means slower restoring.
  50415. * @hidden
  50416. */
  50417. FlyCamera.prototype.restoreRoll = function (rate) {
  50418. var limit = this._trackRoll; // Target Roll.
  50419. var z = this.rotation.z; // Current Roll.
  50420. var delta = limit - z; // Difference in Roll.
  50421. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50422. // If the difference is noticable, restore the Roll.
  50423. if (Math.abs(delta) >= minRad) {
  50424. // Change Z rotation towards the target Roll.
  50425. this.rotation.z += delta / rate;
  50426. // Match when near enough.
  50427. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50428. this.rotation.z = limit;
  50429. }
  50430. }
  50431. };
  50432. /**
  50433. * Destroy the camera and release the current resources held by it.
  50434. */
  50435. FlyCamera.prototype.dispose = function () {
  50436. this.inputs.clear();
  50437. _super.prototype.dispose.call(this);
  50438. };
  50439. /**
  50440. * Get the current object class name.
  50441. * @returns the class name.
  50442. */
  50443. FlyCamera.prototype.getClassName = function () {
  50444. return "FlyCamera";
  50445. };
  50446. __decorate([
  50447. BABYLON.serializeAsVector3()
  50448. ], FlyCamera.prototype, "ellipsoid", void 0);
  50449. __decorate([
  50450. BABYLON.serializeAsVector3()
  50451. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50452. __decorate([
  50453. BABYLON.serialize()
  50454. ], FlyCamera.prototype, "checkCollisions", void 0);
  50455. __decorate([
  50456. BABYLON.serialize()
  50457. ], FlyCamera.prototype, "applyGravity", void 0);
  50458. return FlyCamera;
  50459. }(BABYLON.TargetCamera));
  50460. BABYLON.FlyCamera = FlyCamera;
  50461. })(BABYLON || (BABYLON = {}));
  50462. //# sourceMappingURL=babylon.flyCamera.js.map
  50463. var BABYLON;
  50464. (function (BABYLON) {
  50465. /**
  50466. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50467. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50468. */
  50469. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50470. function ArcRotateCameraKeyboardMoveInput() {
  50471. /**
  50472. * Defines the list of key codes associated with the up action (increase alpha)
  50473. */
  50474. this.keysUp = [38];
  50475. /**
  50476. * Defines the list of key codes associated with the down action (decrease alpha)
  50477. */
  50478. this.keysDown = [40];
  50479. /**
  50480. * Defines the list of key codes associated with the left action (increase beta)
  50481. */
  50482. this.keysLeft = [37];
  50483. /**
  50484. * Defines the list of key codes associated with the right action (decrease beta)
  50485. */
  50486. this.keysRight = [39];
  50487. /**
  50488. * Defines the list of key codes associated with the reset action.
  50489. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50490. */
  50491. this.keysReset = [220];
  50492. /**
  50493. * Defines the panning sensibility of the inputs.
  50494. * (How fast is the camera paning)
  50495. */
  50496. this.panningSensibility = 50.0;
  50497. /**
  50498. * Defines the zooming sensibility of the inputs.
  50499. * (How fast is the camera zooming)
  50500. */
  50501. this.zoomingSensibility = 25.0;
  50502. /**
  50503. * Defines wether maintaining the alt key down switch the movement mode from
  50504. * orientation to zoom.
  50505. */
  50506. this.useAltToZoom = true;
  50507. /**
  50508. * Rotation speed of the camera
  50509. */
  50510. this.angularSpeed = 0.01;
  50511. this._keys = new Array();
  50512. }
  50513. /**
  50514. * Attach the input controls to a specific dom element to get the input from.
  50515. * @param element Defines the element the controls should be listened from
  50516. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50517. */
  50518. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50519. var _this = this;
  50520. if (this._onCanvasBlurObserver) {
  50521. return;
  50522. }
  50523. this._scene = this.camera.getScene();
  50524. this._engine = this._scene.getEngine();
  50525. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50526. _this._keys = [];
  50527. });
  50528. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50529. var evt = info.event;
  50530. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50531. _this._ctrlPressed = evt.ctrlKey;
  50532. _this._altPressed = evt.altKey;
  50533. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50534. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50535. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50536. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50537. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50538. var index = _this._keys.indexOf(evt.keyCode);
  50539. if (index === -1) {
  50540. _this._keys.push(evt.keyCode);
  50541. }
  50542. if (evt.preventDefault) {
  50543. if (!noPreventDefault) {
  50544. evt.preventDefault();
  50545. }
  50546. }
  50547. }
  50548. }
  50549. else {
  50550. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50551. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50552. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50553. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50554. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50555. var index = _this._keys.indexOf(evt.keyCode);
  50556. if (index >= 0) {
  50557. _this._keys.splice(index, 1);
  50558. }
  50559. if (evt.preventDefault) {
  50560. if (!noPreventDefault) {
  50561. evt.preventDefault();
  50562. }
  50563. }
  50564. }
  50565. }
  50566. });
  50567. };
  50568. /**
  50569. * Detach the current controls from the specified dom element.
  50570. * @param element Defines the element to stop listening the inputs from
  50571. */
  50572. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50573. if (this._scene) {
  50574. if (this._onKeyboardObserver) {
  50575. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50576. }
  50577. if (this._onCanvasBlurObserver) {
  50578. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50579. }
  50580. this._onKeyboardObserver = null;
  50581. this._onCanvasBlurObserver = null;
  50582. }
  50583. this._keys = [];
  50584. };
  50585. /**
  50586. * Update the current camera state depending on the inputs that have been used this frame.
  50587. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50588. */
  50589. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50590. if (this._onKeyboardObserver) {
  50591. var camera = this.camera;
  50592. for (var index = 0; index < this._keys.length; index++) {
  50593. var keyCode = this._keys[index];
  50594. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50595. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50596. camera.inertialPanningX -= 1 / this.panningSensibility;
  50597. }
  50598. else {
  50599. camera.inertialAlphaOffset -= this.angularSpeed;
  50600. }
  50601. }
  50602. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50603. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50604. camera.inertialPanningY += 1 / this.panningSensibility;
  50605. }
  50606. else if (this._altPressed && this.useAltToZoom) {
  50607. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50608. }
  50609. else {
  50610. camera.inertialBetaOffset -= this.angularSpeed;
  50611. }
  50612. }
  50613. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50614. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50615. camera.inertialPanningX += 1 / this.panningSensibility;
  50616. }
  50617. else {
  50618. camera.inertialAlphaOffset += this.angularSpeed;
  50619. }
  50620. }
  50621. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50622. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50623. camera.inertialPanningY -= 1 / this.panningSensibility;
  50624. }
  50625. else if (this._altPressed && this.useAltToZoom) {
  50626. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50627. }
  50628. else {
  50629. camera.inertialBetaOffset += this.angularSpeed;
  50630. }
  50631. }
  50632. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50633. if (camera.useInputToRestoreState) {
  50634. camera.restoreState();
  50635. }
  50636. }
  50637. }
  50638. }
  50639. };
  50640. /**
  50641. * Gets the class name of the current intput.
  50642. * @returns the class name
  50643. */
  50644. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50645. return "ArcRotateCameraKeyboardMoveInput";
  50646. };
  50647. /**
  50648. * Get the friendly name associated with the input class.
  50649. * @returns the input friendly name
  50650. */
  50651. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50652. return "keyboard";
  50653. };
  50654. __decorate([
  50655. BABYLON.serialize()
  50656. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50657. __decorate([
  50658. BABYLON.serialize()
  50659. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50660. __decorate([
  50661. BABYLON.serialize()
  50662. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50663. __decorate([
  50664. BABYLON.serialize()
  50665. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50666. __decorate([
  50667. BABYLON.serialize()
  50668. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50669. __decorate([
  50670. BABYLON.serialize()
  50671. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50672. __decorate([
  50673. BABYLON.serialize()
  50674. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50675. __decorate([
  50676. BABYLON.serialize()
  50677. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50678. __decorate([
  50679. BABYLON.serialize()
  50680. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50681. return ArcRotateCameraKeyboardMoveInput;
  50682. }());
  50683. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50684. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50685. })(BABYLON || (BABYLON = {}));
  50686. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50687. var BABYLON;
  50688. (function (BABYLON) {
  50689. /**
  50690. * Manage the mouse wheel inputs to control an arc rotate camera.
  50691. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50692. */
  50693. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50694. function ArcRotateCameraMouseWheelInput() {
  50695. /**
  50696. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50697. */
  50698. this.wheelPrecision = 3.0;
  50699. /**
  50700. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50701. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50702. */
  50703. this.wheelDeltaPercentage = 0;
  50704. }
  50705. /**
  50706. * Attach the input controls to a specific dom element to get the input from.
  50707. * @param element Defines the element the controls should be listened from
  50708. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50709. */
  50710. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50711. var _this = this;
  50712. this._wheel = function (p, s) {
  50713. //sanity check - this should be a PointerWheel event.
  50714. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50715. return;
  50716. }
  50717. var event = p.event;
  50718. var delta = 0;
  50719. if (event.wheelDelta) {
  50720. if (_this.wheelDeltaPercentage) {
  50721. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50722. if (event.wheelDelta > 0) {
  50723. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50724. }
  50725. else {
  50726. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50727. }
  50728. }
  50729. else {
  50730. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50731. }
  50732. }
  50733. else {
  50734. var deltaValue = event.deltaY || event.detail;
  50735. delta = -deltaValue / _this.wheelPrecision;
  50736. }
  50737. if (delta) {
  50738. _this.camera.inertialRadiusOffset += delta;
  50739. }
  50740. if (event.preventDefault) {
  50741. if (!noPreventDefault) {
  50742. event.preventDefault();
  50743. }
  50744. }
  50745. };
  50746. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50747. };
  50748. /**
  50749. * Detach the current controls from the specified dom element.
  50750. * @param element Defines the element to stop listening the inputs from
  50751. */
  50752. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50753. if (this._observer && element) {
  50754. this.camera.getScene().onPointerObservable.remove(this._observer);
  50755. this._observer = null;
  50756. this._wheel = null;
  50757. }
  50758. };
  50759. /**
  50760. * Gets the class name of the current intput.
  50761. * @returns the class name
  50762. */
  50763. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50764. return "ArcRotateCameraMouseWheelInput";
  50765. };
  50766. /**
  50767. * Get the friendly name associated with the input class.
  50768. * @returns the input friendly name
  50769. */
  50770. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50771. return "mousewheel";
  50772. };
  50773. __decorate([
  50774. BABYLON.serialize()
  50775. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50776. __decorate([
  50777. BABYLON.serialize()
  50778. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50779. return ArcRotateCameraMouseWheelInput;
  50780. }());
  50781. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50782. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50783. })(BABYLON || (BABYLON = {}));
  50784. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50785. var BABYLON;
  50786. (function (BABYLON) {
  50787. /**
  50788. * Manage the pointers inputs to control an arc rotate camera.
  50789. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50790. */
  50791. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50792. function ArcRotateCameraPointersInput() {
  50793. /**
  50794. * Defines the buttons associated with the input to handle camera move.
  50795. */
  50796. this.buttons = [0, 1, 2];
  50797. /**
  50798. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50799. */
  50800. this.angularSensibilityX = 1000.0;
  50801. /**
  50802. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50803. */
  50804. this.angularSensibilityY = 1000.0;
  50805. /**
  50806. * Defines the pointer pinch precision or how fast is the camera zooming.
  50807. */
  50808. this.pinchPrecision = 12.0;
  50809. /**
  50810. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50811. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50812. */
  50813. this.pinchDeltaPercentage = 0;
  50814. /**
  50815. * Defines the pointer panning sensibility or how fast is the camera moving.
  50816. */
  50817. this.panningSensibility = 1000.0;
  50818. /**
  50819. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50820. */
  50821. this.multiTouchPanning = true;
  50822. /**
  50823. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50824. */
  50825. this.multiTouchPanAndZoom = true;
  50826. /**
  50827. * Revers pinch action direction.
  50828. */
  50829. this.pinchInwards = true;
  50830. this._isPanClick = false;
  50831. }
  50832. /**
  50833. * Attach the input controls to a specific dom element to get the input from.
  50834. * @param element Defines the element the controls should be listened from
  50835. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50836. */
  50837. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50838. var _this = this;
  50839. var engine = this.camera.getEngine();
  50840. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50841. var pointA = null;
  50842. var pointB = null;
  50843. var previousPinchSquaredDistance = 0;
  50844. var initialDistance = 0;
  50845. var twoFingerActivityCount = 0;
  50846. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50847. this._pointerInput = function (p, s) {
  50848. var evt = p.event;
  50849. var isTouch = p.event.pointerType === "touch";
  50850. if (engine.isInVRExclusivePointerMode) {
  50851. return;
  50852. }
  50853. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50854. return;
  50855. }
  50856. var srcElement = (evt.srcElement || evt.target);
  50857. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50858. try {
  50859. srcElement.setPointerCapture(evt.pointerId);
  50860. }
  50861. catch (e) {
  50862. //Nothing to do with the error. Execution will continue.
  50863. }
  50864. // Manage panning with pan button click
  50865. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50866. // manage pointers
  50867. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50868. if (pointA === null) {
  50869. pointA = cacheSoloPointer;
  50870. }
  50871. else if (pointB === null) {
  50872. pointB = cacheSoloPointer;
  50873. }
  50874. if (!noPreventDefault) {
  50875. evt.preventDefault();
  50876. element.focus();
  50877. }
  50878. }
  50879. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50880. if (_this.camera.useInputToRestoreState) {
  50881. _this.camera.restoreState();
  50882. }
  50883. }
  50884. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50885. try {
  50886. srcElement.releasePointerCapture(evt.pointerId);
  50887. }
  50888. catch (e) {
  50889. //Nothing to do with the error.
  50890. }
  50891. cacheSoloPointer = null;
  50892. previousPinchSquaredDistance = 0;
  50893. previousMultiTouchPanPosition.isPaning = false;
  50894. previousMultiTouchPanPosition.isPinching = false;
  50895. twoFingerActivityCount = 0;
  50896. initialDistance = 0;
  50897. if (!isTouch) {
  50898. pointB = null; // Mouse and pen are mono pointer
  50899. }
  50900. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50901. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50902. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50903. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50904. if (engine._badOS) {
  50905. pointA = pointB = null;
  50906. }
  50907. else {
  50908. //only remove the impacted pointer in case of multitouch allowing on most
  50909. //platforms switching from rotate to zoom and pan seamlessly.
  50910. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50911. pointA = pointB;
  50912. pointB = null;
  50913. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50914. }
  50915. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50916. pointB = null;
  50917. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50918. }
  50919. else {
  50920. pointA = pointB = null;
  50921. }
  50922. }
  50923. if (!noPreventDefault) {
  50924. evt.preventDefault();
  50925. }
  50926. }
  50927. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50928. if (!noPreventDefault) {
  50929. evt.preventDefault();
  50930. }
  50931. // One button down
  50932. if (pointA && pointB === null && cacheSoloPointer) {
  50933. if (_this.panningSensibility !== 0 &&
  50934. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50935. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50936. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50937. }
  50938. else {
  50939. var offsetX = evt.clientX - cacheSoloPointer.x;
  50940. var offsetY = evt.clientY - cacheSoloPointer.y;
  50941. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50942. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50943. }
  50944. cacheSoloPointer.x = evt.clientX;
  50945. cacheSoloPointer.y = evt.clientY;
  50946. }
  50947. // Two buttons down: pinch/pan
  50948. else if (pointA && pointB) {
  50949. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50950. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50951. ed.x = evt.clientX;
  50952. ed.y = evt.clientY;
  50953. var direction = _this.pinchInwards ? 1 : -1;
  50954. var distX = pointA.x - pointB.x;
  50955. var distY = pointA.y - pointB.y;
  50956. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50957. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50958. if (previousPinchSquaredDistance === 0) {
  50959. initialDistance = pinchDistance;
  50960. previousPinchSquaredDistance = pinchSquaredDistance;
  50961. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50962. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50963. return;
  50964. }
  50965. if (_this.multiTouchPanAndZoom) {
  50966. if (_this.pinchDeltaPercentage) {
  50967. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50968. }
  50969. else {
  50970. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50971. (_this.pinchPrecision *
  50972. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50973. direction);
  50974. }
  50975. if (_this.panningSensibility !== 0) {
  50976. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50977. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50978. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50979. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50980. previousMultiTouchPanPosition.x = pointersCenterX;
  50981. previousMultiTouchPanPosition.y = pointersCenterY;
  50982. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50983. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50984. }
  50985. }
  50986. else {
  50987. twoFingerActivityCount++;
  50988. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50989. if (_this.pinchDeltaPercentage) {
  50990. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50991. }
  50992. else {
  50993. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50994. (_this.pinchPrecision *
  50995. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50996. direction);
  50997. }
  50998. previousMultiTouchPanPosition.isPaning = false;
  50999. previousMultiTouchPanPosition.isPinching = true;
  51000. }
  51001. else {
  51002. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51003. if (!previousMultiTouchPanPosition.isPaning) {
  51004. previousMultiTouchPanPosition.isPaning = true;
  51005. previousMultiTouchPanPosition.isPinching = false;
  51006. previousMultiTouchPanPosition.x = ed.x;
  51007. previousMultiTouchPanPosition.y = ed.y;
  51008. return;
  51009. }
  51010. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51011. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51012. }
  51013. }
  51014. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51015. previousMultiTouchPanPosition.x = ed.x;
  51016. previousMultiTouchPanPosition.y = ed.y;
  51017. }
  51018. }
  51019. previousPinchSquaredDistance = pinchSquaredDistance;
  51020. }
  51021. }
  51022. };
  51023. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51024. this._onContextMenu = function (evt) {
  51025. evt.preventDefault();
  51026. };
  51027. if (!this.camera._useCtrlForPanning) {
  51028. element.addEventListener("contextmenu", this._onContextMenu, false);
  51029. }
  51030. this._onLostFocus = function () {
  51031. //this._keys = [];
  51032. pointA = pointB = null;
  51033. previousPinchSquaredDistance = 0;
  51034. previousMultiTouchPanPosition.isPaning = false;
  51035. previousMultiTouchPanPosition.isPinching = false;
  51036. twoFingerActivityCount = 0;
  51037. cacheSoloPointer = null;
  51038. initialDistance = 0;
  51039. };
  51040. this._onMouseMove = function (evt) {
  51041. if (!engine.isPointerLock) {
  51042. return;
  51043. }
  51044. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51045. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51046. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51047. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51048. if (!noPreventDefault) {
  51049. evt.preventDefault();
  51050. }
  51051. };
  51052. this._onGestureStart = function (e) {
  51053. if (window.MSGesture === undefined) {
  51054. return;
  51055. }
  51056. if (!_this._MSGestureHandler) {
  51057. _this._MSGestureHandler = new MSGesture();
  51058. _this._MSGestureHandler.target = element;
  51059. }
  51060. _this._MSGestureHandler.addPointer(e.pointerId);
  51061. };
  51062. this._onGesture = function (e) {
  51063. _this.camera.radius *= e.scale;
  51064. if (e.preventDefault) {
  51065. if (!noPreventDefault) {
  51066. e.stopPropagation();
  51067. e.preventDefault();
  51068. }
  51069. }
  51070. };
  51071. element.addEventListener("mousemove", this._onMouseMove, false);
  51072. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51073. element.addEventListener("MSGestureChange", this._onGesture, false);
  51074. BABYLON.Tools.RegisterTopRootEvents([
  51075. { name: "blur", handler: this._onLostFocus }
  51076. ]);
  51077. };
  51078. /**
  51079. * Detach the current controls from the specified dom element.
  51080. * @param element Defines the element to stop listening the inputs from
  51081. */
  51082. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51083. if (this._onLostFocus) {
  51084. BABYLON.Tools.UnregisterTopRootEvents([
  51085. { name: "blur", handler: this._onLostFocus }
  51086. ]);
  51087. }
  51088. if (element && this._observer) {
  51089. this.camera.getScene().onPointerObservable.remove(this._observer);
  51090. this._observer = null;
  51091. if (this._onContextMenu) {
  51092. element.removeEventListener("contextmenu", this._onContextMenu);
  51093. }
  51094. if (this._onMouseMove) {
  51095. element.removeEventListener("mousemove", this._onMouseMove);
  51096. }
  51097. if (this._onGestureStart) {
  51098. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51099. }
  51100. if (this._onGesture) {
  51101. element.removeEventListener("MSGestureChange", this._onGesture);
  51102. }
  51103. this._isPanClick = false;
  51104. this.pinchInwards = true;
  51105. this._onMouseMove = null;
  51106. this._onGestureStart = null;
  51107. this._onGesture = null;
  51108. this._MSGestureHandler = null;
  51109. this._onLostFocus = null;
  51110. this._onContextMenu = null;
  51111. }
  51112. };
  51113. /**
  51114. * Gets the class name of the current intput.
  51115. * @returns the class name
  51116. */
  51117. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51118. return "ArcRotateCameraPointersInput";
  51119. };
  51120. /**
  51121. * Get the friendly name associated with the input class.
  51122. * @returns the input friendly name
  51123. */
  51124. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51125. return "pointers";
  51126. };
  51127. __decorate([
  51128. BABYLON.serialize()
  51129. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51130. __decorate([
  51131. BABYLON.serialize()
  51132. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51133. __decorate([
  51134. BABYLON.serialize()
  51135. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51136. __decorate([
  51137. BABYLON.serialize()
  51138. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51139. __decorate([
  51140. BABYLON.serialize()
  51141. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51142. __decorate([
  51143. BABYLON.serialize()
  51144. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51145. __decorate([
  51146. BABYLON.serialize()
  51147. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51148. __decorate([
  51149. BABYLON.serialize()
  51150. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51151. return ArcRotateCameraPointersInput;
  51152. }());
  51153. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51154. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51155. })(BABYLON || (BABYLON = {}));
  51156. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51157. var BABYLON;
  51158. (function (BABYLON) {
  51159. /**
  51160. * Default Inputs manager for the ArcRotateCamera.
  51161. * It groups all the default supported inputs for ease of use.
  51162. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51163. */
  51164. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51165. __extends(ArcRotateCameraInputsManager, _super);
  51166. /**
  51167. * Instantiates a new ArcRotateCameraInputsManager.
  51168. * @param camera Defines the camera the inputs belong to
  51169. */
  51170. function ArcRotateCameraInputsManager(camera) {
  51171. return _super.call(this, camera) || this;
  51172. }
  51173. /**
  51174. * Add mouse wheel input support to the input manager.
  51175. * @returns the current input manager
  51176. */
  51177. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51178. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51179. return this;
  51180. };
  51181. /**
  51182. * Add pointers input support to the input manager.
  51183. * @returns the current input manager
  51184. */
  51185. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51186. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51187. return this;
  51188. };
  51189. /**
  51190. * Add keyboard input support to the input manager.
  51191. * @returns the current input manager
  51192. */
  51193. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51194. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51195. return this;
  51196. };
  51197. /**
  51198. * Add orientation input support to the input manager.
  51199. * @returns the current input manager
  51200. */
  51201. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51202. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51203. return this;
  51204. };
  51205. return ArcRotateCameraInputsManager;
  51206. }(BABYLON.CameraInputsManager));
  51207. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51208. })(BABYLON || (BABYLON = {}));
  51209. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51210. var BABYLON;
  51211. (function (BABYLON) {
  51212. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51213. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51214. });
  51215. /**
  51216. * This represents an orbital type of camera.
  51217. *
  51218. * 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.
  51219. * 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.
  51220. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51221. */
  51222. var ArcRotateCamera = /** @class */ (function (_super) {
  51223. __extends(ArcRotateCamera, _super);
  51224. /**
  51225. * Instantiates a new ArcRotateCamera in a given scene
  51226. * @param name Defines the name of the camera
  51227. * @param alpha Defines the camera rotation along the logitudinal axis
  51228. * @param beta Defines the camera rotation along the latitudinal axis
  51229. * @param radius Defines the camera distance from its target
  51230. * @param target Defines the camera target
  51231. * @param scene Defines the scene the camera belongs to
  51232. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51233. */
  51234. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51235. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51236. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51237. /**
  51238. * Current inertia value on the longitudinal axis.
  51239. * The bigger this number the longer it will take for the camera to stop.
  51240. */
  51241. _this.inertialAlphaOffset = 0;
  51242. /**
  51243. * Current inertia value on the latitudinal axis.
  51244. * The bigger this number the longer it will take for the camera to stop.
  51245. */
  51246. _this.inertialBetaOffset = 0;
  51247. /**
  51248. * Current inertia value on the radius axis.
  51249. * The bigger this number the longer it will take for the camera to stop.
  51250. */
  51251. _this.inertialRadiusOffset = 0;
  51252. /**
  51253. * Minimum allowed angle on the longitudinal axis.
  51254. * This can help limiting how the Camera is able to move in the scene.
  51255. */
  51256. _this.lowerAlphaLimit = null;
  51257. /**
  51258. * Maximum allowed angle on the longitudinal axis.
  51259. * This can help limiting how the Camera is able to move in the scene.
  51260. */
  51261. _this.upperAlphaLimit = null;
  51262. /**
  51263. * Minimum allowed angle on the latitudinal axis.
  51264. * This can help limiting how the Camera is able to move in the scene.
  51265. */
  51266. _this.lowerBetaLimit = 0.01;
  51267. /**
  51268. * Maximum allowed angle on the latitudinal axis.
  51269. * This can help limiting how the Camera is able to move in the scene.
  51270. */
  51271. _this.upperBetaLimit = Math.PI;
  51272. /**
  51273. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51274. * This can help limiting how the Camera is able to move in the scene.
  51275. */
  51276. _this.lowerRadiusLimit = null;
  51277. /**
  51278. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51279. * This can help limiting how the Camera is able to move in the scene.
  51280. */
  51281. _this.upperRadiusLimit = null;
  51282. /**
  51283. * Defines the current inertia value used during panning of the camera along the X axis.
  51284. */
  51285. _this.inertialPanningX = 0;
  51286. /**
  51287. * Defines the current inertia value used during panning of the camera along the Y axis.
  51288. */
  51289. _this.inertialPanningY = 0;
  51290. /**
  51291. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51292. * Basically if your fingers moves away from more than this distance you will be considered
  51293. * in pinch mode.
  51294. */
  51295. _this.pinchToPanMaxDistance = 20;
  51296. /**
  51297. * Defines the maximum distance the camera can pan.
  51298. * This could help keeping the cammera always in your scene.
  51299. */
  51300. _this.panningDistanceLimit = null;
  51301. /**
  51302. * Defines the target of the camera before paning.
  51303. */
  51304. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51305. /**
  51306. * Defines the value of the inertia used during panning.
  51307. * 0 would mean stop inertia and one would mean no decelleration at all.
  51308. */
  51309. _this.panningInertia = 0.9;
  51310. //-- end properties for backward compatibility for inputs
  51311. /**
  51312. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51313. */
  51314. _this.zoomOnFactor = 1;
  51315. /**
  51316. * Defines a screen offset for the camera position.
  51317. */
  51318. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51319. /**
  51320. * Allows the camera to be completely reversed.
  51321. * If false the camera can not arrive upside down.
  51322. */
  51323. _this.allowUpsideDown = true;
  51324. /**
  51325. * Define if double tap/click is used to restore the previously saved state of the camera.
  51326. */
  51327. _this.useInputToRestoreState = true;
  51328. /** @hidden */
  51329. _this._viewMatrix = new BABYLON.Matrix();
  51330. /**
  51331. * Defines the allowed panning axis.
  51332. */
  51333. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51334. /**
  51335. * Observable triggered when the mesh target has been changed on the camera.
  51336. */
  51337. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51338. /**
  51339. * Defines whether the camera should check collision with the objects oh the scene.
  51340. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51341. */
  51342. _this.checkCollisions = false;
  51343. /**
  51344. * Defines the collision radius of the camera.
  51345. * This simulates a sphere around the camera.
  51346. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51347. */
  51348. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51349. _this._previousPosition = BABYLON.Vector3.Zero();
  51350. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51351. _this._newPosition = BABYLON.Vector3.Zero();
  51352. _this._computationVector = BABYLON.Vector3.Zero();
  51353. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51354. if (collidedMesh === void 0) { collidedMesh = null; }
  51355. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51356. newPosition.multiplyInPlace(_this._collider._radius);
  51357. }
  51358. if (!collidedMesh) {
  51359. _this._previousPosition.copyFrom(_this.position);
  51360. }
  51361. else {
  51362. _this.setPosition(newPosition);
  51363. if (_this.onCollide) {
  51364. _this.onCollide(collidedMesh);
  51365. }
  51366. }
  51367. // Recompute because of constraints
  51368. var cosa = Math.cos(_this.alpha);
  51369. var sina = Math.sin(_this.alpha);
  51370. var cosb = Math.cos(_this.beta);
  51371. var sinb = Math.sin(_this.beta);
  51372. if (sinb === 0) {
  51373. sinb = 0.0001;
  51374. }
  51375. var target = _this._getTargetPosition();
  51376. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51377. target.addToRef(_this._computationVector, _this._newPosition);
  51378. _this.position.copyFrom(_this._newPosition);
  51379. var up = _this.upVector;
  51380. if (_this.allowUpsideDown && _this.beta < 0) {
  51381. up = up.clone();
  51382. up = up.negate();
  51383. }
  51384. _this._computeViewMatrix(_this.position, target, up);
  51385. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51386. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51387. _this._collisionTriggered = false;
  51388. };
  51389. _this._target = BABYLON.Vector3.Zero();
  51390. if (target) {
  51391. _this.setTarget(target);
  51392. }
  51393. _this.alpha = alpha;
  51394. _this.beta = beta;
  51395. _this.radius = radius;
  51396. _this.getViewMatrix();
  51397. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51398. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51399. return _this;
  51400. }
  51401. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51402. /**
  51403. * Defines the target point of the camera.
  51404. * The camera looks towards it form the radius distance.
  51405. */
  51406. get: function () {
  51407. return this._target;
  51408. },
  51409. set: function (value) {
  51410. this.setTarget(value);
  51411. },
  51412. enumerable: true,
  51413. configurable: true
  51414. });
  51415. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51416. //-- begin properties for backward compatibility for inputs
  51417. /**
  51418. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51419. */
  51420. get: function () {
  51421. var pointers = this.inputs.attached["pointers"];
  51422. if (pointers) {
  51423. return pointers.angularSensibilityX;
  51424. }
  51425. return 0;
  51426. },
  51427. set: function (value) {
  51428. var pointers = this.inputs.attached["pointers"];
  51429. if (pointers) {
  51430. pointers.angularSensibilityX = value;
  51431. }
  51432. },
  51433. enumerable: true,
  51434. configurable: true
  51435. });
  51436. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51437. /**
  51438. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51439. */
  51440. get: function () {
  51441. var pointers = this.inputs.attached["pointers"];
  51442. if (pointers) {
  51443. return pointers.angularSensibilityY;
  51444. }
  51445. return 0;
  51446. },
  51447. set: function (value) {
  51448. var pointers = this.inputs.attached["pointers"];
  51449. if (pointers) {
  51450. pointers.angularSensibilityY = value;
  51451. }
  51452. },
  51453. enumerable: true,
  51454. configurable: true
  51455. });
  51456. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51457. /**
  51458. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51459. */
  51460. get: function () {
  51461. var pointers = this.inputs.attached["pointers"];
  51462. if (pointers) {
  51463. return pointers.pinchPrecision;
  51464. }
  51465. return 0;
  51466. },
  51467. set: function (value) {
  51468. var pointers = this.inputs.attached["pointers"];
  51469. if (pointers) {
  51470. pointers.pinchPrecision = value;
  51471. }
  51472. },
  51473. enumerable: true,
  51474. configurable: true
  51475. });
  51476. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51477. /**
  51478. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51479. * It will be used instead of pinchDeltaPrecision if different from 0.
  51480. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51481. */
  51482. get: function () {
  51483. var pointers = this.inputs.attached["pointers"];
  51484. if (pointers) {
  51485. return pointers.pinchDeltaPercentage;
  51486. }
  51487. return 0;
  51488. },
  51489. set: function (value) {
  51490. var pointers = this.inputs.attached["pointers"];
  51491. if (pointers) {
  51492. pointers.pinchDeltaPercentage = value;
  51493. }
  51494. },
  51495. enumerable: true,
  51496. configurable: true
  51497. });
  51498. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51499. /**
  51500. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51501. */
  51502. get: function () {
  51503. var pointers = this.inputs.attached["pointers"];
  51504. if (pointers) {
  51505. return pointers.panningSensibility;
  51506. }
  51507. return 0;
  51508. },
  51509. set: function (value) {
  51510. var pointers = this.inputs.attached["pointers"];
  51511. if (pointers) {
  51512. pointers.panningSensibility = value;
  51513. }
  51514. },
  51515. enumerable: true,
  51516. configurable: true
  51517. });
  51518. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51519. /**
  51520. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51521. */
  51522. get: function () {
  51523. var keyboard = this.inputs.attached["keyboard"];
  51524. if (keyboard) {
  51525. return keyboard.keysUp;
  51526. }
  51527. return [];
  51528. },
  51529. set: function (value) {
  51530. var keyboard = this.inputs.attached["keyboard"];
  51531. if (keyboard) {
  51532. keyboard.keysUp = value;
  51533. }
  51534. },
  51535. enumerable: true,
  51536. configurable: true
  51537. });
  51538. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51539. /**
  51540. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51541. */
  51542. get: function () {
  51543. var keyboard = this.inputs.attached["keyboard"];
  51544. if (keyboard) {
  51545. return keyboard.keysDown;
  51546. }
  51547. return [];
  51548. },
  51549. set: function (value) {
  51550. var keyboard = this.inputs.attached["keyboard"];
  51551. if (keyboard) {
  51552. keyboard.keysDown = value;
  51553. }
  51554. },
  51555. enumerable: true,
  51556. configurable: true
  51557. });
  51558. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51559. /**
  51560. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51561. */
  51562. get: function () {
  51563. var keyboard = this.inputs.attached["keyboard"];
  51564. if (keyboard) {
  51565. return keyboard.keysLeft;
  51566. }
  51567. return [];
  51568. },
  51569. set: function (value) {
  51570. var keyboard = this.inputs.attached["keyboard"];
  51571. if (keyboard) {
  51572. keyboard.keysLeft = value;
  51573. }
  51574. },
  51575. enumerable: true,
  51576. configurable: true
  51577. });
  51578. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51579. /**
  51580. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51581. */
  51582. get: function () {
  51583. var keyboard = this.inputs.attached["keyboard"];
  51584. if (keyboard) {
  51585. return keyboard.keysRight;
  51586. }
  51587. return [];
  51588. },
  51589. set: function (value) {
  51590. var keyboard = this.inputs.attached["keyboard"];
  51591. if (keyboard) {
  51592. keyboard.keysRight = value;
  51593. }
  51594. },
  51595. enumerable: true,
  51596. configurable: true
  51597. });
  51598. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51599. /**
  51600. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51601. */
  51602. get: function () {
  51603. var mousewheel = this.inputs.attached["mousewheel"];
  51604. if (mousewheel) {
  51605. return mousewheel.wheelPrecision;
  51606. }
  51607. return 0;
  51608. },
  51609. set: function (value) {
  51610. var mousewheel = this.inputs.attached["mousewheel"];
  51611. if (mousewheel) {
  51612. mousewheel.wheelPrecision = value;
  51613. }
  51614. },
  51615. enumerable: true,
  51616. configurable: true
  51617. });
  51618. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51619. /**
  51620. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51621. * It will be used instead of pinchDeltaPrecision if different from 0.
  51622. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51623. */
  51624. get: function () {
  51625. var mousewheel = this.inputs.attached["mousewheel"];
  51626. if (mousewheel) {
  51627. return mousewheel.wheelDeltaPercentage;
  51628. }
  51629. return 0;
  51630. },
  51631. set: function (value) {
  51632. var mousewheel = this.inputs.attached["mousewheel"];
  51633. if (mousewheel) {
  51634. mousewheel.wheelDeltaPercentage = value;
  51635. }
  51636. },
  51637. enumerable: true,
  51638. configurable: true
  51639. });
  51640. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51641. /**
  51642. * Gets the bouncing behavior of the camera if it has been enabled.
  51643. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51644. */
  51645. get: function () {
  51646. return this._bouncingBehavior;
  51647. },
  51648. enumerable: true,
  51649. configurable: true
  51650. });
  51651. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51652. /**
  51653. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51654. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51655. */
  51656. get: function () {
  51657. return this._bouncingBehavior != null;
  51658. },
  51659. set: function (value) {
  51660. if (value === this.useBouncingBehavior) {
  51661. return;
  51662. }
  51663. if (value) {
  51664. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51665. this.addBehavior(this._bouncingBehavior);
  51666. }
  51667. else if (this._bouncingBehavior) {
  51668. this.removeBehavior(this._bouncingBehavior);
  51669. this._bouncingBehavior = null;
  51670. }
  51671. },
  51672. enumerable: true,
  51673. configurable: true
  51674. });
  51675. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51676. /**
  51677. * Gets the framing behavior of the camera if it has been enabled.
  51678. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51679. */
  51680. get: function () {
  51681. return this._framingBehavior;
  51682. },
  51683. enumerable: true,
  51684. configurable: true
  51685. });
  51686. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51687. /**
  51688. * Defines if the framing behavior of the camera is enabled on the camera.
  51689. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51690. */
  51691. get: function () {
  51692. return this._framingBehavior != null;
  51693. },
  51694. set: function (value) {
  51695. if (value === this.useFramingBehavior) {
  51696. return;
  51697. }
  51698. if (value) {
  51699. this._framingBehavior = new BABYLON.FramingBehavior();
  51700. this.addBehavior(this._framingBehavior);
  51701. }
  51702. else if (this._framingBehavior) {
  51703. this.removeBehavior(this._framingBehavior);
  51704. this._framingBehavior = null;
  51705. }
  51706. },
  51707. enumerable: true,
  51708. configurable: true
  51709. });
  51710. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51711. /**
  51712. * Gets the auto rotation behavior of the camera if it has been enabled.
  51713. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51714. */
  51715. get: function () {
  51716. return this._autoRotationBehavior;
  51717. },
  51718. enumerable: true,
  51719. configurable: true
  51720. });
  51721. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51722. /**
  51723. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51724. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51725. */
  51726. get: function () {
  51727. return this._autoRotationBehavior != null;
  51728. },
  51729. set: function (value) {
  51730. if (value === this.useAutoRotationBehavior) {
  51731. return;
  51732. }
  51733. if (value) {
  51734. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51735. this.addBehavior(this._autoRotationBehavior);
  51736. }
  51737. else if (this._autoRotationBehavior) {
  51738. this.removeBehavior(this._autoRotationBehavior);
  51739. this._autoRotationBehavior = null;
  51740. }
  51741. },
  51742. enumerable: true,
  51743. configurable: true
  51744. });
  51745. // Cache
  51746. /** @hidden */
  51747. ArcRotateCamera.prototype._initCache = function () {
  51748. _super.prototype._initCache.call(this);
  51749. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51750. this._cache.alpha = undefined;
  51751. this._cache.beta = undefined;
  51752. this._cache.radius = undefined;
  51753. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51754. };
  51755. /** @hidden */
  51756. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51757. if (!ignoreParentClass) {
  51758. _super.prototype._updateCache.call(this);
  51759. }
  51760. this._cache._target.copyFrom(this._getTargetPosition());
  51761. this._cache.alpha = this.alpha;
  51762. this._cache.beta = this.beta;
  51763. this._cache.radius = this.radius;
  51764. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51765. };
  51766. ArcRotateCamera.prototype._getTargetPosition = function () {
  51767. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51768. var pos = this._targetHost.absolutePosition;
  51769. if (this._targetBoundingCenter) {
  51770. pos.addToRef(this._targetBoundingCenter, this._target);
  51771. }
  51772. else {
  51773. this._target.copyFrom(pos);
  51774. }
  51775. }
  51776. var lockedTargetPosition = this._getLockedTargetPosition();
  51777. if (lockedTargetPosition) {
  51778. return lockedTargetPosition;
  51779. }
  51780. return this._target;
  51781. };
  51782. /**
  51783. * Stores the current state of the camera (alpha, beta, radius and target)
  51784. * @returns the camera itself
  51785. */
  51786. ArcRotateCamera.prototype.storeState = function () {
  51787. this._storedAlpha = this.alpha;
  51788. this._storedBeta = this.beta;
  51789. this._storedRadius = this.radius;
  51790. this._storedTarget = this._getTargetPosition().clone();
  51791. return _super.prototype.storeState.call(this);
  51792. };
  51793. /**
  51794. * @hidden
  51795. * Restored camera state. You must call storeState() first
  51796. */
  51797. ArcRotateCamera.prototype._restoreStateValues = function () {
  51798. if (!_super.prototype._restoreStateValues.call(this)) {
  51799. return false;
  51800. }
  51801. this.alpha = this._storedAlpha;
  51802. this.beta = this._storedBeta;
  51803. this.radius = this._storedRadius;
  51804. this.setTarget(this._storedTarget.clone());
  51805. this.inertialAlphaOffset = 0;
  51806. this.inertialBetaOffset = 0;
  51807. this.inertialRadiusOffset = 0;
  51808. this.inertialPanningX = 0;
  51809. this.inertialPanningY = 0;
  51810. return true;
  51811. };
  51812. // Synchronized
  51813. /** @hidden */
  51814. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51815. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51816. return false;
  51817. }
  51818. return this._cache._target.equals(this._getTargetPosition())
  51819. && this._cache.alpha === this.alpha
  51820. && this._cache.beta === this.beta
  51821. && this._cache.radius === this.radius
  51822. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51823. };
  51824. /**
  51825. * Attached controls to the current camera.
  51826. * @param element Defines the element the controls should be listened from
  51827. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51828. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51829. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51830. */
  51831. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51832. var _this = this;
  51833. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51834. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51835. this._useCtrlForPanning = useCtrlForPanning;
  51836. this._panningMouseButton = panningMouseButton;
  51837. this.inputs.attachElement(element, noPreventDefault);
  51838. this._reset = function () {
  51839. _this.inertialAlphaOffset = 0;
  51840. _this.inertialBetaOffset = 0;
  51841. _this.inertialRadiusOffset = 0;
  51842. _this.inertialPanningX = 0;
  51843. _this.inertialPanningY = 0;
  51844. };
  51845. };
  51846. /**
  51847. * Detach the current controls from the camera.
  51848. * The camera will stop reacting to inputs.
  51849. * @param element Defines the element to stop listening the inputs from
  51850. */
  51851. ArcRotateCamera.prototype.detachControl = function (element) {
  51852. this.inputs.detachElement(element);
  51853. if (this._reset) {
  51854. this._reset();
  51855. }
  51856. };
  51857. /** @hidden */
  51858. ArcRotateCamera.prototype._checkInputs = function () {
  51859. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51860. if (this._collisionTriggered) {
  51861. return;
  51862. }
  51863. this.inputs.checkInputs();
  51864. // Inertia
  51865. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51866. var inertialAlphaOffset = this.inertialAlphaOffset;
  51867. if (this.beta <= 0) {
  51868. inertialAlphaOffset *= -1;
  51869. }
  51870. if (this.getScene().useRightHandedSystem) {
  51871. inertialAlphaOffset *= -1;
  51872. }
  51873. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51874. inertialAlphaOffset *= -1;
  51875. }
  51876. this.alpha += inertialAlphaOffset;
  51877. this.beta += this.inertialBetaOffset;
  51878. this.radius -= this.inertialRadiusOffset;
  51879. this.inertialAlphaOffset *= this.inertia;
  51880. this.inertialBetaOffset *= this.inertia;
  51881. this.inertialRadiusOffset *= this.inertia;
  51882. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51883. this.inertialAlphaOffset = 0;
  51884. }
  51885. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51886. this.inertialBetaOffset = 0;
  51887. }
  51888. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51889. this.inertialRadiusOffset = 0;
  51890. }
  51891. }
  51892. // Panning inertia
  51893. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51894. if (!this._localDirection) {
  51895. this._localDirection = BABYLON.Vector3.Zero();
  51896. this._transformedDirection = BABYLON.Vector3.Zero();
  51897. }
  51898. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51899. this._localDirection.multiplyInPlace(this.panningAxis);
  51900. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51901. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51902. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51903. if (!this.panningAxis.y) {
  51904. this._transformedDirection.y = 0;
  51905. }
  51906. if (!this._targetHost) {
  51907. if (this.panningDistanceLimit) {
  51908. this._transformedDirection.addInPlace(this._target);
  51909. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51910. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51911. this._target.copyFrom(this._transformedDirection);
  51912. }
  51913. }
  51914. else {
  51915. this._target.addInPlace(this._transformedDirection);
  51916. }
  51917. }
  51918. this.inertialPanningX *= this.panningInertia;
  51919. this.inertialPanningY *= this.panningInertia;
  51920. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51921. this.inertialPanningX = 0;
  51922. }
  51923. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51924. this.inertialPanningY = 0;
  51925. }
  51926. }
  51927. // Limits
  51928. this._checkLimits();
  51929. _super.prototype._checkInputs.call(this);
  51930. };
  51931. ArcRotateCamera.prototype._checkLimits = function () {
  51932. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51933. if (this.allowUpsideDown && this.beta > Math.PI) {
  51934. this.beta = this.beta - (2 * Math.PI);
  51935. }
  51936. }
  51937. else {
  51938. if (this.beta < this.lowerBetaLimit) {
  51939. this.beta = this.lowerBetaLimit;
  51940. }
  51941. }
  51942. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51943. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51944. this.beta = this.beta + (2 * Math.PI);
  51945. }
  51946. }
  51947. else {
  51948. if (this.beta > this.upperBetaLimit) {
  51949. this.beta = this.upperBetaLimit;
  51950. }
  51951. }
  51952. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51953. this.alpha = this.lowerAlphaLimit;
  51954. }
  51955. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51956. this.alpha = this.upperAlphaLimit;
  51957. }
  51958. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51959. this.radius = this.lowerRadiusLimit;
  51960. this.inertialRadiusOffset = 0;
  51961. }
  51962. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51963. this.radius = this.upperRadiusLimit;
  51964. this.inertialRadiusOffset = 0;
  51965. }
  51966. };
  51967. /**
  51968. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51969. */
  51970. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51971. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51972. this.radius = this._computationVector.length();
  51973. if (this.radius === 0) {
  51974. this.radius = 0.0001; // Just to avoid division by zero
  51975. }
  51976. // Alpha
  51977. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51978. if (this._computationVector.z < 0) {
  51979. this.alpha = 2 * Math.PI - this.alpha;
  51980. }
  51981. // Beta
  51982. this.beta = Math.acos(this._computationVector.y / this.radius);
  51983. this._checkLimits();
  51984. };
  51985. /**
  51986. * Use a position to define the current camera related information like aplha, beta and radius
  51987. * @param position Defines the position to set the camera at
  51988. */
  51989. ArcRotateCamera.prototype.setPosition = function (position) {
  51990. if (this.position.equals(position)) {
  51991. return;
  51992. }
  51993. this.position.copyFrom(position);
  51994. this.rebuildAnglesAndRadius();
  51995. };
  51996. /**
  51997. * Defines the target the camera should look at.
  51998. * This will automatically adapt alpha beta and radius to fit within the new target.
  51999. * @param target Defines the new target as a Vector or a mesh
  52000. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52001. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52002. */
  52003. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52004. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52005. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52006. if (target.getBoundingInfo) {
  52007. if (toBoundingCenter) {
  52008. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52009. }
  52010. else {
  52011. this._targetBoundingCenter = null;
  52012. }
  52013. this._targetHost = target;
  52014. this._target = this._getTargetPosition();
  52015. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52016. }
  52017. else {
  52018. var newTarget = target;
  52019. var currentTarget = this._getTargetPosition();
  52020. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52021. return;
  52022. }
  52023. this._targetHost = null;
  52024. this._target = newTarget;
  52025. this._targetBoundingCenter = null;
  52026. this.onMeshTargetChangedObservable.notifyObservers(null);
  52027. }
  52028. this.rebuildAnglesAndRadius();
  52029. };
  52030. /** @hidden */
  52031. ArcRotateCamera.prototype._getViewMatrix = function () {
  52032. // Compute
  52033. var cosa = Math.cos(this.alpha);
  52034. var sina = Math.sin(this.alpha);
  52035. var cosb = Math.cos(this.beta);
  52036. var sinb = Math.sin(this.beta);
  52037. if (sinb === 0) {
  52038. sinb = 0.0001;
  52039. }
  52040. var target = this._getTargetPosition();
  52041. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52042. target.addToRef(this._computationVector, this._newPosition);
  52043. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52044. if (!this._collider) {
  52045. this._collider = new BABYLON.Collider();
  52046. }
  52047. this._collider._radius = this.collisionRadius;
  52048. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52049. this._collisionTriggered = true;
  52050. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52051. }
  52052. else {
  52053. this.position.copyFrom(this._newPosition);
  52054. var up = this.upVector;
  52055. if (this.allowUpsideDown && sinb < 0) {
  52056. up = up.clone();
  52057. up = up.negate();
  52058. }
  52059. this._computeViewMatrix(this.position, target, up);
  52060. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52061. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52062. }
  52063. this._currentTarget = target;
  52064. return this._viewMatrix;
  52065. };
  52066. /**
  52067. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52068. * @param meshes Defines the mesh to zoom on
  52069. * @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)
  52070. */
  52071. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52072. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52073. meshes = meshes || this.getScene().meshes;
  52074. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52075. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52076. this.radius = distance * this.zoomOnFactor;
  52077. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52078. };
  52079. /**
  52080. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52081. * The target will be changed but the radius
  52082. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52083. * @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)
  52084. */
  52085. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52086. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52087. var meshesOrMinMaxVector;
  52088. var distance;
  52089. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52090. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52091. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52092. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52093. }
  52094. else { //minMaxVector and distance
  52095. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52096. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52097. distance = minMaxVectorAndDistance.distance;
  52098. }
  52099. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52100. if (!doNotUpdateMaxZ) {
  52101. this.maxZ = distance * 2;
  52102. }
  52103. };
  52104. /**
  52105. * @override
  52106. * Override Camera.createRigCamera
  52107. */
  52108. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52109. var alphaShift = 0;
  52110. switch (this.cameraRigMode) {
  52111. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52112. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52113. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52114. case BABYLON.Camera.RIG_MODE_VR:
  52115. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52116. break;
  52117. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52118. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52119. break;
  52120. }
  52121. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52122. rigCam._cameraRigParams = {};
  52123. return rigCam;
  52124. };
  52125. /**
  52126. * @hidden
  52127. * @override
  52128. * Override Camera._updateRigCameras
  52129. */
  52130. ArcRotateCamera.prototype._updateRigCameras = function () {
  52131. var camLeft = this._rigCameras[0];
  52132. var camRight = this._rigCameras[1];
  52133. camLeft.beta = camRight.beta = this.beta;
  52134. camLeft.radius = camRight.radius = this.radius;
  52135. switch (this.cameraRigMode) {
  52136. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52137. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52138. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52139. case BABYLON.Camera.RIG_MODE_VR:
  52140. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52141. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52142. break;
  52143. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52144. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52145. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52146. break;
  52147. }
  52148. _super.prototype._updateRigCameras.call(this);
  52149. };
  52150. /**
  52151. * Destroy the camera and release the current resources hold by it.
  52152. */
  52153. ArcRotateCamera.prototype.dispose = function () {
  52154. this.inputs.clear();
  52155. _super.prototype.dispose.call(this);
  52156. };
  52157. /**
  52158. * Gets the current object class name.
  52159. * @return the class name
  52160. */
  52161. ArcRotateCamera.prototype.getClassName = function () {
  52162. return "ArcRotateCamera";
  52163. };
  52164. __decorate([
  52165. BABYLON.serialize()
  52166. ], ArcRotateCamera.prototype, "alpha", void 0);
  52167. __decorate([
  52168. BABYLON.serialize()
  52169. ], ArcRotateCamera.prototype, "beta", void 0);
  52170. __decorate([
  52171. BABYLON.serialize()
  52172. ], ArcRotateCamera.prototype, "radius", void 0);
  52173. __decorate([
  52174. BABYLON.serializeAsVector3("target")
  52175. ], ArcRotateCamera.prototype, "_target", void 0);
  52176. __decorate([
  52177. BABYLON.serialize()
  52178. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52179. __decorate([
  52180. BABYLON.serialize()
  52181. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52182. __decorate([
  52183. BABYLON.serialize()
  52184. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52185. __decorate([
  52186. BABYLON.serialize()
  52187. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52188. __decorate([
  52189. BABYLON.serialize()
  52190. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52191. __decorate([
  52192. BABYLON.serialize()
  52193. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52194. __decorate([
  52195. BABYLON.serialize()
  52196. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52197. __decorate([
  52198. BABYLON.serialize()
  52199. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52200. __decorate([
  52201. BABYLON.serialize()
  52202. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52203. __decorate([
  52204. BABYLON.serialize()
  52205. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52206. __decorate([
  52207. BABYLON.serialize()
  52208. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52209. __decorate([
  52210. BABYLON.serialize()
  52211. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52212. __decorate([
  52213. BABYLON.serialize()
  52214. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52215. __decorate([
  52216. BABYLON.serializeAsVector3()
  52217. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52218. __decorate([
  52219. BABYLON.serialize()
  52220. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52221. __decorate([
  52222. BABYLON.serialize()
  52223. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52224. __decorate([
  52225. BABYLON.serialize()
  52226. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52227. __decorate([
  52228. BABYLON.serialize()
  52229. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52230. __decorate([
  52231. BABYLON.serialize()
  52232. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52233. return ArcRotateCamera;
  52234. }(BABYLON.TargetCamera));
  52235. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52236. })(BABYLON || (BABYLON = {}));
  52237. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52238. var BABYLON;
  52239. (function (BABYLON) {
  52240. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52241. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52242. });
  52243. /**
  52244. * The HemisphericLight simulates the ambient environment light,
  52245. * so the passed direction is the light reflection direction, not the incoming direction.
  52246. */
  52247. var HemisphericLight = /** @class */ (function (_super) {
  52248. __extends(HemisphericLight, _super);
  52249. /**
  52250. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52251. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52252. * The HemisphericLight can't cast shadows.
  52253. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52254. * @param name The friendly name of the light
  52255. * @param direction The direction of the light reflection
  52256. * @param scene The scene the light belongs to
  52257. */
  52258. function HemisphericLight(name, direction, scene) {
  52259. var _this = _super.call(this, name, scene) || this;
  52260. /**
  52261. * The groundColor is the light in the opposite direction to the one specified during creation.
  52262. * 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.
  52263. */
  52264. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52265. _this.direction = direction || BABYLON.Vector3.Up();
  52266. return _this;
  52267. }
  52268. HemisphericLight.prototype._buildUniformLayout = function () {
  52269. this._uniformBuffer.addUniform("vLightData", 4);
  52270. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52271. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52272. this._uniformBuffer.addUniform("vLightGround", 3);
  52273. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52274. this._uniformBuffer.addUniform("depthValues", 2);
  52275. this._uniformBuffer.create();
  52276. };
  52277. /**
  52278. * Returns the string "HemisphericLight".
  52279. * @return The class name
  52280. */
  52281. HemisphericLight.prototype.getClassName = function () {
  52282. return "HemisphericLight";
  52283. };
  52284. /**
  52285. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52286. * Returns the updated direction.
  52287. * @param target The target the direction should point to
  52288. * @return The computed direction
  52289. */
  52290. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52291. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52292. return this.direction;
  52293. };
  52294. /**
  52295. * Returns the shadow generator associated to the light.
  52296. * @returns Always null for hemispheric lights because it does not support shadows.
  52297. */
  52298. HemisphericLight.prototype.getShadowGenerator = function () {
  52299. return null;
  52300. };
  52301. /**
  52302. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52303. * @param effect The effect to update
  52304. * @param lightIndex The index of the light in the effect to update
  52305. * @returns The hemispheric light
  52306. */
  52307. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52308. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52309. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52310. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52311. return this;
  52312. };
  52313. /**
  52314. * Computes the world matrix of the node
  52315. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52316. * @param useWasUpdatedFlag defines a reserved property
  52317. * @returns the world matrix
  52318. */
  52319. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52320. if (!this._worldMatrix) {
  52321. this._worldMatrix = BABYLON.Matrix.Identity();
  52322. }
  52323. return this._worldMatrix;
  52324. };
  52325. /**
  52326. * Returns the integer 3.
  52327. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52328. */
  52329. HemisphericLight.prototype.getTypeID = function () {
  52330. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52331. };
  52332. /**
  52333. * Prepares the list of defines specific to the light type.
  52334. * @param defines the list of defines
  52335. * @param lightIndex defines the index of the light for the effect
  52336. */
  52337. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52338. defines["HEMILIGHT" + lightIndex] = true;
  52339. };
  52340. __decorate([
  52341. BABYLON.serializeAsColor3()
  52342. ], HemisphericLight.prototype, "groundColor", void 0);
  52343. __decorate([
  52344. BABYLON.serializeAsVector3()
  52345. ], HemisphericLight.prototype, "direction", void 0);
  52346. return HemisphericLight;
  52347. }(BABYLON.Light));
  52348. BABYLON.HemisphericLight = HemisphericLight;
  52349. })(BABYLON || (BABYLON = {}));
  52350. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52351. var BABYLON;
  52352. (function (BABYLON) {
  52353. /**
  52354. * Base implementation IShadowLight
  52355. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52356. */
  52357. var ShadowLight = /** @class */ (function (_super) {
  52358. __extends(ShadowLight, _super);
  52359. function ShadowLight() {
  52360. var _this = _super !== null && _super.apply(this, arguments) || this;
  52361. _this._needProjectionMatrixCompute = true;
  52362. return _this;
  52363. }
  52364. ShadowLight.prototype._setPosition = function (value) {
  52365. this._position = value;
  52366. };
  52367. Object.defineProperty(ShadowLight.prototype, "position", {
  52368. /**
  52369. * Sets the position the shadow will be casted from. Also use as the light position for both
  52370. * point and spot lights.
  52371. */
  52372. get: function () {
  52373. return this._position;
  52374. },
  52375. /**
  52376. * Sets the position the shadow will be casted from. Also use as the light position for both
  52377. * point and spot lights.
  52378. */
  52379. set: function (value) {
  52380. this._setPosition(value);
  52381. },
  52382. enumerable: true,
  52383. configurable: true
  52384. });
  52385. ShadowLight.prototype._setDirection = function (value) {
  52386. this._direction = value;
  52387. };
  52388. Object.defineProperty(ShadowLight.prototype, "direction", {
  52389. /**
  52390. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52391. * Also use as the light direction on spot and directional lights.
  52392. */
  52393. get: function () {
  52394. return this._direction;
  52395. },
  52396. /**
  52397. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52398. * Also use as the light direction on spot and directional lights.
  52399. */
  52400. set: function (value) {
  52401. this._setDirection(value);
  52402. },
  52403. enumerable: true,
  52404. configurable: true
  52405. });
  52406. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52407. /**
  52408. * Gets the shadow projection clipping minimum z value.
  52409. */
  52410. get: function () {
  52411. return this._shadowMinZ;
  52412. },
  52413. /**
  52414. * Sets the shadow projection clipping minimum z value.
  52415. */
  52416. set: function (value) {
  52417. this._shadowMinZ = value;
  52418. this.forceProjectionMatrixCompute();
  52419. },
  52420. enumerable: true,
  52421. configurable: true
  52422. });
  52423. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52424. /**
  52425. * Sets the shadow projection clipping maximum z value.
  52426. */
  52427. get: function () {
  52428. return this._shadowMaxZ;
  52429. },
  52430. /**
  52431. * Gets the shadow projection clipping maximum z value.
  52432. */
  52433. set: function (value) {
  52434. this._shadowMaxZ = value;
  52435. this.forceProjectionMatrixCompute();
  52436. },
  52437. enumerable: true,
  52438. configurable: true
  52439. });
  52440. /**
  52441. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52442. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52443. */
  52444. ShadowLight.prototype.computeTransformedInformation = function () {
  52445. if (this.parent && this.parent.getWorldMatrix) {
  52446. if (!this.transformedPosition) {
  52447. this.transformedPosition = BABYLON.Vector3.Zero();
  52448. }
  52449. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52450. // In case the direction is present.
  52451. if (this.direction) {
  52452. if (!this.transformedDirection) {
  52453. this.transformedDirection = BABYLON.Vector3.Zero();
  52454. }
  52455. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52456. }
  52457. return true;
  52458. }
  52459. return false;
  52460. };
  52461. /**
  52462. * Return the depth scale used for the shadow map.
  52463. * @returns the depth scale.
  52464. */
  52465. ShadowLight.prototype.getDepthScale = function () {
  52466. return 50.0;
  52467. };
  52468. /**
  52469. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52470. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52471. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52472. */
  52473. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52474. return this.transformedDirection ? this.transformedDirection : this.direction;
  52475. };
  52476. /**
  52477. * Returns the ShadowLight absolute position in the World.
  52478. * @returns the position vector in world space
  52479. */
  52480. ShadowLight.prototype.getAbsolutePosition = function () {
  52481. return this.transformedPosition ? this.transformedPosition : this.position;
  52482. };
  52483. /**
  52484. * Sets the ShadowLight direction toward the passed target.
  52485. * @param target The point tot target in local space
  52486. * @returns the updated ShadowLight direction
  52487. */
  52488. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52489. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52490. return this.direction;
  52491. };
  52492. /**
  52493. * Returns the light rotation in euler definition.
  52494. * @returns the x y z rotation in local space.
  52495. */
  52496. ShadowLight.prototype.getRotation = function () {
  52497. this.direction.normalize();
  52498. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52499. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52500. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52501. };
  52502. /**
  52503. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52504. * @returns true if a cube texture needs to be use
  52505. */
  52506. ShadowLight.prototype.needCube = function () {
  52507. return false;
  52508. };
  52509. /**
  52510. * Detects if the projection matrix requires to be recomputed this frame.
  52511. * @returns true if it requires to be recomputed otherwise, false.
  52512. */
  52513. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52514. return this._needProjectionMatrixCompute;
  52515. };
  52516. /**
  52517. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52518. */
  52519. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52520. this._needProjectionMatrixCompute = true;
  52521. };
  52522. /** @hidden */
  52523. ShadowLight.prototype._initCache = function () {
  52524. _super.prototype._initCache.call(this);
  52525. this._cache.position = BABYLON.Vector3.Zero();
  52526. };
  52527. /** @hidden */
  52528. ShadowLight.prototype._isSynchronized = function () {
  52529. if (!this._cache.position.equals(this.position)) {
  52530. return false;
  52531. }
  52532. return true;
  52533. };
  52534. /**
  52535. * Computes the world matrix of the node
  52536. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52537. * @returns the world matrix
  52538. */
  52539. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52540. if (!force && this.isSynchronized()) {
  52541. this._currentRenderId = this.getScene().getRenderId();
  52542. return this._worldMatrix;
  52543. }
  52544. this._updateCache();
  52545. this._cache.position.copyFrom(this.position);
  52546. if (!this._worldMatrix) {
  52547. this._worldMatrix = BABYLON.Matrix.Identity();
  52548. }
  52549. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52550. if (this.parent && this.parent.getWorldMatrix) {
  52551. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52552. this._markSyncedWithParent();
  52553. }
  52554. // Cache the determinant
  52555. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52556. return this._worldMatrix;
  52557. };
  52558. /**
  52559. * Gets the minZ used for shadow according to both the scene and the light.
  52560. * @param activeCamera The camera we are returning the min for
  52561. * @returns the depth min z
  52562. */
  52563. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52564. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52565. };
  52566. /**
  52567. * Gets the maxZ used for shadow according to both the scene and the light.
  52568. * @param activeCamera The camera we are returning the max for
  52569. * @returns the depth max z
  52570. */
  52571. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52572. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52573. };
  52574. /**
  52575. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52576. * @param matrix The materix to updated with the projection information
  52577. * @param viewMatrix The transform matrix of the light
  52578. * @param renderList The list of mesh to render in the map
  52579. * @returns The current light
  52580. */
  52581. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52582. if (this.customProjectionMatrixBuilder) {
  52583. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52584. }
  52585. else {
  52586. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52587. }
  52588. return this;
  52589. };
  52590. __decorate([
  52591. BABYLON.serializeAsVector3()
  52592. ], ShadowLight.prototype, "position", null);
  52593. __decorate([
  52594. BABYLON.serializeAsVector3()
  52595. ], ShadowLight.prototype, "direction", null);
  52596. __decorate([
  52597. BABYLON.serialize()
  52598. ], ShadowLight.prototype, "shadowMinZ", null);
  52599. __decorate([
  52600. BABYLON.serialize()
  52601. ], ShadowLight.prototype, "shadowMaxZ", null);
  52602. return ShadowLight;
  52603. }(BABYLON.Light));
  52604. BABYLON.ShadowLight = ShadowLight;
  52605. })(BABYLON || (BABYLON = {}));
  52606. //# sourceMappingURL=babylon.shadowLight.js.map
  52607. var BABYLON;
  52608. (function (BABYLON) {
  52609. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52610. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52611. });
  52612. /**
  52613. * A point light is a light defined by an unique point in world space.
  52614. * The light is emitted in every direction from this point.
  52615. * A good example of a point light is a standard light bulb.
  52616. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52617. */
  52618. var PointLight = /** @class */ (function (_super) {
  52619. __extends(PointLight, _super);
  52620. /**
  52621. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52622. * A PointLight emits the light in every direction.
  52623. * It can cast shadows.
  52624. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52625. * ```javascript
  52626. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52627. * ```
  52628. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52629. * @param name The light friendly name
  52630. * @param position The position of the point light in the scene
  52631. * @param scene The scene the lights belongs to
  52632. */
  52633. function PointLight(name, position, scene) {
  52634. var _this = _super.call(this, name, scene) || this;
  52635. _this._shadowAngle = Math.PI / 2;
  52636. _this.position = position;
  52637. return _this;
  52638. }
  52639. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52640. /**
  52641. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52642. * This specifies what angle the shadow will use to be created.
  52643. *
  52644. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52645. */
  52646. get: function () {
  52647. return this._shadowAngle;
  52648. },
  52649. /**
  52650. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52651. * This specifies what angle the shadow will use to be created.
  52652. *
  52653. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52654. */
  52655. set: function (value) {
  52656. this._shadowAngle = value;
  52657. this.forceProjectionMatrixCompute();
  52658. },
  52659. enumerable: true,
  52660. configurable: true
  52661. });
  52662. Object.defineProperty(PointLight.prototype, "direction", {
  52663. /**
  52664. * Gets the direction if it has been set.
  52665. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52666. */
  52667. get: function () {
  52668. return this._direction;
  52669. },
  52670. /**
  52671. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52672. */
  52673. set: function (value) {
  52674. var previousNeedCube = this.needCube();
  52675. this._direction = value;
  52676. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52677. this._shadowGenerator.recreateShadowMap();
  52678. }
  52679. },
  52680. enumerable: true,
  52681. configurable: true
  52682. });
  52683. /**
  52684. * Returns the string "PointLight"
  52685. * @returns the class name
  52686. */
  52687. PointLight.prototype.getClassName = function () {
  52688. return "PointLight";
  52689. };
  52690. /**
  52691. * Returns the integer 0.
  52692. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52693. */
  52694. PointLight.prototype.getTypeID = function () {
  52695. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52696. };
  52697. /**
  52698. * Specifies wether or not the shadowmap should be a cube texture.
  52699. * @returns true if the shadowmap needs to be a cube texture.
  52700. */
  52701. PointLight.prototype.needCube = function () {
  52702. return !this.direction;
  52703. };
  52704. /**
  52705. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52706. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52707. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52708. */
  52709. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52710. if (this.direction) {
  52711. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52712. }
  52713. else {
  52714. switch (faceIndex) {
  52715. case 0:
  52716. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52717. case 1:
  52718. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52719. case 2:
  52720. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52721. case 3:
  52722. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52723. case 4:
  52724. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52725. case 5:
  52726. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52727. }
  52728. }
  52729. return BABYLON.Vector3.Zero();
  52730. };
  52731. /**
  52732. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52733. * - fov = PI / 2
  52734. * - aspect ratio : 1.0
  52735. * - z-near and far equal to the active camera minZ and maxZ.
  52736. * Returns the PointLight.
  52737. */
  52738. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52739. var activeCamera = this.getScene().activeCamera;
  52740. if (!activeCamera) {
  52741. return;
  52742. }
  52743. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52744. };
  52745. PointLight.prototype._buildUniformLayout = function () {
  52746. this._uniformBuffer.addUniform("vLightData", 4);
  52747. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52748. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52749. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52750. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52751. this._uniformBuffer.addUniform("depthValues", 2);
  52752. this._uniformBuffer.create();
  52753. };
  52754. /**
  52755. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52756. * @param effect The effect to update
  52757. * @param lightIndex The index of the light in the effect to update
  52758. * @returns The point light
  52759. */
  52760. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52761. if (this.computeTransformedInformation()) {
  52762. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52763. }
  52764. else {
  52765. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52766. }
  52767. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52768. return this;
  52769. };
  52770. /**
  52771. * Prepares the list of defines specific to the light type.
  52772. * @param defines the list of defines
  52773. * @param lightIndex defines the index of the light for the effect
  52774. */
  52775. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52776. defines["POINTLIGHT" + lightIndex] = true;
  52777. };
  52778. __decorate([
  52779. BABYLON.serialize()
  52780. ], PointLight.prototype, "shadowAngle", null);
  52781. return PointLight;
  52782. }(BABYLON.ShadowLight));
  52783. BABYLON.PointLight = PointLight;
  52784. })(BABYLON || (BABYLON = {}));
  52785. //# sourceMappingURL=babylon.pointLight.js.map
  52786. var BABYLON;
  52787. (function (BABYLON) {
  52788. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52789. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52790. });
  52791. /**
  52792. * A directional light is defined by a direction (what a surprise!).
  52793. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52794. * 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.
  52795. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52796. */
  52797. var DirectionalLight = /** @class */ (function (_super) {
  52798. __extends(DirectionalLight, _super);
  52799. /**
  52800. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52801. * The directional light is emitted from everywhere in the given direction.
  52802. * It can cast shadows.
  52803. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52804. * @param name The friendly name of the light
  52805. * @param direction The direction of the light
  52806. * @param scene The scene the light belongs to
  52807. */
  52808. function DirectionalLight(name, direction, scene) {
  52809. var _this = _super.call(this, name, scene) || this;
  52810. _this._shadowFrustumSize = 0;
  52811. _this._shadowOrthoScale = 0.1;
  52812. /**
  52813. * Automatically compute the projection matrix to best fit (including all the casters)
  52814. * on each frame.
  52815. */
  52816. _this.autoUpdateExtends = true;
  52817. // Cache
  52818. _this._orthoLeft = Number.MAX_VALUE;
  52819. _this._orthoRight = Number.MIN_VALUE;
  52820. _this._orthoTop = Number.MIN_VALUE;
  52821. _this._orthoBottom = Number.MAX_VALUE;
  52822. _this.position = direction.scale(-1.0);
  52823. _this.direction = direction;
  52824. return _this;
  52825. }
  52826. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52827. /**
  52828. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52829. */
  52830. get: function () {
  52831. return this._shadowFrustumSize;
  52832. },
  52833. /**
  52834. * Specifies a fix frustum size for the shadow generation.
  52835. */
  52836. set: function (value) {
  52837. this._shadowFrustumSize = value;
  52838. this.forceProjectionMatrixCompute();
  52839. },
  52840. enumerable: true,
  52841. configurable: true
  52842. });
  52843. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52844. /**
  52845. * Gets the shadow projection scale against the optimal computed one.
  52846. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52847. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52848. */
  52849. get: function () {
  52850. return this._shadowOrthoScale;
  52851. },
  52852. /**
  52853. * Sets the shadow projection scale against the optimal computed one.
  52854. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52855. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52856. */
  52857. set: function (value) {
  52858. this._shadowOrthoScale = value;
  52859. this.forceProjectionMatrixCompute();
  52860. },
  52861. enumerable: true,
  52862. configurable: true
  52863. });
  52864. /**
  52865. * Returns the string "DirectionalLight".
  52866. * @return The class name
  52867. */
  52868. DirectionalLight.prototype.getClassName = function () {
  52869. return "DirectionalLight";
  52870. };
  52871. /**
  52872. * Returns the integer 1.
  52873. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52874. */
  52875. DirectionalLight.prototype.getTypeID = function () {
  52876. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52877. };
  52878. /**
  52879. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52880. * Returns the DirectionalLight Shadow projection matrix.
  52881. */
  52882. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52883. if (this.shadowFrustumSize > 0) {
  52884. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52885. }
  52886. else {
  52887. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52888. }
  52889. };
  52890. /**
  52891. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52892. * Returns the DirectionalLight Shadow projection matrix.
  52893. */
  52894. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52895. var activeCamera = this.getScene().activeCamera;
  52896. if (!activeCamera) {
  52897. return;
  52898. }
  52899. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52900. };
  52901. /**
  52902. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52903. * Returns the DirectionalLight Shadow projection matrix.
  52904. */
  52905. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52906. var activeCamera = this.getScene().activeCamera;
  52907. if (!activeCamera) {
  52908. return;
  52909. }
  52910. // Check extends
  52911. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52912. var tempVector3 = BABYLON.Vector3.Zero();
  52913. this._orthoLeft = Number.MAX_VALUE;
  52914. this._orthoRight = Number.MIN_VALUE;
  52915. this._orthoTop = Number.MIN_VALUE;
  52916. this._orthoBottom = Number.MAX_VALUE;
  52917. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52918. var mesh = renderList[meshIndex];
  52919. if (!mesh) {
  52920. continue;
  52921. }
  52922. var boundingInfo = mesh.getBoundingInfo();
  52923. var boundingBox = boundingInfo.boundingBox;
  52924. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52925. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52926. if (tempVector3.x < this._orthoLeft) {
  52927. this._orthoLeft = tempVector3.x;
  52928. }
  52929. if (tempVector3.y < this._orthoBottom) {
  52930. this._orthoBottom = tempVector3.y;
  52931. }
  52932. if (tempVector3.x > this._orthoRight) {
  52933. this._orthoRight = tempVector3.x;
  52934. }
  52935. if (tempVector3.y > this._orthoTop) {
  52936. this._orthoTop = tempVector3.y;
  52937. }
  52938. }
  52939. }
  52940. }
  52941. var xOffset = this._orthoRight - this._orthoLeft;
  52942. var yOffset = this._orthoTop - this._orthoBottom;
  52943. 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);
  52944. };
  52945. DirectionalLight.prototype._buildUniformLayout = function () {
  52946. this._uniformBuffer.addUniform("vLightData", 4);
  52947. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52948. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52949. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52950. this._uniformBuffer.addUniform("depthValues", 2);
  52951. this._uniformBuffer.create();
  52952. };
  52953. /**
  52954. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52955. * @param effect The effect to update
  52956. * @param lightIndex The index of the light in the effect to update
  52957. * @returns The directional light
  52958. */
  52959. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52960. if (this.computeTransformedInformation()) {
  52961. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52962. return this;
  52963. }
  52964. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52965. return this;
  52966. };
  52967. /**
  52968. * Gets the minZ used for shadow according to both the scene and the light.
  52969. *
  52970. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52971. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52972. * @param activeCamera The camera we are returning the min for
  52973. * @returns the depth min z
  52974. */
  52975. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52976. return 1;
  52977. };
  52978. /**
  52979. * Gets the maxZ used for shadow according to both the scene and the light.
  52980. *
  52981. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52982. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52983. * @param activeCamera The camera we are returning the max for
  52984. * @returns the depth max z
  52985. */
  52986. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52987. return 1;
  52988. };
  52989. /**
  52990. * Prepares the list of defines specific to the light type.
  52991. * @param defines the list of defines
  52992. * @param lightIndex defines the index of the light for the effect
  52993. */
  52994. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52995. defines["DIRLIGHT" + lightIndex] = true;
  52996. };
  52997. __decorate([
  52998. BABYLON.serialize()
  52999. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53000. __decorate([
  53001. BABYLON.serialize()
  53002. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53003. __decorate([
  53004. BABYLON.serialize()
  53005. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53006. return DirectionalLight;
  53007. }(BABYLON.ShadowLight));
  53008. BABYLON.DirectionalLight = DirectionalLight;
  53009. })(BABYLON || (BABYLON = {}));
  53010. //# sourceMappingURL=babylon.directionalLight.js.map
  53011. var BABYLON;
  53012. (function (BABYLON) {
  53013. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53014. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53015. });
  53016. /**
  53017. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53018. * These values define a cone of light starting from the position, emitting toward the direction.
  53019. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53020. * and the exponent defines the speed of the decay of the light with distance (reach).
  53021. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53022. */
  53023. var SpotLight = /** @class */ (function (_super) {
  53024. __extends(SpotLight, _super);
  53025. /**
  53026. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53027. * It can cast shadows.
  53028. * Documentation : http://doc.babylonjs.com/tutorials/lights
  53029. * @param name The light friendly name
  53030. * @param position The position of the spot light in the scene
  53031. * @param direction The direction of the light in the scene
  53032. * @param angle The cone angle of the light in Radians
  53033. * @param exponent The light decay speed with the distance from the emission spot
  53034. * @param scene The scene the lights belongs to
  53035. */
  53036. function SpotLight(name, position, direction, angle, exponent, scene) {
  53037. var _this = _super.call(this, name, scene) || this;
  53038. _this._innerAngle = 0;
  53039. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53040. _this._projectionTextureLightNear = 1e-6;
  53041. _this._projectionTextureLightFar = 1000.0;
  53042. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53043. _this._projectionTextureViewLightDirty = true;
  53044. _this._projectionTextureProjectionLightDirty = true;
  53045. _this._projectionTextureDirty = true;
  53046. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53047. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53048. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53049. _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);
  53050. _this.position = position;
  53051. _this.direction = direction;
  53052. _this.angle = angle;
  53053. _this.exponent = exponent;
  53054. return _this;
  53055. }
  53056. Object.defineProperty(SpotLight.prototype, "angle", {
  53057. /**
  53058. * Gets the cone angle of the spot light in Radians.
  53059. */
  53060. get: function () {
  53061. return this._angle;
  53062. },
  53063. /**
  53064. * Sets the cone angle of the spot light in Radians.
  53065. */
  53066. set: function (value) {
  53067. this._angle = value;
  53068. this._cosHalfAngle = Math.cos(value * 0.5);
  53069. this._projectionTextureProjectionLightDirty = true;
  53070. this.forceProjectionMatrixCompute();
  53071. this._computeAngleValues();
  53072. },
  53073. enumerable: true,
  53074. configurable: true
  53075. });
  53076. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53077. /**
  53078. * Only used in gltf falloff mode, this defines the angle where
  53079. * the directional falloff will start before cutting at angle which could be seen
  53080. * as outer angle.
  53081. */
  53082. get: function () {
  53083. return this._innerAngle;
  53084. },
  53085. /**
  53086. * Only used in gltf falloff mode, this defines the angle where
  53087. * the directional falloff will start before cutting at angle which could be seen
  53088. * as outer angle.
  53089. */
  53090. set: function (value) {
  53091. this._innerAngle = value;
  53092. this._computeAngleValues();
  53093. },
  53094. enumerable: true,
  53095. configurable: true
  53096. });
  53097. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53098. /**
  53099. * Allows scaling the angle of the light for shadow generation only.
  53100. */
  53101. get: function () {
  53102. return this._shadowAngleScale;
  53103. },
  53104. /**
  53105. * Allows scaling the angle of the light for shadow generation only.
  53106. */
  53107. set: function (value) {
  53108. this._shadowAngleScale = value;
  53109. this.forceProjectionMatrixCompute();
  53110. },
  53111. enumerable: true,
  53112. configurable: true
  53113. });
  53114. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53115. /**
  53116. * Allows reading the projecton texture
  53117. */
  53118. get: function () {
  53119. return this._projectionTextureMatrix;
  53120. },
  53121. enumerable: true,
  53122. configurable: true
  53123. });
  53124. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53125. /**
  53126. * Gets the near clip of the Spotlight for texture projection.
  53127. */
  53128. get: function () {
  53129. return this._projectionTextureLightNear;
  53130. },
  53131. /**
  53132. * Sets the near clip of the Spotlight for texture projection.
  53133. */
  53134. set: function (value) {
  53135. this._projectionTextureLightNear = value;
  53136. this._projectionTextureProjectionLightDirty = true;
  53137. },
  53138. enumerable: true,
  53139. configurable: true
  53140. });
  53141. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53142. /**
  53143. * Gets the far clip of the Spotlight for texture projection.
  53144. */
  53145. get: function () {
  53146. return this._projectionTextureLightFar;
  53147. },
  53148. /**
  53149. * Sets the far clip of the Spotlight for texture projection.
  53150. */
  53151. set: function (value) {
  53152. this._projectionTextureLightFar = value;
  53153. this._projectionTextureProjectionLightDirty = true;
  53154. },
  53155. enumerable: true,
  53156. configurable: true
  53157. });
  53158. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53159. /**
  53160. * Gets the Up vector of the Spotlight for texture projection.
  53161. */
  53162. get: function () {
  53163. return this._projectionTextureUpDirection;
  53164. },
  53165. /**
  53166. * Sets the Up vector of the Spotlight for texture projection.
  53167. */
  53168. set: function (value) {
  53169. this._projectionTextureUpDirection = value;
  53170. this._projectionTextureProjectionLightDirty = true;
  53171. },
  53172. enumerable: true,
  53173. configurable: true
  53174. });
  53175. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53176. /**
  53177. * Gets the projection texture of the light.
  53178. */
  53179. get: function () {
  53180. return this._projectionTexture;
  53181. },
  53182. /**
  53183. * Sets the projection texture of the light.
  53184. */
  53185. set: function (value) {
  53186. this._projectionTexture = value;
  53187. this._projectionTextureDirty = true;
  53188. },
  53189. enumerable: true,
  53190. configurable: true
  53191. });
  53192. /**
  53193. * Returns the string "SpotLight".
  53194. * @returns the class name
  53195. */
  53196. SpotLight.prototype.getClassName = function () {
  53197. return "SpotLight";
  53198. };
  53199. /**
  53200. * Returns the integer 2.
  53201. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53202. */
  53203. SpotLight.prototype.getTypeID = function () {
  53204. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53205. };
  53206. /**
  53207. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53208. */
  53209. SpotLight.prototype._setDirection = function (value) {
  53210. _super.prototype._setDirection.call(this, value);
  53211. this._projectionTextureViewLightDirty = true;
  53212. };
  53213. /**
  53214. * Overrides the position setter to recompute the projection texture view light Matrix.
  53215. */
  53216. SpotLight.prototype._setPosition = function (value) {
  53217. _super.prototype._setPosition.call(this, value);
  53218. this._projectionTextureViewLightDirty = true;
  53219. };
  53220. /**
  53221. * 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.
  53222. * Returns the SpotLight.
  53223. */
  53224. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53225. var activeCamera = this.getScene().activeCamera;
  53226. if (!activeCamera) {
  53227. return;
  53228. }
  53229. this._shadowAngleScale = this._shadowAngleScale || 1;
  53230. var angle = this._shadowAngleScale * this._angle;
  53231. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53232. };
  53233. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53234. this._projectionTextureViewLightDirty = false;
  53235. this._projectionTextureDirty = true;
  53236. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53237. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53238. };
  53239. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53240. this._projectionTextureProjectionLightDirty = false;
  53241. this._projectionTextureDirty = true;
  53242. var light_far = this.projectionTextureLightFar;
  53243. var light_near = this.projectionTextureLightNear;
  53244. var P = light_far / (light_far - light_near);
  53245. var Q = -P * light_near;
  53246. var S = 1.0 / Math.tan(this._angle / 2.0);
  53247. var A = 1.0;
  53248. 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);
  53249. };
  53250. /**
  53251. * Main function for light texture projection matrix computing.
  53252. */
  53253. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53254. this._projectionTextureDirty = false;
  53255. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53256. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53257. };
  53258. SpotLight.prototype._buildUniformLayout = function () {
  53259. this._uniformBuffer.addUniform("vLightData", 4);
  53260. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53261. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53262. this._uniformBuffer.addUniform("vLightDirection", 3);
  53263. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53264. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53265. this._uniformBuffer.addUniform("depthValues", 2);
  53266. this._uniformBuffer.create();
  53267. };
  53268. SpotLight.prototype._computeAngleValues = function () {
  53269. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53270. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53271. };
  53272. /**
  53273. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53274. * @param effect The effect to update
  53275. * @param lightIndex The index of the light in the effect to update
  53276. * @returns The spot light
  53277. */
  53278. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53279. var normalizeDirection;
  53280. if (this.computeTransformedInformation()) {
  53281. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53282. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53283. }
  53284. else {
  53285. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53286. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53287. }
  53288. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53289. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53290. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53291. if (this._projectionTextureViewLightDirty) {
  53292. this._computeProjectionTextureViewLightMatrix();
  53293. }
  53294. if (this._projectionTextureProjectionLightDirty) {
  53295. this._computeProjectionTextureProjectionLightMatrix();
  53296. }
  53297. if (this._projectionTextureDirty) {
  53298. this._computeProjectionTextureMatrix();
  53299. }
  53300. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53301. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53302. }
  53303. return this;
  53304. };
  53305. /**
  53306. * Disposes the light and the associated resources.
  53307. */
  53308. SpotLight.prototype.dispose = function () {
  53309. _super.prototype.dispose.call(this);
  53310. if (this._projectionTexture) {
  53311. this._projectionTexture.dispose();
  53312. }
  53313. };
  53314. /**
  53315. * Prepares the list of defines specific to the light type.
  53316. * @param defines the list of defines
  53317. * @param lightIndex defines the index of the light for the effect
  53318. */
  53319. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53320. defines["SPOTLIGHT" + lightIndex] = true;
  53321. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53322. };
  53323. __decorate([
  53324. BABYLON.serialize()
  53325. ], SpotLight.prototype, "angle", null);
  53326. __decorate([
  53327. BABYLON.serialize()
  53328. ], SpotLight.prototype, "innerAngle", null);
  53329. __decorate([
  53330. BABYLON.serialize()
  53331. ], SpotLight.prototype, "shadowAngleScale", null);
  53332. __decorate([
  53333. BABYLON.serialize()
  53334. ], SpotLight.prototype, "exponent", void 0);
  53335. __decorate([
  53336. BABYLON.serialize()
  53337. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53338. __decorate([
  53339. BABYLON.serialize()
  53340. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53341. __decorate([
  53342. BABYLON.serialize()
  53343. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53344. __decorate([
  53345. BABYLON.serializeAsTexture("projectedLightTexture")
  53346. ], SpotLight.prototype, "_projectionTexture", void 0);
  53347. return SpotLight;
  53348. }(BABYLON.ShadowLight));
  53349. BABYLON.SpotLight = SpotLight;
  53350. })(BABYLON || (BABYLON = {}));
  53351. //# sourceMappingURL=babylon.spotLight.js.map
  53352. var BABYLON;
  53353. (function (BABYLON) {
  53354. /**
  53355. * Class used to override all child animations of a given target
  53356. */
  53357. var AnimationPropertiesOverride = /** @class */ (function () {
  53358. function AnimationPropertiesOverride() {
  53359. /**
  53360. * Gets or sets a value indicating if animation blending must be used
  53361. */
  53362. this.enableBlending = false;
  53363. /**
  53364. * Gets or sets the blending speed to use when enableBlending is true
  53365. */
  53366. this.blendingSpeed = 0.01;
  53367. /**
  53368. * Gets or sets the default loop mode to use
  53369. */
  53370. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53371. }
  53372. return AnimationPropertiesOverride;
  53373. }());
  53374. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53375. })(BABYLON || (BABYLON = {}));
  53376. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53377. var BABYLON;
  53378. (function (BABYLON) {
  53379. /**
  53380. * Represents the range of an animation
  53381. */
  53382. var AnimationRange = /** @class */ (function () {
  53383. /**
  53384. * Initializes the range of an animation
  53385. * @param name The name of the animation range
  53386. * @param from The starting frame of the animation
  53387. * @param to The ending frame of the animation
  53388. */
  53389. function AnimationRange(
  53390. /**The name of the animation range**/
  53391. name,
  53392. /**The starting frame of the animation */
  53393. from,
  53394. /**The ending frame of the animation*/
  53395. to) {
  53396. this.name = name;
  53397. this.from = from;
  53398. this.to = to;
  53399. }
  53400. /**
  53401. * Makes a copy of the animation range
  53402. * @returns A copy of the animation range
  53403. */
  53404. AnimationRange.prototype.clone = function () {
  53405. return new AnimationRange(this.name, this.from, this.to);
  53406. };
  53407. return AnimationRange;
  53408. }());
  53409. BABYLON.AnimationRange = AnimationRange;
  53410. /**
  53411. * Composed of a frame, and an action function
  53412. */
  53413. var AnimationEvent = /** @class */ (function () {
  53414. /**
  53415. * Initializes the animation event
  53416. * @param frame The frame for which the event is triggered
  53417. * @param action The event to perform when triggered
  53418. * @param onlyOnce Specifies if the event should be triggered only once
  53419. */
  53420. function AnimationEvent(
  53421. /** The frame for which the event is triggered **/
  53422. frame,
  53423. /** The event to perform when triggered **/
  53424. action,
  53425. /** Specifies if the event should be triggered only once**/
  53426. onlyOnce) {
  53427. this.frame = frame;
  53428. this.action = action;
  53429. this.onlyOnce = onlyOnce;
  53430. /**
  53431. * Specifies if the animation event is done
  53432. */
  53433. this.isDone = false;
  53434. }
  53435. /** @hidden */
  53436. AnimationEvent.prototype._clone = function () {
  53437. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53438. };
  53439. return AnimationEvent;
  53440. }());
  53441. BABYLON.AnimationEvent = AnimationEvent;
  53442. /**
  53443. * A cursor which tracks a point on a path
  53444. */
  53445. var PathCursor = /** @class */ (function () {
  53446. /**
  53447. * Initializes the path cursor
  53448. * @param path The path to track
  53449. */
  53450. function PathCursor(path) {
  53451. this.path = path;
  53452. /**
  53453. * Stores path cursor callbacks for when an onchange event is triggered
  53454. */
  53455. this._onchange = new Array();
  53456. /**
  53457. * The value of the path cursor
  53458. */
  53459. this.value = 0;
  53460. /**
  53461. * The animation array of the path cursor
  53462. */
  53463. this.animations = new Array();
  53464. }
  53465. /**
  53466. * Gets the cursor point on the path
  53467. * @returns A point on the path cursor at the cursor location
  53468. */
  53469. PathCursor.prototype.getPoint = function () {
  53470. var point = this.path.getPointAtLengthPosition(this.value);
  53471. return new BABYLON.Vector3(point.x, 0, point.y);
  53472. };
  53473. /**
  53474. * Moves the cursor ahead by the step amount
  53475. * @param step The amount to move the cursor forward
  53476. * @returns This path cursor
  53477. */
  53478. PathCursor.prototype.moveAhead = function (step) {
  53479. if (step === void 0) { step = 0.002; }
  53480. this.move(step);
  53481. return this;
  53482. };
  53483. /**
  53484. * Moves the cursor behind by the step amount
  53485. * @param step The amount to move the cursor back
  53486. * @returns This path cursor
  53487. */
  53488. PathCursor.prototype.moveBack = function (step) {
  53489. if (step === void 0) { step = 0.002; }
  53490. this.move(-step);
  53491. return this;
  53492. };
  53493. /**
  53494. * Moves the cursor by the step amount
  53495. * If the step amount is greater than one, an exception is thrown
  53496. * @param step The amount to move the cursor
  53497. * @returns This path cursor
  53498. */
  53499. PathCursor.prototype.move = function (step) {
  53500. if (Math.abs(step) > 1) {
  53501. throw "step size should be less than 1.";
  53502. }
  53503. this.value += step;
  53504. this.ensureLimits();
  53505. this.raiseOnChange();
  53506. return this;
  53507. };
  53508. /**
  53509. * Ensures that the value is limited between zero and one
  53510. * @returns This path cursor
  53511. */
  53512. PathCursor.prototype.ensureLimits = function () {
  53513. while (this.value > 1) {
  53514. this.value -= 1;
  53515. }
  53516. while (this.value < 0) {
  53517. this.value += 1;
  53518. }
  53519. return this;
  53520. };
  53521. /**
  53522. * Runs onchange callbacks on change (used by the animation engine)
  53523. * @returns This path cursor
  53524. */
  53525. PathCursor.prototype.raiseOnChange = function () {
  53526. var _this = this;
  53527. this._onchange.forEach(function (f) { return f(_this); });
  53528. return this;
  53529. };
  53530. /**
  53531. * Executes a function on change
  53532. * @param f A path cursor onchange callback
  53533. * @returns This path cursor
  53534. */
  53535. PathCursor.prototype.onchange = function (f) {
  53536. this._onchange.push(f);
  53537. return this;
  53538. };
  53539. return PathCursor;
  53540. }());
  53541. BABYLON.PathCursor = PathCursor;
  53542. /**
  53543. * Enum for the animation key frame interpolation type
  53544. */
  53545. var AnimationKeyInterpolation;
  53546. (function (AnimationKeyInterpolation) {
  53547. /**
  53548. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53549. */
  53550. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53551. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53552. /**
  53553. * Class used to store any kind of animation
  53554. */
  53555. var Animation = /** @class */ (function () {
  53556. /**
  53557. * Initializes the animation
  53558. * @param name Name of the animation
  53559. * @param targetProperty Property to animate
  53560. * @param framePerSecond The frames per second of the animation
  53561. * @param dataType The data type of the animation
  53562. * @param loopMode The loop mode of the animation
  53563. * @param enableBlendings Specifies if blending should be enabled
  53564. */
  53565. function Animation(
  53566. /**Name of the animation */
  53567. name,
  53568. /**Property to animate */
  53569. targetProperty,
  53570. /**The frames per second of the animation */
  53571. framePerSecond,
  53572. /**The data type of the animation */
  53573. dataType,
  53574. /**The loop mode of the animation */
  53575. loopMode,
  53576. /**Specifies if blending should be enabled */
  53577. enableBlending) {
  53578. this.name = name;
  53579. this.targetProperty = targetProperty;
  53580. this.framePerSecond = framePerSecond;
  53581. this.dataType = dataType;
  53582. this.loopMode = loopMode;
  53583. this.enableBlending = enableBlending;
  53584. /**
  53585. * @hidden Internal use only
  53586. */
  53587. this._runtimeAnimations = new Array();
  53588. /**
  53589. * The set of event that will be linked to this animation
  53590. */
  53591. this._events = new Array();
  53592. /**
  53593. * Stores the blending speed of the animation
  53594. */
  53595. this.blendingSpeed = 0.01;
  53596. /**
  53597. * Stores the animation ranges for the animation
  53598. */
  53599. this._ranges = {};
  53600. this.targetPropertyPath = targetProperty.split(".");
  53601. this.dataType = dataType;
  53602. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53603. }
  53604. /**
  53605. * @hidden Internal use
  53606. */
  53607. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53608. var dataType = undefined;
  53609. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53610. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53611. }
  53612. else if (from instanceof BABYLON.Quaternion) {
  53613. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53614. }
  53615. else if (from instanceof BABYLON.Vector3) {
  53616. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53617. }
  53618. else if (from instanceof BABYLON.Vector2) {
  53619. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53620. }
  53621. else if (from instanceof BABYLON.Color3) {
  53622. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53623. }
  53624. else if (from instanceof BABYLON.Size) {
  53625. dataType = Animation.ANIMATIONTYPE_SIZE;
  53626. }
  53627. if (dataType == undefined) {
  53628. return null;
  53629. }
  53630. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53631. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53632. animation.setKeys(keys);
  53633. if (easingFunction !== undefined) {
  53634. animation.setEasingFunction(easingFunction);
  53635. }
  53636. return animation;
  53637. };
  53638. /**
  53639. * Sets up an animation
  53640. * @param property The property to animate
  53641. * @param animationType The animation type to apply
  53642. * @param framePerSecond The frames per second of the animation
  53643. * @param easingFunction The easing function used in the animation
  53644. * @returns The created animation
  53645. */
  53646. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53647. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53648. animation.setEasingFunction(easingFunction);
  53649. return animation;
  53650. };
  53651. /**
  53652. * Create and start an animation on a node
  53653. * @param name defines the name of the global animation that will be run on all nodes
  53654. * @param node defines the root node where the animation will take place
  53655. * @param targetProperty defines property to animate
  53656. * @param framePerSecond defines the number of frame per second yo use
  53657. * @param totalFrame defines the number of frames in total
  53658. * @param from defines the initial value
  53659. * @param to defines the final value
  53660. * @param loopMode defines which loop mode you want to use (off by default)
  53661. * @param easingFunction defines the easing function to use (linear by default)
  53662. * @param onAnimationEnd defines the callback to call when animation end
  53663. * @returns the animatable created for this animation
  53664. */
  53665. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53666. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53667. if (!animation) {
  53668. return null;
  53669. }
  53670. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53671. };
  53672. /**
  53673. * Create and start an animation on a node and its descendants
  53674. * @param name defines the name of the global animation that will be run on all nodes
  53675. * @param node defines the root node where the animation will take place
  53676. * @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
  53677. * @param targetProperty defines property to animate
  53678. * @param framePerSecond defines the number of frame per second to use
  53679. * @param totalFrame defines the number of frames in total
  53680. * @param from defines the initial value
  53681. * @param to defines the final value
  53682. * @param loopMode defines which loop mode you want to use (off by default)
  53683. * @param easingFunction defines the easing function to use (linear by default)
  53684. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53685. * @returns the list of animatables created for all nodes
  53686. * @example https://www.babylonjs-playground.com/#MH0VLI
  53687. */
  53688. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53689. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53690. if (!animation) {
  53691. return null;
  53692. }
  53693. var scene = node.getScene();
  53694. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53695. };
  53696. /**
  53697. * Creates a new animation, merges it with the existing animations and starts it
  53698. * @param name Name of the animation
  53699. * @param node Node which contains the scene that begins the animations
  53700. * @param targetProperty Specifies which property to animate
  53701. * @param framePerSecond The frames per second of the animation
  53702. * @param totalFrame The total number of frames
  53703. * @param from The frame at the beginning of the animation
  53704. * @param to The frame at the end of the animation
  53705. * @param loopMode Specifies the loop mode of the animation
  53706. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53707. * @param onAnimationEnd Callback to run once the animation is complete
  53708. * @returns Nullable animation
  53709. */
  53710. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53711. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53712. if (!animation) {
  53713. return null;
  53714. }
  53715. node.animations.push(animation);
  53716. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53717. };
  53718. /**
  53719. * Transition property of an host to the target Value
  53720. * @param property The property to transition
  53721. * @param targetValue The target Value of the property
  53722. * @param host The object where the property to animate belongs
  53723. * @param scene Scene used to run the animation
  53724. * @param frameRate Framerate (in frame/s) to use
  53725. * @param transition The transition type we want to use
  53726. * @param duration The duration of the animation, in milliseconds
  53727. * @param onAnimationEnd Callback trigger at the end of the animation
  53728. * @returns Nullable animation
  53729. */
  53730. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53731. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53732. if (duration <= 0) {
  53733. host[property] = targetValue;
  53734. if (onAnimationEnd) {
  53735. onAnimationEnd();
  53736. }
  53737. return null;
  53738. }
  53739. var endFrame = frameRate * (duration / 1000);
  53740. transition.setKeys([{
  53741. frame: 0,
  53742. value: host[property].clone ? host[property].clone() : host[property]
  53743. },
  53744. {
  53745. frame: endFrame,
  53746. value: targetValue
  53747. }]);
  53748. if (!host.animations) {
  53749. host.animations = [];
  53750. }
  53751. host.animations.push(transition);
  53752. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53753. animation.onAnimationEnd = onAnimationEnd;
  53754. return animation;
  53755. };
  53756. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53757. /**
  53758. * Return the array of runtime animations currently using this animation
  53759. */
  53760. get: function () {
  53761. return this._runtimeAnimations;
  53762. },
  53763. enumerable: true,
  53764. configurable: true
  53765. });
  53766. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53767. /**
  53768. * Specifies if any of the runtime animations are currently running
  53769. */
  53770. get: function () {
  53771. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53772. var runtimeAnimation = _a[_i];
  53773. if (!runtimeAnimation.isStopped) {
  53774. return true;
  53775. }
  53776. }
  53777. return false;
  53778. },
  53779. enumerable: true,
  53780. configurable: true
  53781. });
  53782. // Methods
  53783. /**
  53784. * Converts the animation to a string
  53785. * @param fullDetails support for multiple levels of logging within scene loading
  53786. * @returns String form of the animation
  53787. */
  53788. Animation.prototype.toString = function (fullDetails) {
  53789. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53790. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53791. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53792. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53793. if (fullDetails) {
  53794. ret += ", Ranges: {";
  53795. var first = true;
  53796. for (var name in this._ranges) {
  53797. if (first) {
  53798. ret += ", ";
  53799. first = false;
  53800. }
  53801. ret += name;
  53802. }
  53803. ret += "}";
  53804. }
  53805. return ret;
  53806. };
  53807. /**
  53808. * Add an event to this animation
  53809. * @param event Event to add
  53810. */
  53811. Animation.prototype.addEvent = function (event) {
  53812. this._events.push(event);
  53813. };
  53814. /**
  53815. * Remove all events found at the given frame
  53816. * @param frame The frame to remove events from
  53817. */
  53818. Animation.prototype.removeEvents = function (frame) {
  53819. for (var index = 0; index < this._events.length; index++) {
  53820. if (this._events[index].frame === frame) {
  53821. this._events.splice(index, 1);
  53822. index--;
  53823. }
  53824. }
  53825. };
  53826. /**
  53827. * Retrieves all the events from the animation
  53828. * @returns Events from the animation
  53829. */
  53830. Animation.prototype.getEvents = function () {
  53831. return this._events;
  53832. };
  53833. /**
  53834. * Creates an animation range
  53835. * @param name Name of the animation range
  53836. * @param from Starting frame of the animation range
  53837. * @param to Ending frame of the animation
  53838. */
  53839. Animation.prototype.createRange = function (name, from, to) {
  53840. // check name not already in use; could happen for bones after serialized
  53841. if (!this._ranges[name]) {
  53842. this._ranges[name] = new AnimationRange(name, from, to);
  53843. }
  53844. };
  53845. /**
  53846. * Deletes an animation range by name
  53847. * @param name Name of the animation range to delete
  53848. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53849. */
  53850. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53851. if (deleteFrames === void 0) { deleteFrames = true; }
  53852. var range = this._ranges[name];
  53853. if (!range) {
  53854. return;
  53855. }
  53856. if (deleteFrames) {
  53857. var from = range.from;
  53858. var to = range.to;
  53859. // this loop MUST go high to low for multiple splices to work
  53860. for (var key = this._keys.length - 1; key >= 0; key--) {
  53861. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53862. this._keys.splice(key, 1);
  53863. }
  53864. }
  53865. }
  53866. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53867. };
  53868. /**
  53869. * Gets the animation range by name, or null if not defined
  53870. * @param name Name of the animation range
  53871. * @returns Nullable animation range
  53872. */
  53873. Animation.prototype.getRange = function (name) {
  53874. return this._ranges[name];
  53875. };
  53876. /**
  53877. * Gets the key frames from the animation
  53878. * @returns The key frames of the animation
  53879. */
  53880. Animation.prototype.getKeys = function () {
  53881. return this._keys;
  53882. };
  53883. /**
  53884. * Gets the highest frame rate of the animation
  53885. * @returns Highest frame rate of the animation
  53886. */
  53887. Animation.prototype.getHighestFrame = function () {
  53888. var ret = 0;
  53889. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53890. if (ret < this._keys[key].frame) {
  53891. ret = this._keys[key].frame;
  53892. }
  53893. }
  53894. return ret;
  53895. };
  53896. /**
  53897. * Gets the easing function of the animation
  53898. * @returns Easing function of the animation
  53899. */
  53900. Animation.prototype.getEasingFunction = function () {
  53901. return this._easingFunction;
  53902. };
  53903. /**
  53904. * Sets the easing function of the animation
  53905. * @param easingFunction A custom mathematical formula for animation
  53906. */
  53907. Animation.prototype.setEasingFunction = function (easingFunction) {
  53908. this._easingFunction = easingFunction;
  53909. };
  53910. /**
  53911. * Interpolates a scalar linearly
  53912. * @param startValue Start value of the animation curve
  53913. * @param endValue End value of the animation curve
  53914. * @param gradient Scalar amount to interpolate
  53915. * @returns Interpolated scalar value
  53916. */
  53917. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53918. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53919. };
  53920. /**
  53921. * Interpolates a scalar cubically
  53922. * @param startValue Start value of the animation curve
  53923. * @param outTangent End tangent of the animation
  53924. * @param endValue End value of the animation curve
  53925. * @param inTangent Start tangent of the animation curve
  53926. * @param gradient Scalar amount to interpolate
  53927. * @returns Interpolated scalar value
  53928. */
  53929. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53930. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53931. };
  53932. /**
  53933. * Interpolates a quaternion using a spherical linear interpolation
  53934. * @param startValue Start value of the animation curve
  53935. * @param endValue End value of the animation curve
  53936. * @param gradient Scalar amount to interpolate
  53937. * @returns Interpolated quaternion value
  53938. */
  53939. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53940. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53941. };
  53942. /**
  53943. * Interpolates a quaternion cubically
  53944. * @param startValue Start value of the animation curve
  53945. * @param outTangent End tangent of the animation curve
  53946. * @param endValue End value of the animation curve
  53947. * @param inTangent Start tangent of the animation curve
  53948. * @param gradient Scalar amount to interpolate
  53949. * @returns Interpolated quaternion value
  53950. */
  53951. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53952. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53953. };
  53954. /**
  53955. * Interpolates a Vector3 linearl
  53956. * @param startValue Start value of the animation curve
  53957. * @param endValue End value of the animation curve
  53958. * @param gradient Scalar amount to interpolate
  53959. * @returns Interpolated scalar value
  53960. */
  53961. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53962. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53963. };
  53964. /**
  53965. * Interpolates a Vector3 cubically
  53966. * @param startValue Start value of the animation curve
  53967. * @param outTangent End tangent of the animation
  53968. * @param endValue End value of the animation curve
  53969. * @param inTangent Start tangent of the animation curve
  53970. * @param gradient Scalar amount to interpolate
  53971. * @returns InterpolatedVector3 value
  53972. */
  53973. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53974. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53975. };
  53976. /**
  53977. * Interpolates a Vector2 linearly
  53978. * @param startValue Start value of the animation curve
  53979. * @param endValue End value of the animation curve
  53980. * @param gradient Scalar amount to interpolate
  53981. * @returns Interpolated Vector2 value
  53982. */
  53983. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53984. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53985. };
  53986. /**
  53987. * Interpolates a Vector2 cubically
  53988. * @param startValue Start value of the animation curve
  53989. * @param outTangent End tangent of the animation
  53990. * @param endValue End value of the animation curve
  53991. * @param inTangent Start tangent of the animation curve
  53992. * @param gradient Scalar amount to interpolate
  53993. * @returns Interpolated Vector2 value
  53994. */
  53995. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53996. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53997. };
  53998. /**
  53999. * Interpolates a size linearly
  54000. * @param startValue Start value of the animation curve
  54001. * @param endValue End value of the animation curve
  54002. * @param gradient Scalar amount to interpolate
  54003. * @returns Interpolated Size value
  54004. */
  54005. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54006. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54007. };
  54008. /**
  54009. * Interpolates a Color3 linearly
  54010. * @param startValue Start value of the animation curve
  54011. * @param endValue End value of the animation curve
  54012. * @param gradient Scalar amount to interpolate
  54013. * @returns Interpolated Color3 value
  54014. */
  54015. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54016. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54017. };
  54018. /**
  54019. * @hidden Internal use only
  54020. */
  54021. Animation.prototype._getKeyValue = function (value) {
  54022. if (typeof value === "function") {
  54023. return value();
  54024. }
  54025. return value;
  54026. };
  54027. /**
  54028. * @hidden Internal use only
  54029. */
  54030. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54031. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54032. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54033. }
  54034. var keys = this.getKeys();
  54035. // Try to get a hash to find the right key
  54036. 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));
  54037. if (keys[startKeyIndex].frame >= currentFrame) {
  54038. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54039. startKeyIndex--;
  54040. }
  54041. }
  54042. for (var key = startKeyIndex; key < keys.length; key++) {
  54043. var endKey = keys[key + 1];
  54044. if (endKey.frame >= currentFrame) {
  54045. var startKey = keys[key];
  54046. var startValue = this._getKeyValue(startKey.value);
  54047. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54048. return startValue;
  54049. }
  54050. var endValue = this._getKeyValue(endKey.value);
  54051. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54052. var frameDelta = endKey.frame - startKey.frame;
  54053. // gradient : percent of currentFrame between the frame inf and the frame sup
  54054. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54055. // check for easingFunction and correction of gradient
  54056. var easingFunction = this.getEasingFunction();
  54057. if (easingFunction != null) {
  54058. gradient = easingFunction.ease(gradient);
  54059. }
  54060. switch (this.dataType) {
  54061. // Float
  54062. case Animation.ANIMATIONTYPE_FLOAT:
  54063. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54064. switch (loopMode) {
  54065. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54066. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54067. return floatValue;
  54068. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54069. return offsetValue * repeatCount + floatValue;
  54070. }
  54071. break;
  54072. // Quaternion
  54073. case Animation.ANIMATIONTYPE_QUATERNION:
  54074. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54075. switch (loopMode) {
  54076. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54077. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54078. return quatValue;
  54079. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54080. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54081. }
  54082. return quatValue;
  54083. // Vector3
  54084. case Animation.ANIMATIONTYPE_VECTOR3:
  54085. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54086. switch (loopMode) {
  54087. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54088. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54089. return vec3Value;
  54090. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54091. return vec3Value.add(offsetValue.scale(repeatCount));
  54092. }
  54093. // Vector2
  54094. case Animation.ANIMATIONTYPE_VECTOR2:
  54095. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54096. switch (loopMode) {
  54097. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54098. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54099. return vec2Value;
  54100. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54101. return vec2Value.add(offsetValue.scale(repeatCount));
  54102. }
  54103. // Size
  54104. case Animation.ANIMATIONTYPE_SIZE:
  54105. switch (loopMode) {
  54106. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54107. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54108. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54109. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54110. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54111. }
  54112. // Color3
  54113. case Animation.ANIMATIONTYPE_COLOR3:
  54114. switch (loopMode) {
  54115. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54116. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54117. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54118. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54119. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54120. }
  54121. // Matrix
  54122. case Animation.ANIMATIONTYPE_MATRIX:
  54123. switch (loopMode) {
  54124. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54125. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54126. if (Animation.AllowMatricesInterpolation) {
  54127. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54128. }
  54129. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54130. return startValue;
  54131. }
  54132. default:
  54133. break;
  54134. }
  54135. break;
  54136. }
  54137. }
  54138. return this._getKeyValue(keys[keys.length - 1].value);
  54139. };
  54140. /**
  54141. * Defines the function to use to interpolate matrices
  54142. * @param startValue defines the start matrix
  54143. * @param endValue defines the end matrix
  54144. * @param gradient defines the gradient between both matrices
  54145. * @param result defines an optional target matrix where to store the interpolation
  54146. * @returns the interpolated matrix
  54147. */
  54148. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54149. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54150. if (result) {
  54151. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54152. return result;
  54153. }
  54154. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54155. }
  54156. if (result) {
  54157. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54158. return result;
  54159. }
  54160. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54161. };
  54162. /**
  54163. * Makes a copy of the animation
  54164. * @returns Cloned animation
  54165. */
  54166. Animation.prototype.clone = function () {
  54167. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54168. clone.enableBlending = this.enableBlending;
  54169. clone.blendingSpeed = this.blendingSpeed;
  54170. if (this._keys) {
  54171. clone.setKeys(this._keys);
  54172. }
  54173. if (this._ranges) {
  54174. clone._ranges = {};
  54175. for (var name in this._ranges) {
  54176. var range = this._ranges[name];
  54177. if (!range) {
  54178. continue;
  54179. }
  54180. clone._ranges[name] = range.clone();
  54181. }
  54182. }
  54183. return clone;
  54184. };
  54185. /**
  54186. * Sets the key frames of the animation
  54187. * @param values The animation key frames to set
  54188. */
  54189. Animation.prototype.setKeys = function (values) {
  54190. this._keys = values.slice(0);
  54191. };
  54192. /**
  54193. * Serializes the animation to an object
  54194. * @returns Serialized object
  54195. */
  54196. Animation.prototype.serialize = function () {
  54197. var serializationObject = {};
  54198. serializationObject.name = this.name;
  54199. serializationObject.property = this.targetProperty;
  54200. serializationObject.framePerSecond = this.framePerSecond;
  54201. serializationObject.dataType = this.dataType;
  54202. serializationObject.loopBehavior = this.loopMode;
  54203. serializationObject.enableBlending = this.enableBlending;
  54204. serializationObject.blendingSpeed = this.blendingSpeed;
  54205. var dataType = this.dataType;
  54206. serializationObject.keys = [];
  54207. var keys = this.getKeys();
  54208. for (var index = 0; index < keys.length; index++) {
  54209. var animationKey = keys[index];
  54210. var key = {};
  54211. key.frame = animationKey.frame;
  54212. switch (dataType) {
  54213. case Animation.ANIMATIONTYPE_FLOAT:
  54214. key.values = [animationKey.value];
  54215. break;
  54216. case Animation.ANIMATIONTYPE_QUATERNION:
  54217. case Animation.ANIMATIONTYPE_MATRIX:
  54218. case Animation.ANIMATIONTYPE_VECTOR3:
  54219. case Animation.ANIMATIONTYPE_COLOR3:
  54220. key.values = animationKey.value.asArray();
  54221. break;
  54222. }
  54223. serializationObject.keys.push(key);
  54224. }
  54225. serializationObject.ranges = [];
  54226. for (var name in this._ranges) {
  54227. var source = this._ranges[name];
  54228. if (!source) {
  54229. continue;
  54230. }
  54231. var range = {};
  54232. range.name = name;
  54233. range.from = source.from;
  54234. range.to = source.to;
  54235. serializationObject.ranges.push(range);
  54236. }
  54237. return serializationObject;
  54238. };
  54239. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54240. /**
  54241. * Get the float animation type
  54242. */
  54243. get: function () {
  54244. return Animation._ANIMATIONTYPE_FLOAT;
  54245. },
  54246. enumerable: true,
  54247. configurable: true
  54248. });
  54249. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54250. /**
  54251. * Get the Vector3 animation type
  54252. */
  54253. get: function () {
  54254. return Animation._ANIMATIONTYPE_VECTOR3;
  54255. },
  54256. enumerable: true,
  54257. configurable: true
  54258. });
  54259. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54260. /**
  54261. * Get the Vector2 animation type
  54262. */
  54263. get: function () {
  54264. return Animation._ANIMATIONTYPE_VECTOR2;
  54265. },
  54266. enumerable: true,
  54267. configurable: true
  54268. });
  54269. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54270. /**
  54271. * Get the Size animation type
  54272. */
  54273. get: function () {
  54274. return Animation._ANIMATIONTYPE_SIZE;
  54275. },
  54276. enumerable: true,
  54277. configurable: true
  54278. });
  54279. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54280. /**
  54281. * Get the Quaternion animation type
  54282. */
  54283. get: function () {
  54284. return Animation._ANIMATIONTYPE_QUATERNION;
  54285. },
  54286. enumerable: true,
  54287. configurable: true
  54288. });
  54289. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54290. /**
  54291. * Get the Matrix animation type
  54292. */
  54293. get: function () {
  54294. return Animation._ANIMATIONTYPE_MATRIX;
  54295. },
  54296. enumerable: true,
  54297. configurable: true
  54298. });
  54299. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54300. /**
  54301. * Get the Color3 animation type
  54302. */
  54303. get: function () {
  54304. return Animation._ANIMATIONTYPE_COLOR3;
  54305. },
  54306. enumerable: true,
  54307. configurable: true
  54308. });
  54309. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54310. /**
  54311. * Get the Relative Loop Mode
  54312. */
  54313. get: function () {
  54314. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54315. },
  54316. enumerable: true,
  54317. configurable: true
  54318. });
  54319. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54320. /**
  54321. * Get the Cycle Loop Mode
  54322. */
  54323. get: function () {
  54324. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54325. },
  54326. enumerable: true,
  54327. configurable: true
  54328. });
  54329. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54330. /**
  54331. * Get the Constant Loop Mode
  54332. */
  54333. get: function () {
  54334. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54335. },
  54336. enumerable: true,
  54337. configurable: true
  54338. });
  54339. /** @hidden */
  54340. Animation._UniversalLerp = function (left, right, amount) {
  54341. var constructor = left.constructor;
  54342. if (constructor.Lerp) { // Lerp supported
  54343. return constructor.Lerp(left, right, amount);
  54344. }
  54345. else if (constructor.Slerp) { // Slerp supported
  54346. return constructor.Slerp(left, right, amount);
  54347. }
  54348. else if (left.toFixed) { // Number
  54349. return left * (1.0 - amount) + amount * right;
  54350. }
  54351. else { // Blending not supported
  54352. return right;
  54353. }
  54354. };
  54355. /**
  54356. * Parses an animation object and creates an animation
  54357. * @param parsedAnimation Parsed animation object
  54358. * @returns Animation object
  54359. */
  54360. Animation.Parse = function (parsedAnimation) {
  54361. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54362. var dataType = parsedAnimation.dataType;
  54363. var keys = [];
  54364. var data;
  54365. var index;
  54366. if (parsedAnimation.enableBlending) {
  54367. animation.enableBlending = parsedAnimation.enableBlending;
  54368. }
  54369. if (parsedAnimation.blendingSpeed) {
  54370. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54371. }
  54372. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54373. var key = parsedAnimation.keys[index];
  54374. var inTangent;
  54375. var outTangent;
  54376. switch (dataType) {
  54377. case Animation.ANIMATIONTYPE_FLOAT:
  54378. data = key.values[0];
  54379. if (key.values.length >= 1) {
  54380. inTangent = key.values[1];
  54381. }
  54382. if (key.values.length >= 2) {
  54383. outTangent = key.values[2];
  54384. }
  54385. break;
  54386. case Animation.ANIMATIONTYPE_QUATERNION:
  54387. data = BABYLON.Quaternion.FromArray(key.values);
  54388. if (key.values.length >= 8) {
  54389. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54390. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54391. inTangent = _inTangent;
  54392. }
  54393. }
  54394. if (key.values.length >= 12) {
  54395. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54396. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54397. outTangent = _outTangent;
  54398. }
  54399. }
  54400. break;
  54401. case Animation.ANIMATIONTYPE_MATRIX:
  54402. data = BABYLON.Matrix.FromArray(key.values);
  54403. break;
  54404. case Animation.ANIMATIONTYPE_COLOR3:
  54405. data = BABYLON.Color3.FromArray(key.values);
  54406. break;
  54407. case Animation.ANIMATIONTYPE_VECTOR3:
  54408. default:
  54409. data = BABYLON.Vector3.FromArray(key.values);
  54410. break;
  54411. }
  54412. var keyData = {};
  54413. keyData.frame = key.frame;
  54414. keyData.value = data;
  54415. if (inTangent != undefined) {
  54416. keyData.inTangent = inTangent;
  54417. }
  54418. if (outTangent != undefined) {
  54419. keyData.outTangent = outTangent;
  54420. }
  54421. keys.push(keyData);
  54422. }
  54423. animation.setKeys(keys);
  54424. if (parsedAnimation.ranges) {
  54425. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54426. data = parsedAnimation.ranges[index];
  54427. animation.createRange(data.name, data.from, data.to);
  54428. }
  54429. }
  54430. return animation;
  54431. };
  54432. /**
  54433. * Appends the serialized animations from the source animations
  54434. * @param source Source containing the animations
  54435. * @param destination Target to store the animations
  54436. */
  54437. Animation.AppendSerializedAnimations = function (source, destination) {
  54438. if (source.animations) {
  54439. destination.animations = [];
  54440. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54441. var animation = source.animations[animationIndex];
  54442. destination.animations.push(animation.serialize());
  54443. }
  54444. }
  54445. };
  54446. /**
  54447. * Use matrix interpolation instead of using direct key value when animating matrices
  54448. */
  54449. Animation.AllowMatricesInterpolation = false;
  54450. /**
  54451. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54452. */
  54453. Animation.AllowMatrixDecomposeForInterpolation = true;
  54454. // Statics
  54455. /**
  54456. * Float animation type
  54457. */
  54458. Animation._ANIMATIONTYPE_FLOAT = 0;
  54459. /**
  54460. * Vector3 animation type
  54461. */
  54462. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54463. /**
  54464. * Quaternion animation type
  54465. */
  54466. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54467. /**
  54468. * Matrix animation type
  54469. */
  54470. Animation._ANIMATIONTYPE_MATRIX = 3;
  54471. /**
  54472. * Color3 animation type
  54473. */
  54474. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54475. /**
  54476. * Vector2 animation type
  54477. */
  54478. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54479. /**
  54480. * Size animation type
  54481. */
  54482. Animation._ANIMATIONTYPE_SIZE = 6;
  54483. /**
  54484. * Relative Loop Mode
  54485. */
  54486. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54487. /**
  54488. * Cycle Loop Mode
  54489. */
  54490. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54491. /**
  54492. * Constant Loop Mode
  54493. */
  54494. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54495. return Animation;
  54496. }());
  54497. BABYLON.Animation = Animation;
  54498. })(BABYLON || (BABYLON = {}));
  54499. //# sourceMappingURL=babylon.animation.js.map
  54500. var BABYLON;
  54501. (function (BABYLON) {
  54502. /**
  54503. * This class defines the direct association between an animation and a target
  54504. */
  54505. var TargetedAnimation = /** @class */ (function () {
  54506. function TargetedAnimation() {
  54507. }
  54508. return TargetedAnimation;
  54509. }());
  54510. BABYLON.TargetedAnimation = TargetedAnimation;
  54511. /**
  54512. * Use this class to create coordinated animations on multiple targets
  54513. */
  54514. var AnimationGroup = /** @class */ (function () {
  54515. /**
  54516. * Instantiates a new Animation Group.
  54517. * This helps managing several animations at once.
  54518. * @see http://doc.babylonjs.com/how_to/group
  54519. * @param name Defines the name of the group
  54520. * @param scene Defines the scene the group belongs to
  54521. */
  54522. function AnimationGroup(
  54523. /** The name of the animation group */
  54524. name, scene) {
  54525. if (scene === void 0) { scene = null; }
  54526. this.name = name;
  54527. this._targetedAnimations = new Array();
  54528. this._animatables = new Array();
  54529. this._from = Number.MAX_VALUE;
  54530. this._to = -Number.MAX_VALUE;
  54531. this._speedRatio = 1;
  54532. /**
  54533. * This observable will notify when one animation have ended.
  54534. */
  54535. this.onAnimationEndObservable = new BABYLON.Observable();
  54536. /**
  54537. * This observable will notify when all animations have ended.
  54538. */
  54539. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54540. /**
  54541. * This observable will notify when all animations have paused.
  54542. */
  54543. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54544. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54545. this._scene.animationGroups.push(this);
  54546. }
  54547. Object.defineProperty(AnimationGroup.prototype, "from", {
  54548. /**
  54549. * Gets the first frame
  54550. */
  54551. get: function () {
  54552. return this._from;
  54553. },
  54554. enumerable: true,
  54555. configurable: true
  54556. });
  54557. Object.defineProperty(AnimationGroup.prototype, "to", {
  54558. /**
  54559. * Gets the last frame
  54560. */
  54561. get: function () {
  54562. return this._to;
  54563. },
  54564. enumerable: true,
  54565. configurable: true
  54566. });
  54567. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54568. /**
  54569. * Define if the animations are started
  54570. */
  54571. get: function () {
  54572. return this._isStarted;
  54573. },
  54574. enumerable: true,
  54575. configurable: true
  54576. });
  54577. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54578. /**
  54579. * Gets or sets the speed ratio to use for all animations
  54580. */
  54581. get: function () {
  54582. return this._speedRatio;
  54583. },
  54584. /**
  54585. * Gets or sets the speed ratio to use for all animations
  54586. */
  54587. set: function (value) {
  54588. if (this._speedRatio === value) {
  54589. return;
  54590. }
  54591. this._speedRatio = value;
  54592. for (var index = 0; index < this._animatables.length; index++) {
  54593. var animatable = this._animatables[index];
  54594. animatable.speedRatio = this._speedRatio;
  54595. }
  54596. },
  54597. enumerable: true,
  54598. configurable: true
  54599. });
  54600. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54601. /**
  54602. * Gets the targeted animations for this animation group
  54603. */
  54604. get: function () {
  54605. return this._targetedAnimations;
  54606. },
  54607. enumerable: true,
  54608. configurable: true
  54609. });
  54610. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54611. /**
  54612. * returning the list of animatables controlled by this animation group.
  54613. */
  54614. get: function () {
  54615. return this._animatables;
  54616. },
  54617. enumerable: true,
  54618. configurable: true
  54619. });
  54620. /**
  54621. * Add an animation (with its target) in the group
  54622. * @param animation defines the animation we want to add
  54623. * @param target defines the target of the animation
  54624. * @returns the TargetedAnimation object
  54625. */
  54626. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54627. var targetedAnimation = {
  54628. animation: animation,
  54629. target: target
  54630. };
  54631. var keys = animation.getKeys();
  54632. if (this._from > keys[0].frame) {
  54633. this._from = keys[0].frame;
  54634. }
  54635. if (this._to < keys[keys.length - 1].frame) {
  54636. this._to = keys[keys.length - 1].frame;
  54637. }
  54638. this._targetedAnimations.push(targetedAnimation);
  54639. return targetedAnimation;
  54640. };
  54641. /**
  54642. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54643. * It can add constant keys at begin or end
  54644. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54645. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54646. * @returns the animation group
  54647. */
  54648. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54649. if (beginFrame === void 0) { beginFrame = null; }
  54650. if (endFrame === void 0) { endFrame = null; }
  54651. if (beginFrame == null) {
  54652. beginFrame = this._from;
  54653. }
  54654. if (endFrame == null) {
  54655. endFrame = this._to;
  54656. }
  54657. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54658. var targetedAnimation = this._targetedAnimations[index];
  54659. var keys = targetedAnimation.animation.getKeys();
  54660. var startKey = keys[0];
  54661. var endKey = keys[keys.length - 1];
  54662. if (startKey.frame > beginFrame) {
  54663. var newKey = {
  54664. frame: beginFrame,
  54665. value: startKey.value,
  54666. inTangent: startKey.inTangent,
  54667. outTangent: startKey.outTangent,
  54668. interpolation: startKey.interpolation
  54669. };
  54670. keys.splice(0, 0, newKey);
  54671. }
  54672. if (endKey.frame < endFrame) {
  54673. var newKey = {
  54674. frame: endFrame,
  54675. value: endKey.value,
  54676. inTangent: endKey.outTangent,
  54677. outTangent: endKey.outTangent,
  54678. interpolation: endKey.interpolation
  54679. };
  54680. keys.push(newKey);
  54681. }
  54682. }
  54683. this._from = beginFrame;
  54684. this._to = endFrame;
  54685. return this;
  54686. };
  54687. /**
  54688. * Start all animations on given targets
  54689. * @param loop defines if animations must loop
  54690. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54691. * @param from defines the from key (optional)
  54692. * @param to defines the to key (optional)
  54693. * @returns the current animation group
  54694. */
  54695. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54696. var _this = this;
  54697. if (loop === void 0) { loop = false; }
  54698. if (speedRatio === void 0) { speedRatio = 1; }
  54699. if (this._isStarted || this._targetedAnimations.length === 0) {
  54700. return this;
  54701. }
  54702. var _loop_1 = function (targetedAnimation) {
  54703. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54704. animatable.onAnimationEnd = function () {
  54705. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54706. _this._checkAnimationGroupEnded(animatable);
  54707. };
  54708. this_1._animatables.push(animatable);
  54709. };
  54710. var this_1 = this;
  54711. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54712. var targetedAnimation = _a[_i];
  54713. _loop_1(targetedAnimation);
  54714. }
  54715. this._speedRatio = speedRatio;
  54716. this._isStarted = true;
  54717. return this;
  54718. };
  54719. /**
  54720. * Pause all animations
  54721. * @returns the animation group
  54722. */
  54723. AnimationGroup.prototype.pause = function () {
  54724. if (!this._isStarted) {
  54725. return this;
  54726. }
  54727. for (var index = 0; index < this._animatables.length; index++) {
  54728. var animatable = this._animatables[index];
  54729. animatable.pause();
  54730. }
  54731. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54732. return this;
  54733. };
  54734. /**
  54735. * Play all animations to initial state
  54736. * This function will start() the animations if they were not started or will restart() them if they were paused
  54737. * @param loop defines if animations must loop
  54738. * @returns the animation group
  54739. */
  54740. AnimationGroup.prototype.play = function (loop) {
  54741. // only if all animatables are ready and exist
  54742. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54743. if (loop !== undefined) {
  54744. for (var index = 0; index < this._animatables.length; index++) {
  54745. var animatable = this._animatables[index];
  54746. animatable.loopAnimation = loop;
  54747. }
  54748. }
  54749. this.restart();
  54750. }
  54751. else {
  54752. this.stop();
  54753. this.start(loop, this._speedRatio);
  54754. }
  54755. return this;
  54756. };
  54757. /**
  54758. * Reset all animations to initial state
  54759. * @returns the animation group
  54760. */
  54761. AnimationGroup.prototype.reset = function () {
  54762. if (!this._isStarted) {
  54763. return this;
  54764. }
  54765. for (var index = 0; index < this._animatables.length; index++) {
  54766. var animatable = this._animatables[index];
  54767. animatable.reset();
  54768. }
  54769. return this;
  54770. };
  54771. /**
  54772. * Restart animations from key 0
  54773. * @returns the animation group
  54774. */
  54775. AnimationGroup.prototype.restart = function () {
  54776. if (!this._isStarted) {
  54777. return this;
  54778. }
  54779. for (var index = 0; index < this._animatables.length; index++) {
  54780. var animatable = this._animatables[index];
  54781. animatable.restart();
  54782. }
  54783. return this;
  54784. };
  54785. /**
  54786. * Stop all animations
  54787. * @returns the animation group
  54788. */
  54789. AnimationGroup.prototype.stop = function () {
  54790. if (!this._isStarted) {
  54791. return this;
  54792. }
  54793. var list = this._animatables.slice();
  54794. for (var index = 0; index < list.length; index++) {
  54795. list[index].stop();
  54796. }
  54797. this._isStarted = false;
  54798. return this;
  54799. };
  54800. /**
  54801. * Set animation weight for all animatables
  54802. * @param weight defines the weight to use
  54803. * @return the animationGroup
  54804. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54805. */
  54806. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54807. for (var index = 0; index < this._animatables.length; index++) {
  54808. var animatable = this._animatables[index];
  54809. animatable.weight = weight;
  54810. }
  54811. return this;
  54812. };
  54813. /**
  54814. * Synchronize and normalize all animatables with a source animatable
  54815. * @param root defines the root animatable to synchronize with
  54816. * @return the animationGroup
  54817. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54818. */
  54819. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54820. for (var index = 0; index < this._animatables.length; index++) {
  54821. var animatable = this._animatables[index];
  54822. animatable.syncWith(root);
  54823. }
  54824. return this;
  54825. };
  54826. /**
  54827. * Goes to a specific frame in this animation group
  54828. * @param frame the frame number to go to
  54829. * @return the animationGroup
  54830. */
  54831. AnimationGroup.prototype.goToFrame = function (frame) {
  54832. if (!this._isStarted) {
  54833. return this;
  54834. }
  54835. for (var index = 0; index < this._animatables.length; index++) {
  54836. var animatable = this._animatables[index];
  54837. animatable.goToFrame(frame);
  54838. }
  54839. return this;
  54840. };
  54841. /**
  54842. * Dispose all associated resources
  54843. */
  54844. AnimationGroup.prototype.dispose = function () {
  54845. this._targetedAnimations = [];
  54846. this._animatables = [];
  54847. var index = this._scene.animationGroups.indexOf(this);
  54848. if (index > -1) {
  54849. this._scene.animationGroups.splice(index, 1);
  54850. }
  54851. };
  54852. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54853. // animatable should be taken out of the array
  54854. var idx = this._animatables.indexOf(animatable);
  54855. if (idx > -1) {
  54856. this._animatables.splice(idx, 1);
  54857. }
  54858. // all animatables were removed? animation group ended!
  54859. if (this._animatables.length === 0) {
  54860. this._isStarted = false;
  54861. this.onAnimationGroupEndObservable.notifyObservers(this);
  54862. }
  54863. };
  54864. // Statics
  54865. /**
  54866. * Returns a new AnimationGroup object parsed from the source provided.
  54867. * @param parsedAnimationGroup defines the source
  54868. * @param scene defines the scene that will receive the animationGroup
  54869. * @returns a new AnimationGroup
  54870. */
  54871. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54872. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54873. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54874. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54875. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54876. var id = targetedAnimation.targetId;
  54877. var targetNode = scene.getNodeByID(id);
  54878. if (targetNode != null) {
  54879. animationGroup.addTargetedAnimation(animation, targetNode);
  54880. }
  54881. }
  54882. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54883. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54884. }
  54885. return animationGroup;
  54886. };
  54887. /**
  54888. * Returns the string "AnimationGroup"
  54889. * @returns "AnimationGroup"
  54890. */
  54891. AnimationGroup.prototype.getClassName = function () {
  54892. return "AnimationGroup";
  54893. };
  54894. /**
  54895. * Creates a detailled string about the object
  54896. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54897. * @returns a string representing the object
  54898. */
  54899. AnimationGroup.prototype.toString = function (fullDetails) {
  54900. var ret = "Name: " + this.name;
  54901. ret += ", type: " + this.getClassName();
  54902. if (fullDetails) {
  54903. ret += ", from: " + this._from;
  54904. ret += ", to: " + this._to;
  54905. ret += ", isStarted: " + this._isStarted;
  54906. ret += ", speedRatio: " + this._speedRatio;
  54907. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54908. ret += ", animatables length: " + this._animatables;
  54909. }
  54910. return ret;
  54911. };
  54912. return AnimationGroup;
  54913. }());
  54914. BABYLON.AnimationGroup = AnimationGroup;
  54915. })(BABYLON || (BABYLON = {}));
  54916. //# sourceMappingURL=babylon.animationGroup.js.map
  54917. var BABYLON;
  54918. (function (BABYLON) {
  54919. // Static values to help the garbage collector
  54920. // Quaternion
  54921. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54922. // Vector3
  54923. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54924. // Vector2
  54925. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54926. // Size
  54927. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54928. // Color3
  54929. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54930. /**
  54931. * Defines a runtime animation
  54932. */
  54933. var RuntimeAnimation = /** @class */ (function () {
  54934. /**
  54935. * Create a new RuntimeAnimation object
  54936. * @param target defines the target of the animation
  54937. * @param animation defines the source animation object
  54938. * @param scene defines the hosting scene
  54939. * @param host defines the initiating Animatable
  54940. */
  54941. function RuntimeAnimation(target, animation, scene, host) {
  54942. var _this = this;
  54943. this._events = new Array();
  54944. /**
  54945. * The current frame of the runtime animation
  54946. */
  54947. this._currentFrame = 0;
  54948. /**
  54949. * The original value of the runtime animation
  54950. */
  54951. this._originalValue = new Array();
  54952. /**
  54953. * The offsets cache of the runtime animation
  54954. */
  54955. this._offsetsCache = {};
  54956. /**
  54957. * The high limits cache of the runtime animation
  54958. */
  54959. this._highLimitsCache = {};
  54960. /**
  54961. * Specifies if the runtime animation has been stopped
  54962. */
  54963. this._stopped = false;
  54964. /**
  54965. * The blending factor of the runtime animation
  54966. */
  54967. this._blendingFactor = 0;
  54968. /**
  54969. * The target path of the runtime animation
  54970. */
  54971. this._targetPath = "";
  54972. /**
  54973. * The weight of the runtime animation
  54974. */
  54975. this._weight = 1.0;
  54976. /**
  54977. * The ratio offset of the runtime animation
  54978. */
  54979. this._ratioOffset = 0;
  54980. /**
  54981. * The previous delay of the runtime animation
  54982. */
  54983. this._previousDelay = 0;
  54984. /**
  54985. * The previous ratio of the runtime animation
  54986. */
  54987. this._previousRatio = 0;
  54988. this._animation = animation;
  54989. this._target = target;
  54990. this._scene = scene;
  54991. this._host = host;
  54992. animation._runtimeAnimations.push(this);
  54993. // Cloning events locally
  54994. var events = animation.getEvents();
  54995. if (events && events.length > 0) {
  54996. events.forEach(function (e) {
  54997. _this._events.push(e._clone());
  54998. });
  54999. }
  55000. }
  55001. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55002. /**
  55003. * Gets the current frame of the runtime animation
  55004. */
  55005. get: function () {
  55006. return this._currentFrame;
  55007. },
  55008. enumerable: true,
  55009. configurable: true
  55010. });
  55011. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55012. /**
  55013. * Gets the weight of the runtime animation
  55014. */
  55015. get: function () {
  55016. return this._weight;
  55017. },
  55018. enumerable: true,
  55019. configurable: true
  55020. });
  55021. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55022. /**
  55023. * Gets the current value of the runtime animation
  55024. */
  55025. get: function () {
  55026. return this._currentValue;
  55027. },
  55028. enumerable: true,
  55029. configurable: true
  55030. });
  55031. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55032. /**
  55033. * Gets the target path of the runtime animation
  55034. */
  55035. get: function () {
  55036. return this._targetPath;
  55037. },
  55038. enumerable: true,
  55039. configurable: true
  55040. });
  55041. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55042. /**
  55043. * Gets the actual target of the runtime animation
  55044. */
  55045. get: function () {
  55046. return this._activeTarget;
  55047. },
  55048. enumerable: true,
  55049. configurable: true
  55050. });
  55051. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55052. /**
  55053. * Gets the animation from the runtime animation
  55054. */
  55055. get: function () {
  55056. return this._animation;
  55057. },
  55058. enumerable: true,
  55059. configurable: true
  55060. });
  55061. /**
  55062. * Resets the runtime animation to the beginning
  55063. * @param restoreOriginal defines whether to restore the target property to the original value
  55064. */
  55065. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55066. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55067. if (restoreOriginal) {
  55068. if (this._target instanceof Array) {
  55069. var index = 0;
  55070. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55071. var target = _a[_i];
  55072. if (this._originalValue[index] !== undefined) {
  55073. this._setValue(target, this._originalValue[index], -1);
  55074. }
  55075. index++;
  55076. }
  55077. }
  55078. else {
  55079. if (this._originalValue[0] !== undefined) {
  55080. this._setValue(this._target, this._originalValue[0], -1);
  55081. }
  55082. }
  55083. }
  55084. this._offsetsCache = {};
  55085. this._highLimitsCache = {};
  55086. this._currentFrame = 0;
  55087. this._blendingFactor = 0;
  55088. this._originalValue = new Array();
  55089. // Events
  55090. for (var index = 0; index < this._events.length; index++) {
  55091. this._events[index].isDone = false;
  55092. }
  55093. };
  55094. /**
  55095. * Specifies if the runtime animation is stopped
  55096. * @returns Boolean specifying if the runtime animation is stopped
  55097. */
  55098. RuntimeAnimation.prototype.isStopped = function () {
  55099. return this._stopped;
  55100. };
  55101. /**
  55102. * Disposes of the runtime animation
  55103. */
  55104. RuntimeAnimation.prototype.dispose = function () {
  55105. var index = this._animation.runtimeAnimations.indexOf(this);
  55106. if (index > -1) {
  55107. this._animation.runtimeAnimations.splice(index, 1);
  55108. }
  55109. };
  55110. /**
  55111. * Interpolates the animation from the current frame
  55112. * @param currentFrame The frame to interpolate the animation to
  55113. * @param repeatCount The number of times that the animation should loop
  55114. * @param loopMode The type of looping mode to use
  55115. * @param offsetValue Animation offset value
  55116. * @param highLimitValue The high limit value
  55117. * @returns The interpolated value
  55118. */
  55119. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55120. this._currentFrame = currentFrame;
  55121. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55122. this._workValue = BABYLON.Matrix.Zero();
  55123. }
  55124. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55125. };
  55126. /**
  55127. * Apply the interpolated value to the target
  55128. * @param currentValue defines the value computed by the animation
  55129. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55130. */
  55131. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55132. if (weight === void 0) { weight = 1.0; }
  55133. if (this._target instanceof Array) {
  55134. var index = 0;
  55135. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55136. var target = _a[_i];
  55137. this._setValue(target, currentValue, weight, index);
  55138. index++;
  55139. }
  55140. }
  55141. else {
  55142. this._setValue(this._target, currentValue, weight);
  55143. }
  55144. };
  55145. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55146. if (targetIndex === void 0) { targetIndex = 0; }
  55147. // Set value
  55148. var path;
  55149. var destination;
  55150. var targetPropertyPath = this._animation.targetPropertyPath;
  55151. if (targetPropertyPath.length > 1) {
  55152. var property = target[targetPropertyPath[0]];
  55153. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55154. property = property[targetPropertyPath[index]];
  55155. }
  55156. path = targetPropertyPath[targetPropertyPath.length - 1];
  55157. destination = property;
  55158. }
  55159. else {
  55160. path = targetPropertyPath[0];
  55161. destination = target;
  55162. }
  55163. this._targetPath = path;
  55164. this._activeTarget = destination;
  55165. this._weight = weight;
  55166. if (this._originalValue[targetIndex] === undefined) {
  55167. var originalValue = void 0;
  55168. if (destination.getRestPose && path === "_matrix") { // For bones
  55169. originalValue = destination.getRestPose();
  55170. }
  55171. else {
  55172. originalValue = destination[path];
  55173. }
  55174. if (originalValue && originalValue.clone) {
  55175. this._originalValue[targetIndex] = originalValue.clone();
  55176. }
  55177. else {
  55178. this._originalValue[targetIndex] = originalValue;
  55179. }
  55180. }
  55181. // Blending
  55182. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55183. if (enableBlending && this._blendingFactor <= 1.0) {
  55184. if (!this._originalBlendValue) {
  55185. var originalValue = destination[path];
  55186. if (originalValue.clone) {
  55187. this._originalBlendValue = originalValue.clone();
  55188. }
  55189. else {
  55190. this._originalBlendValue = originalValue;
  55191. }
  55192. }
  55193. if (this._originalBlendValue.m) { // Matrix
  55194. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55195. if (this._currentValue) {
  55196. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55197. }
  55198. else {
  55199. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55200. }
  55201. }
  55202. else {
  55203. if (this._currentValue) {
  55204. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55205. }
  55206. else {
  55207. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55208. }
  55209. }
  55210. }
  55211. else {
  55212. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55213. }
  55214. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55215. this._blendingFactor += blendingSpeed;
  55216. }
  55217. else {
  55218. this._currentValue = currentValue;
  55219. }
  55220. if (weight !== -1.0) {
  55221. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55222. }
  55223. else {
  55224. destination[path] = this._currentValue;
  55225. }
  55226. if (target.markAsDirty) {
  55227. target.markAsDirty(this._animation.targetProperty);
  55228. }
  55229. };
  55230. /**
  55231. * Gets the loop pmode of the runtime animation
  55232. * @returns Loop Mode
  55233. */
  55234. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55235. if (this._target && this._target.animationPropertiesOverride) {
  55236. return this._target.animationPropertiesOverride.loopMode;
  55237. }
  55238. return this._animation.loopMode;
  55239. };
  55240. /**
  55241. * Move the current animation to a given frame
  55242. * @param frame defines the frame to move to
  55243. */
  55244. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55245. var keys = this._animation.getKeys();
  55246. if (frame < keys[0].frame) {
  55247. frame = keys[0].frame;
  55248. }
  55249. else if (frame > keys[keys.length - 1].frame) {
  55250. frame = keys[keys.length - 1].frame;
  55251. }
  55252. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55253. this.setValue(currentValue, -1);
  55254. };
  55255. /**
  55256. * @hidden Internal use only
  55257. */
  55258. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55259. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55260. this._ratioOffset = this._previousRatio - newRatio;
  55261. };
  55262. /**
  55263. * Execute the current animation
  55264. * @param delay defines the delay to add to the current frame
  55265. * @param from defines the lower bound of the animation range
  55266. * @param to defines the upper bound of the animation range
  55267. * @param loop defines if the current animation must loop
  55268. * @param speedRatio defines the current speed ratio
  55269. * @param weight defines the weight of the animation (default is -1 so no weight)
  55270. * @returns a boolean indicating if the animation is running
  55271. */
  55272. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55273. if (weight === void 0) { weight = -1.0; }
  55274. var targetPropertyPath = this._animation.targetPropertyPath;
  55275. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55276. this._stopped = true;
  55277. return false;
  55278. }
  55279. var returnValue = true;
  55280. var keys = this._animation.getKeys();
  55281. // Adding a start key at frame 0 if missing
  55282. if (keys[0].frame !== 0) {
  55283. var newKey = { frame: 0, value: keys[0].value };
  55284. keys.splice(0, 0, newKey);
  55285. }
  55286. // Adding a duplicate key when there is only one key at frame zero
  55287. else if (keys.length === 1) {
  55288. var newKey = { frame: 0.001, value: keys[0].value };
  55289. keys.push(newKey);
  55290. }
  55291. // Check limits
  55292. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55293. from = keys[0].frame;
  55294. }
  55295. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55296. to = keys[keys.length - 1].frame;
  55297. }
  55298. //to and from cannot be the same key
  55299. if (from === to) {
  55300. if (from > keys[0].frame) {
  55301. from--;
  55302. }
  55303. else if (to < keys[keys.length - 1].frame) {
  55304. to++;
  55305. }
  55306. }
  55307. // Compute ratio
  55308. var range = to - from;
  55309. var offsetValue;
  55310. // ratio represents the frame delta between from and to
  55311. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55312. var highLimitValue = 0;
  55313. this._previousDelay = delay;
  55314. this._previousRatio = ratio;
  55315. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55316. returnValue = false;
  55317. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55318. }
  55319. else {
  55320. // Get max value if required
  55321. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55322. var keyOffset = to.toString() + from.toString();
  55323. if (!this._offsetsCache[keyOffset]) {
  55324. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55325. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55326. switch (this._animation.dataType) {
  55327. // Float
  55328. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55329. this._offsetsCache[keyOffset] = toValue - fromValue;
  55330. break;
  55331. // Quaternion
  55332. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55333. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55334. break;
  55335. // Vector3
  55336. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55337. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55338. // Vector2
  55339. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55340. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55341. // Size
  55342. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55343. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55344. // Color3
  55345. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55346. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55347. default:
  55348. break;
  55349. }
  55350. this._highLimitsCache[keyOffset] = toValue;
  55351. }
  55352. highLimitValue = this._highLimitsCache[keyOffset];
  55353. offsetValue = this._offsetsCache[keyOffset];
  55354. }
  55355. }
  55356. if (offsetValue === undefined) {
  55357. switch (this._animation.dataType) {
  55358. // Float
  55359. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55360. offsetValue = 0;
  55361. break;
  55362. // Quaternion
  55363. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55364. offsetValue = _staticOffsetValueQuaternion;
  55365. break;
  55366. // Vector3
  55367. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55368. offsetValue = _staticOffsetValueVector3;
  55369. break;
  55370. // Vector2
  55371. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55372. offsetValue = _staticOffsetValueVector2;
  55373. break;
  55374. // Size
  55375. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55376. offsetValue = _staticOffsetValueSize;
  55377. break;
  55378. // Color3
  55379. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55380. offsetValue = _staticOffsetValueColor3;
  55381. }
  55382. }
  55383. // Compute value
  55384. var repeatCount = (ratio / range) >> 0;
  55385. var currentFrame = returnValue ? from + ratio % range : to;
  55386. // Need to normalize?
  55387. if (this._host && this._host.syncRoot) {
  55388. var syncRoot = this._host.syncRoot;
  55389. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55390. currentFrame = from + (to - from) * hostNormalizedFrame;
  55391. }
  55392. // Reset events if looping
  55393. var events = this._events;
  55394. if (range > 0 && this.currentFrame > currentFrame ||
  55395. range < 0 && this.currentFrame < currentFrame) {
  55396. // Need to reset animation events
  55397. for (var index = 0; index < events.length; index++) {
  55398. if (!events[index].onlyOnce) {
  55399. // reset event, the animation is looping
  55400. events[index].isDone = false;
  55401. }
  55402. }
  55403. }
  55404. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55405. // Set value
  55406. this.setValue(currentValue, weight);
  55407. // Check events
  55408. for (var index = 0; index < events.length; index++) {
  55409. // Make sure current frame has passed event frame and that event frame is within the current range
  55410. // Also, handle both forward and reverse animations
  55411. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55412. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55413. var event = events[index];
  55414. if (!event.isDone) {
  55415. // If event should be done only once, remove it.
  55416. if (event.onlyOnce) {
  55417. events.splice(index, 1);
  55418. index--;
  55419. }
  55420. event.isDone = true;
  55421. event.action(currentFrame);
  55422. } // Don't do anything if the event has already be done.
  55423. }
  55424. }
  55425. if (!returnValue) {
  55426. this._stopped = true;
  55427. }
  55428. return returnValue;
  55429. };
  55430. return RuntimeAnimation;
  55431. }());
  55432. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55433. })(BABYLON || (BABYLON = {}));
  55434. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55435. var BABYLON;
  55436. (function (BABYLON) {
  55437. /**
  55438. * Class used to store an actual running animation
  55439. */
  55440. var Animatable = /** @class */ (function () {
  55441. /**
  55442. * Creates a new Animatable
  55443. * @param scene defines the hosting scene
  55444. * @param target defines the target object
  55445. * @param fromFrame defines the starting frame number (default is 0)
  55446. * @param toFrame defines the ending frame number (default is 100)
  55447. * @param loopAnimation defines if the animation must loop (default is false)
  55448. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55449. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55450. * @param animations defines a group of animation to add to the new Animatable
  55451. */
  55452. function Animatable(scene,
  55453. /** defines the target object */
  55454. target,
  55455. /** defines the starting frame number (default is 0) */
  55456. fromFrame,
  55457. /** defines the ending frame number (default is 100) */
  55458. toFrame,
  55459. /** defines if the animation must loop (default is false) */
  55460. loopAnimation, speedRatio,
  55461. /** defines a callback to call when animation ends if it is not looping */
  55462. onAnimationEnd, animations) {
  55463. if (fromFrame === void 0) { fromFrame = 0; }
  55464. if (toFrame === void 0) { toFrame = 100; }
  55465. if (loopAnimation === void 0) { loopAnimation = false; }
  55466. if (speedRatio === void 0) { speedRatio = 1.0; }
  55467. this.target = target;
  55468. this.fromFrame = fromFrame;
  55469. this.toFrame = toFrame;
  55470. this.loopAnimation = loopAnimation;
  55471. this.onAnimationEnd = onAnimationEnd;
  55472. this._localDelayOffset = null;
  55473. this._pausedDelay = null;
  55474. this._runtimeAnimations = new Array();
  55475. this._paused = false;
  55476. this._speedRatio = 1;
  55477. this._weight = -1.0;
  55478. /**
  55479. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55480. * This will only apply for non looping animation (default is true)
  55481. */
  55482. this.disposeOnEnd = true;
  55483. /**
  55484. * Gets a boolean indicating if the animation has started
  55485. */
  55486. this.animationStarted = false;
  55487. /**
  55488. * Observer raised when the animation ends
  55489. */
  55490. this.onAnimationEndObservable = new BABYLON.Observable();
  55491. this._scene = scene;
  55492. if (animations) {
  55493. this.appendAnimations(target, animations);
  55494. }
  55495. this._speedRatio = speedRatio;
  55496. scene._activeAnimatables.push(this);
  55497. }
  55498. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55499. /**
  55500. * Gets the root Animatable used to synchronize and normalize animations
  55501. */
  55502. get: function () {
  55503. return this._syncRoot;
  55504. },
  55505. enumerable: true,
  55506. configurable: true
  55507. });
  55508. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55509. /**
  55510. * Gets the current frame of the first RuntimeAnimation
  55511. * Used to synchronize Animatables
  55512. */
  55513. get: function () {
  55514. if (this._runtimeAnimations.length === 0) {
  55515. return 0;
  55516. }
  55517. return this._runtimeAnimations[0].currentFrame;
  55518. },
  55519. enumerable: true,
  55520. configurable: true
  55521. });
  55522. Object.defineProperty(Animatable.prototype, "weight", {
  55523. /**
  55524. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55525. */
  55526. get: function () {
  55527. return this._weight;
  55528. },
  55529. set: function (value) {
  55530. if (value === -1) { // -1 is ok and means no weight
  55531. this._weight = -1;
  55532. return;
  55533. }
  55534. // Else weight must be in [0, 1] range
  55535. this._weight = Math.min(Math.max(value, 0), 1.0);
  55536. },
  55537. enumerable: true,
  55538. configurable: true
  55539. });
  55540. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55541. /**
  55542. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55543. */
  55544. get: function () {
  55545. return this._speedRatio;
  55546. },
  55547. set: function (value) {
  55548. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55549. var animation = this._runtimeAnimations[index];
  55550. animation._prepareForSpeedRatioChange(value);
  55551. }
  55552. this._speedRatio = value;
  55553. },
  55554. enumerable: true,
  55555. configurable: true
  55556. });
  55557. // Methods
  55558. /**
  55559. * Synchronize and normalize current Animatable with a source Animatable
  55560. * This is useful when using animation weights and when animations are not of the same length
  55561. * @param root defines the root Animatable to synchronize with
  55562. * @returns the current Animatable
  55563. */
  55564. Animatable.prototype.syncWith = function (root) {
  55565. this._syncRoot = root;
  55566. if (root) {
  55567. // Make sure this animatable will animate after the root
  55568. var index = this._scene._activeAnimatables.indexOf(this);
  55569. if (index > -1) {
  55570. this._scene._activeAnimatables.splice(index, 1);
  55571. this._scene._activeAnimatables.push(this);
  55572. }
  55573. }
  55574. return this;
  55575. };
  55576. /**
  55577. * Gets the list of runtime animations
  55578. * @returns an array of RuntimeAnimation
  55579. */
  55580. Animatable.prototype.getAnimations = function () {
  55581. return this._runtimeAnimations;
  55582. };
  55583. /**
  55584. * Adds more animations to the current animatable
  55585. * @param target defines the target of the animations
  55586. * @param animations defines the new animations to add
  55587. */
  55588. Animatable.prototype.appendAnimations = function (target, animations) {
  55589. for (var index = 0; index < animations.length; index++) {
  55590. var animation = animations[index];
  55591. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55592. }
  55593. };
  55594. /**
  55595. * Gets the source animation for a specific property
  55596. * @param property defines the propertyu to look for
  55597. * @returns null or the source animation for the given property
  55598. */
  55599. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55600. var runtimeAnimations = this._runtimeAnimations;
  55601. for (var index = 0; index < runtimeAnimations.length; index++) {
  55602. if (runtimeAnimations[index].animation.targetProperty === property) {
  55603. return runtimeAnimations[index].animation;
  55604. }
  55605. }
  55606. return null;
  55607. };
  55608. /**
  55609. * Gets the runtime animation for a specific property
  55610. * @param property defines the propertyu to look for
  55611. * @returns null or the runtime animation for the given property
  55612. */
  55613. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55614. var runtimeAnimations = this._runtimeAnimations;
  55615. for (var index = 0; index < runtimeAnimations.length; index++) {
  55616. if (runtimeAnimations[index].animation.targetProperty === property) {
  55617. return runtimeAnimations[index];
  55618. }
  55619. }
  55620. return null;
  55621. };
  55622. /**
  55623. * Resets the animatable to its original state
  55624. */
  55625. Animatable.prototype.reset = function () {
  55626. var runtimeAnimations = this._runtimeAnimations;
  55627. for (var index = 0; index < runtimeAnimations.length; index++) {
  55628. runtimeAnimations[index].reset(true);
  55629. }
  55630. this._localDelayOffset = null;
  55631. this._pausedDelay = null;
  55632. };
  55633. /**
  55634. * Allows the animatable to blend with current running animations
  55635. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55636. * @param blendingSpeed defines the blending speed to use
  55637. */
  55638. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55639. var runtimeAnimations = this._runtimeAnimations;
  55640. for (var index = 0; index < runtimeAnimations.length; index++) {
  55641. runtimeAnimations[index].animation.enableBlending = true;
  55642. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55643. }
  55644. };
  55645. /**
  55646. * Disable animation blending
  55647. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55648. */
  55649. Animatable.prototype.disableBlending = function () {
  55650. var runtimeAnimations = this._runtimeAnimations;
  55651. for (var index = 0; index < runtimeAnimations.length; index++) {
  55652. runtimeAnimations[index].animation.enableBlending = false;
  55653. }
  55654. };
  55655. /**
  55656. * Jump directly to a given frame
  55657. * @param frame defines the frame to jump to
  55658. */
  55659. Animatable.prototype.goToFrame = function (frame) {
  55660. var runtimeAnimations = this._runtimeAnimations;
  55661. if (runtimeAnimations[0]) {
  55662. var fps = runtimeAnimations[0].animation.framePerSecond;
  55663. var currentFrame = runtimeAnimations[0].currentFrame;
  55664. var adjustTime = frame - currentFrame;
  55665. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55666. if (this._localDelayOffset === null) {
  55667. this._localDelayOffset = 0;
  55668. }
  55669. this._localDelayOffset -= delay;
  55670. }
  55671. for (var index = 0; index < runtimeAnimations.length; index++) {
  55672. runtimeAnimations[index].goToFrame(frame);
  55673. }
  55674. };
  55675. /**
  55676. * Pause the animation
  55677. */
  55678. Animatable.prototype.pause = function () {
  55679. if (this._paused) {
  55680. return;
  55681. }
  55682. this._paused = true;
  55683. };
  55684. /**
  55685. * Restart the animation
  55686. */
  55687. Animatable.prototype.restart = function () {
  55688. this._paused = false;
  55689. };
  55690. Animatable.prototype._raiseOnAnimationEnd = function () {
  55691. if (this.onAnimationEnd) {
  55692. this.onAnimationEnd();
  55693. }
  55694. this.onAnimationEndObservable.notifyObservers(this);
  55695. };
  55696. /**
  55697. * Stop and delete the current animation
  55698. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55699. * @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)
  55700. */
  55701. Animatable.prototype.stop = function (animationName, targetMask) {
  55702. if (animationName || targetMask) {
  55703. var idx = this._scene._activeAnimatables.indexOf(this);
  55704. if (idx > -1) {
  55705. var runtimeAnimations = this._runtimeAnimations;
  55706. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55707. var runtimeAnimation = runtimeAnimations[index];
  55708. if (animationName && runtimeAnimation.animation.name != animationName) {
  55709. continue;
  55710. }
  55711. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55712. continue;
  55713. }
  55714. runtimeAnimation.dispose();
  55715. runtimeAnimations.splice(index, 1);
  55716. }
  55717. if (runtimeAnimations.length == 0) {
  55718. this._scene._activeAnimatables.splice(idx, 1);
  55719. this._raiseOnAnimationEnd();
  55720. }
  55721. }
  55722. }
  55723. else {
  55724. var index = this._scene._activeAnimatables.indexOf(this);
  55725. if (index > -1) {
  55726. this._scene._activeAnimatables.splice(index, 1);
  55727. var runtimeAnimations = this._runtimeAnimations;
  55728. for (var index = 0; index < runtimeAnimations.length; index++) {
  55729. runtimeAnimations[index].dispose();
  55730. }
  55731. this._raiseOnAnimationEnd();
  55732. }
  55733. }
  55734. };
  55735. /**
  55736. * Wait asynchronously for the animation to end
  55737. * @returns a promise which will be fullfilled when the animation ends
  55738. */
  55739. Animatable.prototype.waitAsync = function () {
  55740. var _this = this;
  55741. return new Promise(function (resolve, reject) {
  55742. _this.onAnimationEndObservable.add(function () {
  55743. resolve(_this);
  55744. }, undefined, undefined, _this, true);
  55745. });
  55746. };
  55747. /** @hidden */
  55748. Animatable.prototype._animate = function (delay) {
  55749. if (this._paused) {
  55750. this.animationStarted = false;
  55751. if (this._pausedDelay === null) {
  55752. this._pausedDelay = delay;
  55753. }
  55754. return true;
  55755. }
  55756. if (this._localDelayOffset === null) {
  55757. this._localDelayOffset = delay;
  55758. this._pausedDelay = null;
  55759. }
  55760. else if (this._pausedDelay !== null) {
  55761. this._localDelayOffset += delay - this._pausedDelay;
  55762. this._pausedDelay = null;
  55763. }
  55764. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55765. return true;
  55766. }
  55767. // Animating
  55768. var running = false;
  55769. var runtimeAnimations = this._runtimeAnimations;
  55770. var index;
  55771. for (index = 0; index < runtimeAnimations.length; index++) {
  55772. var animation = runtimeAnimations[index];
  55773. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55774. running = running || isRunning;
  55775. }
  55776. this.animationStarted = running;
  55777. if (!running) {
  55778. if (this.disposeOnEnd) {
  55779. // Remove from active animatables
  55780. index = this._scene._activeAnimatables.indexOf(this);
  55781. this._scene._activeAnimatables.splice(index, 1);
  55782. // Dispose all runtime animations
  55783. for (index = 0; index < runtimeAnimations.length; index++) {
  55784. runtimeAnimations[index].dispose();
  55785. }
  55786. }
  55787. this._raiseOnAnimationEnd();
  55788. if (this.disposeOnEnd) {
  55789. this.onAnimationEnd = null;
  55790. this.onAnimationEndObservable.clear();
  55791. }
  55792. }
  55793. return running;
  55794. };
  55795. return Animatable;
  55796. }());
  55797. BABYLON.Animatable = Animatable;
  55798. })(BABYLON || (BABYLON = {}));
  55799. //# sourceMappingURL=babylon.animatable.js.map
  55800. var BABYLON;
  55801. (function (BABYLON) {
  55802. /**
  55803. * Base class used for every default easing function.
  55804. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55805. */
  55806. var EasingFunction = /** @class */ (function () {
  55807. function EasingFunction() {
  55808. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55809. }
  55810. /**
  55811. * Sets the easing mode of the current function.
  55812. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55813. */
  55814. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55815. var n = Math.min(Math.max(easingMode, 0), 2);
  55816. this._easingMode = n;
  55817. };
  55818. /**
  55819. * Gets the current easing mode.
  55820. * @returns the easing mode
  55821. */
  55822. EasingFunction.prototype.getEasingMode = function () {
  55823. return this._easingMode;
  55824. };
  55825. /**
  55826. * @hidden
  55827. */
  55828. EasingFunction.prototype.easeInCore = function (gradient) {
  55829. throw new Error('You must implement this method');
  55830. };
  55831. /**
  55832. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55833. * of the easing function.
  55834. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55835. * @returns the corresponding value on the curve defined by the easing function
  55836. */
  55837. EasingFunction.prototype.ease = function (gradient) {
  55838. switch (this._easingMode) {
  55839. case EasingFunction.EASINGMODE_EASEIN:
  55840. return this.easeInCore(gradient);
  55841. case EasingFunction.EASINGMODE_EASEOUT:
  55842. return (1 - this.easeInCore(1 - gradient));
  55843. }
  55844. if (gradient >= 0.5) {
  55845. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55846. }
  55847. return (this.easeInCore(gradient * 2) * 0.5);
  55848. };
  55849. /**
  55850. * Interpolation follows the mathematical formula associated with the easing function.
  55851. */
  55852. EasingFunction.EASINGMODE_EASEIN = 0;
  55853. /**
  55854. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55855. */
  55856. EasingFunction.EASINGMODE_EASEOUT = 1;
  55857. /**
  55858. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55859. */
  55860. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55861. return EasingFunction;
  55862. }());
  55863. BABYLON.EasingFunction = EasingFunction;
  55864. /**
  55865. * Easing function with a circle shape (see link below).
  55866. * @see https://easings.net/#easeInCirc
  55867. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55868. */
  55869. var CircleEase = /** @class */ (function (_super) {
  55870. __extends(CircleEase, _super);
  55871. function CircleEase() {
  55872. return _super !== null && _super.apply(this, arguments) || this;
  55873. }
  55874. /** @hidden */
  55875. CircleEase.prototype.easeInCore = function (gradient) {
  55876. gradient = Math.max(0, Math.min(1, gradient));
  55877. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55878. };
  55879. return CircleEase;
  55880. }(EasingFunction));
  55881. BABYLON.CircleEase = CircleEase;
  55882. /**
  55883. * Easing function with a ease back shape (see link below).
  55884. * @see https://easings.net/#easeInBack
  55885. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55886. */
  55887. var BackEase = /** @class */ (function (_super) {
  55888. __extends(BackEase, _super);
  55889. /**
  55890. * Instantiates a back ease easing
  55891. * @see https://easings.net/#easeInBack
  55892. * @param amplitude Defines the amplitude of the function
  55893. */
  55894. function BackEase(
  55895. /** Defines the amplitude of the function */
  55896. amplitude) {
  55897. if (amplitude === void 0) { amplitude = 1; }
  55898. var _this = _super.call(this) || this;
  55899. _this.amplitude = amplitude;
  55900. return _this;
  55901. }
  55902. /** @hidden */
  55903. BackEase.prototype.easeInCore = function (gradient) {
  55904. var num = Math.max(0, this.amplitude);
  55905. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55906. };
  55907. return BackEase;
  55908. }(EasingFunction));
  55909. BABYLON.BackEase = BackEase;
  55910. /**
  55911. * Easing function with a bouncing shape (see link below).
  55912. * @see https://easings.net/#easeInBounce
  55913. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55914. */
  55915. var BounceEase = /** @class */ (function (_super) {
  55916. __extends(BounceEase, _super);
  55917. /**
  55918. * Instantiates a bounce easing
  55919. * @see https://easings.net/#easeInBounce
  55920. * @param bounces Defines the number of bounces
  55921. * @param bounciness Defines the amplitude of the bounce
  55922. */
  55923. function BounceEase(
  55924. /** Defines the number of bounces */
  55925. bounces,
  55926. /** Defines the amplitude of the bounce */
  55927. bounciness) {
  55928. if (bounces === void 0) { bounces = 3; }
  55929. if (bounciness === void 0) { bounciness = 2; }
  55930. var _this = _super.call(this) || this;
  55931. _this.bounces = bounces;
  55932. _this.bounciness = bounciness;
  55933. return _this;
  55934. }
  55935. /** @hidden */
  55936. BounceEase.prototype.easeInCore = function (gradient) {
  55937. var y = Math.max(0.0, this.bounces);
  55938. var bounciness = this.bounciness;
  55939. if (bounciness <= 1.0) {
  55940. bounciness = 1.001;
  55941. }
  55942. var num9 = Math.pow(bounciness, y);
  55943. var num5 = 1.0 - bounciness;
  55944. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55945. var num15 = gradient * num4;
  55946. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55947. var num3 = Math.floor(num65);
  55948. var num13 = num3 + 1.0;
  55949. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55950. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55951. var num7 = (num8 + num12) * 0.5;
  55952. var num6 = gradient - num7;
  55953. var num2 = num7 - num8;
  55954. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55955. };
  55956. return BounceEase;
  55957. }(EasingFunction));
  55958. BABYLON.BounceEase = BounceEase;
  55959. /**
  55960. * Easing function with a power of 3 shape (see link below).
  55961. * @see https://easings.net/#easeInCubic
  55962. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55963. */
  55964. var CubicEase = /** @class */ (function (_super) {
  55965. __extends(CubicEase, _super);
  55966. function CubicEase() {
  55967. return _super !== null && _super.apply(this, arguments) || this;
  55968. }
  55969. /** @hidden */
  55970. CubicEase.prototype.easeInCore = function (gradient) {
  55971. return (gradient * gradient * gradient);
  55972. };
  55973. return CubicEase;
  55974. }(EasingFunction));
  55975. BABYLON.CubicEase = CubicEase;
  55976. /**
  55977. * Easing function with an elastic shape (see link below).
  55978. * @see https://easings.net/#easeInElastic
  55979. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55980. */
  55981. var ElasticEase = /** @class */ (function (_super) {
  55982. __extends(ElasticEase, _super);
  55983. /**
  55984. * Instantiates an elastic easing function
  55985. * @see https://easings.net/#easeInElastic
  55986. * @param oscillations Defines the number of oscillations
  55987. * @param springiness Defines the amplitude of the oscillations
  55988. */
  55989. function ElasticEase(
  55990. /** Defines the number of oscillations*/
  55991. oscillations,
  55992. /** Defines the amplitude of the oscillations*/
  55993. springiness) {
  55994. if (oscillations === void 0) { oscillations = 3; }
  55995. if (springiness === void 0) { springiness = 3; }
  55996. var _this = _super.call(this) || this;
  55997. _this.oscillations = oscillations;
  55998. _this.springiness = springiness;
  55999. return _this;
  56000. }
  56001. /** @hidden */
  56002. ElasticEase.prototype.easeInCore = function (gradient) {
  56003. var num2;
  56004. var num3 = Math.max(0.0, this.oscillations);
  56005. var num = Math.max(0.0, this.springiness);
  56006. if (num == 0) {
  56007. num2 = gradient;
  56008. }
  56009. else {
  56010. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56011. }
  56012. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56013. };
  56014. return ElasticEase;
  56015. }(EasingFunction));
  56016. BABYLON.ElasticEase = ElasticEase;
  56017. /**
  56018. * Easing function with an exponential shape (see link below).
  56019. * @see https://easings.net/#easeInExpo
  56020. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56021. */
  56022. var ExponentialEase = /** @class */ (function (_super) {
  56023. __extends(ExponentialEase, _super);
  56024. /**
  56025. * Instantiates an exponential easing function
  56026. * @see https://easings.net/#easeInExpo
  56027. * @param exponent Defines the exponent of the function
  56028. */
  56029. function ExponentialEase(
  56030. /** Defines the exponent of the function */
  56031. exponent) {
  56032. if (exponent === void 0) { exponent = 2; }
  56033. var _this = _super.call(this) || this;
  56034. _this.exponent = exponent;
  56035. return _this;
  56036. }
  56037. /** @hidden */
  56038. ExponentialEase.prototype.easeInCore = function (gradient) {
  56039. if (this.exponent <= 0) {
  56040. return gradient;
  56041. }
  56042. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56043. };
  56044. return ExponentialEase;
  56045. }(EasingFunction));
  56046. BABYLON.ExponentialEase = ExponentialEase;
  56047. /**
  56048. * Easing function with a power shape (see link below).
  56049. * @see https://easings.net/#easeInQuad
  56050. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56051. */
  56052. var PowerEase = /** @class */ (function (_super) {
  56053. __extends(PowerEase, _super);
  56054. /**
  56055. * Instantiates an power base easing function
  56056. * @see https://easings.net/#easeInQuad
  56057. * @param power Defines the power of the function
  56058. */
  56059. function PowerEase(
  56060. /** Defines the power of the function */
  56061. power) {
  56062. if (power === void 0) { power = 2; }
  56063. var _this = _super.call(this) || this;
  56064. _this.power = power;
  56065. return _this;
  56066. }
  56067. /** @hidden */
  56068. PowerEase.prototype.easeInCore = function (gradient) {
  56069. var y = Math.max(0.0, this.power);
  56070. return Math.pow(gradient, y);
  56071. };
  56072. return PowerEase;
  56073. }(EasingFunction));
  56074. BABYLON.PowerEase = PowerEase;
  56075. /**
  56076. * Easing function with a power of 2 shape (see link below).
  56077. * @see https://easings.net/#easeInQuad
  56078. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56079. */
  56080. var QuadraticEase = /** @class */ (function (_super) {
  56081. __extends(QuadraticEase, _super);
  56082. function QuadraticEase() {
  56083. return _super !== null && _super.apply(this, arguments) || this;
  56084. }
  56085. /** @hidden */
  56086. QuadraticEase.prototype.easeInCore = function (gradient) {
  56087. return (gradient * gradient);
  56088. };
  56089. return QuadraticEase;
  56090. }(EasingFunction));
  56091. BABYLON.QuadraticEase = QuadraticEase;
  56092. /**
  56093. * Easing function with a power of 4 shape (see link below).
  56094. * @see https://easings.net/#easeInQuart
  56095. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56096. */
  56097. var QuarticEase = /** @class */ (function (_super) {
  56098. __extends(QuarticEase, _super);
  56099. function QuarticEase() {
  56100. return _super !== null && _super.apply(this, arguments) || this;
  56101. }
  56102. /** @hidden */
  56103. QuarticEase.prototype.easeInCore = function (gradient) {
  56104. return (gradient * gradient * gradient * gradient);
  56105. };
  56106. return QuarticEase;
  56107. }(EasingFunction));
  56108. BABYLON.QuarticEase = QuarticEase;
  56109. /**
  56110. * Easing function with a power of 5 shape (see link below).
  56111. * @see https://easings.net/#easeInQuint
  56112. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56113. */
  56114. var QuinticEase = /** @class */ (function (_super) {
  56115. __extends(QuinticEase, _super);
  56116. function QuinticEase() {
  56117. return _super !== null && _super.apply(this, arguments) || this;
  56118. }
  56119. /** @hidden */
  56120. QuinticEase.prototype.easeInCore = function (gradient) {
  56121. return (gradient * gradient * gradient * gradient * gradient);
  56122. };
  56123. return QuinticEase;
  56124. }(EasingFunction));
  56125. BABYLON.QuinticEase = QuinticEase;
  56126. /**
  56127. * Easing function with a sin shape (see link below).
  56128. * @see https://easings.net/#easeInSine
  56129. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56130. */
  56131. var SineEase = /** @class */ (function (_super) {
  56132. __extends(SineEase, _super);
  56133. function SineEase() {
  56134. return _super !== null && _super.apply(this, arguments) || this;
  56135. }
  56136. /** @hidden */
  56137. SineEase.prototype.easeInCore = function (gradient) {
  56138. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56139. };
  56140. return SineEase;
  56141. }(EasingFunction));
  56142. BABYLON.SineEase = SineEase;
  56143. /**
  56144. * Easing function with a bezier shape (see link below).
  56145. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56146. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56147. */
  56148. var BezierCurveEase = /** @class */ (function (_super) {
  56149. __extends(BezierCurveEase, _super);
  56150. /**
  56151. * Instantiates a bezier function
  56152. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56153. * @param x1 Defines the x component of the start tangent in the bezier curve
  56154. * @param y1 Defines the y component of the start tangent in the bezier curve
  56155. * @param x2 Defines the x component of the end tangent in the bezier curve
  56156. * @param y2 Defines the y component of the end tangent in the bezier curve
  56157. */
  56158. function BezierCurveEase(
  56159. /** Defines the x component of the start tangent in the bezier curve */
  56160. x1,
  56161. /** Defines the y component of the start tangent in the bezier curve */
  56162. y1,
  56163. /** Defines the x component of the end tangent in the bezier curve */
  56164. x2,
  56165. /** Defines the y component of the end tangent in the bezier curve */
  56166. y2) {
  56167. if (x1 === void 0) { x1 = 0; }
  56168. if (y1 === void 0) { y1 = 0; }
  56169. if (x2 === void 0) { x2 = 1; }
  56170. if (y2 === void 0) { y2 = 1; }
  56171. var _this = _super.call(this) || this;
  56172. _this.x1 = x1;
  56173. _this.y1 = y1;
  56174. _this.x2 = x2;
  56175. _this.y2 = y2;
  56176. return _this;
  56177. }
  56178. /** @hidden */
  56179. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56180. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56181. };
  56182. return BezierCurveEase;
  56183. }(EasingFunction));
  56184. BABYLON.BezierCurveEase = BezierCurveEase;
  56185. })(BABYLON || (BABYLON = {}));
  56186. //# sourceMappingURL=babylon.easing.js.map
  56187. var BABYLON;
  56188. (function (BABYLON) {
  56189. /**
  56190. * A Condition applied to an Action
  56191. */
  56192. var Condition = /** @class */ (function () {
  56193. /**
  56194. * Creates a new Condition
  56195. * @param actionManager the manager of the action the condition is applied to
  56196. */
  56197. function Condition(actionManager) {
  56198. this._actionManager = actionManager;
  56199. }
  56200. /**
  56201. * Check if the current condition is valid
  56202. * @returns a boolean
  56203. */
  56204. Condition.prototype.isValid = function () {
  56205. return true;
  56206. };
  56207. /**
  56208. * Internal only
  56209. * @hidden
  56210. */
  56211. Condition.prototype._getProperty = function (propertyPath) {
  56212. return this._actionManager._getProperty(propertyPath);
  56213. };
  56214. /**
  56215. * Internal only
  56216. * @hidden
  56217. */
  56218. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56219. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56220. };
  56221. /**
  56222. * Serialize placeholder for child classes
  56223. * @returns the serialized object
  56224. */
  56225. Condition.prototype.serialize = function () {
  56226. };
  56227. /**
  56228. * Internal only
  56229. * @hidden
  56230. */
  56231. Condition.prototype._serialize = function (serializedCondition) {
  56232. return {
  56233. type: 2,
  56234. children: [],
  56235. name: serializedCondition.name,
  56236. properties: serializedCondition.properties
  56237. };
  56238. };
  56239. return Condition;
  56240. }());
  56241. BABYLON.Condition = Condition;
  56242. /**
  56243. * Defines specific conditional operators as extensions of Condition
  56244. */
  56245. var ValueCondition = /** @class */ (function (_super) {
  56246. __extends(ValueCondition, _super);
  56247. /**
  56248. * Creates a new ValueCondition
  56249. * @param actionManager manager for the action the condition applies to
  56250. * @param target for the action
  56251. * @param propertyPath path to specify the property of the target the conditional operator uses
  56252. * @param value the value compared by the conditional operator against the current value of the property
  56253. * @param operator the conditional operator, default ValueCondition.IsEqual
  56254. */
  56255. function ValueCondition(actionManager, target,
  56256. /** path to specify the property of the target the conditional operator uses */
  56257. propertyPath,
  56258. /** the value compared by the conditional operator against the current value of the property */
  56259. value,
  56260. /** the conditional operator, default ValueCondition.IsEqual */
  56261. operator) {
  56262. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56263. var _this = _super.call(this, actionManager) || this;
  56264. _this.propertyPath = propertyPath;
  56265. _this.value = value;
  56266. _this.operator = operator;
  56267. _this._target = target;
  56268. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56269. _this._property = _this._getProperty(_this.propertyPath);
  56270. return _this;
  56271. }
  56272. Object.defineProperty(ValueCondition, "IsEqual", {
  56273. /**
  56274. * returns the number for IsEqual
  56275. */
  56276. get: function () {
  56277. return ValueCondition._IsEqual;
  56278. },
  56279. enumerable: true,
  56280. configurable: true
  56281. });
  56282. Object.defineProperty(ValueCondition, "IsDifferent", {
  56283. /**
  56284. * Returns the number for IsDifferent
  56285. */
  56286. get: function () {
  56287. return ValueCondition._IsDifferent;
  56288. },
  56289. enumerable: true,
  56290. configurable: true
  56291. });
  56292. Object.defineProperty(ValueCondition, "IsGreater", {
  56293. /**
  56294. * Returns the number for IsGreater
  56295. */
  56296. get: function () {
  56297. return ValueCondition._IsGreater;
  56298. },
  56299. enumerable: true,
  56300. configurable: true
  56301. });
  56302. Object.defineProperty(ValueCondition, "IsLesser", {
  56303. /**
  56304. * Returns the number for IsLesser
  56305. */
  56306. get: function () {
  56307. return ValueCondition._IsLesser;
  56308. },
  56309. enumerable: true,
  56310. configurable: true
  56311. });
  56312. /**
  56313. * Compares the given value with the property value for the specified conditional operator
  56314. * @returns the result of the comparison
  56315. */
  56316. ValueCondition.prototype.isValid = function () {
  56317. switch (this.operator) {
  56318. case ValueCondition.IsGreater:
  56319. return this._effectiveTarget[this._property] > this.value;
  56320. case ValueCondition.IsLesser:
  56321. return this._effectiveTarget[this._property] < this.value;
  56322. case ValueCondition.IsEqual:
  56323. case ValueCondition.IsDifferent:
  56324. var check;
  56325. if (this.value.equals) {
  56326. check = this.value.equals(this._effectiveTarget[this._property]);
  56327. }
  56328. else {
  56329. check = this.value === this._effectiveTarget[this._property];
  56330. }
  56331. return this.operator === ValueCondition.IsEqual ? check : !check;
  56332. }
  56333. return false;
  56334. };
  56335. /**
  56336. * Serialize the ValueCondition into a JSON compatible object
  56337. * @returns serialization object
  56338. */
  56339. ValueCondition.prototype.serialize = function () {
  56340. return this._serialize({
  56341. name: "ValueCondition",
  56342. properties: [
  56343. BABYLON.Action._GetTargetProperty(this._target),
  56344. { name: "propertyPath", value: this.propertyPath },
  56345. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56346. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56347. ]
  56348. });
  56349. };
  56350. /**
  56351. * Gets the name of the conditional operator for the ValueCondition
  56352. * @param operator the conditional operator
  56353. * @returns the name
  56354. */
  56355. ValueCondition.GetOperatorName = function (operator) {
  56356. switch (operator) {
  56357. case ValueCondition._IsEqual: return "IsEqual";
  56358. case ValueCondition._IsDifferent: return "IsDifferent";
  56359. case ValueCondition._IsGreater: return "IsGreater";
  56360. case ValueCondition._IsLesser: return "IsLesser";
  56361. default: return "";
  56362. }
  56363. };
  56364. /**
  56365. * Internal only
  56366. * @hidden
  56367. */
  56368. ValueCondition._IsEqual = 0;
  56369. /**
  56370. * Internal only
  56371. * @hidden
  56372. */
  56373. ValueCondition._IsDifferent = 1;
  56374. /**
  56375. * Internal only
  56376. * @hidden
  56377. */
  56378. ValueCondition._IsGreater = 2;
  56379. /**
  56380. * Internal only
  56381. * @hidden
  56382. */
  56383. ValueCondition._IsLesser = 3;
  56384. return ValueCondition;
  56385. }(Condition));
  56386. BABYLON.ValueCondition = ValueCondition;
  56387. /**
  56388. * Defines a predicate condition as an extension of Condition
  56389. */
  56390. var PredicateCondition = /** @class */ (function (_super) {
  56391. __extends(PredicateCondition, _super);
  56392. /**
  56393. * Creates a new PredicateCondition
  56394. * @param actionManager manager for the action the condition applies to
  56395. * @param predicate defines the predicate function used to validate the condition
  56396. */
  56397. function PredicateCondition(actionManager,
  56398. /** defines the predicate function used to validate the condition */
  56399. predicate) {
  56400. var _this = _super.call(this, actionManager) || this;
  56401. _this.predicate = predicate;
  56402. return _this;
  56403. }
  56404. /**
  56405. * @returns the validity of the predicate condition
  56406. */
  56407. PredicateCondition.prototype.isValid = function () {
  56408. return this.predicate();
  56409. };
  56410. return PredicateCondition;
  56411. }(Condition));
  56412. BABYLON.PredicateCondition = PredicateCondition;
  56413. /**
  56414. * Defines a state condition as an extension of Condition
  56415. */
  56416. var StateCondition = /** @class */ (function (_super) {
  56417. __extends(StateCondition, _super);
  56418. /**
  56419. * Creates a new StateCondition
  56420. * @param actionManager manager for the action the condition applies to
  56421. * @param target of the condition
  56422. * @param value to compare with target state
  56423. */
  56424. function StateCondition(actionManager, target,
  56425. /** Value to compare with target state */
  56426. value) {
  56427. var _this = _super.call(this, actionManager) || this;
  56428. _this.value = value;
  56429. _this._target = target;
  56430. return _this;
  56431. }
  56432. /**
  56433. * Gets a boolean indicating if the current condition is met
  56434. * @returns the validity of the state
  56435. */
  56436. StateCondition.prototype.isValid = function () {
  56437. return this._target.state === this.value;
  56438. };
  56439. /**
  56440. * Serialize the StateCondition into a JSON compatible object
  56441. * @returns serialization object
  56442. */
  56443. StateCondition.prototype.serialize = function () {
  56444. return this._serialize({
  56445. name: "StateCondition",
  56446. properties: [
  56447. BABYLON.Action._GetTargetProperty(this._target),
  56448. { name: "value", value: this.value }
  56449. ]
  56450. });
  56451. };
  56452. return StateCondition;
  56453. }(Condition));
  56454. BABYLON.StateCondition = StateCondition;
  56455. })(BABYLON || (BABYLON = {}));
  56456. //# sourceMappingURL=babylon.condition.js.map
  56457. var BABYLON;
  56458. (function (BABYLON) {
  56459. /**
  56460. * The action to be carried out following a trigger
  56461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56462. */
  56463. var Action = /** @class */ (function () {
  56464. /**
  56465. * Creates a new Action
  56466. * @param triggerOptions the trigger, with or without parameters, for the action
  56467. * @param condition an optional determinant of action
  56468. */
  56469. function Action(
  56470. /** the trigger, with or without parameters, for the action */
  56471. triggerOptions, condition) {
  56472. this.triggerOptions = triggerOptions;
  56473. /**
  56474. * An event triggered prior to action being executed.
  56475. */
  56476. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56477. if (triggerOptions.parameter) {
  56478. this.trigger = triggerOptions.trigger;
  56479. this._triggerParameter = triggerOptions.parameter;
  56480. }
  56481. else if (triggerOptions.trigger) {
  56482. this.trigger = triggerOptions.trigger;
  56483. }
  56484. else {
  56485. this.trigger = triggerOptions;
  56486. }
  56487. this._nextActiveAction = this;
  56488. this._condition = condition;
  56489. }
  56490. /**
  56491. * Internal only
  56492. * @hidden
  56493. */
  56494. Action.prototype._prepare = function () {
  56495. };
  56496. /**
  56497. * Gets the trigger parameters
  56498. * @returns the trigger parameters
  56499. */
  56500. Action.prototype.getTriggerParameter = function () {
  56501. return this._triggerParameter;
  56502. };
  56503. /**
  56504. * Internal only - executes current action event
  56505. * @hidden
  56506. */
  56507. Action.prototype._executeCurrent = function (evt) {
  56508. if (this._nextActiveAction._condition) {
  56509. var condition = this._nextActiveAction._condition;
  56510. var currentRenderId = this._actionManager.getScene().getRenderId();
  56511. // We cache the current evaluation for the current frame
  56512. if (condition._evaluationId === currentRenderId) {
  56513. if (!condition._currentResult) {
  56514. return;
  56515. }
  56516. }
  56517. else {
  56518. condition._evaluationId = currentRenderId;
  56519. if (!condition.isValid()) {
  56520. condition._currentResult = false;
  56521. return;
  56522. }
  56523. condition._currentResult = true;
  56524. }
  56525. }
  56526. this.onBeforeExecuteObservable.notifyObservers(this);
  56527. this._nextActiveAction.execute(evt);
  56528. this.skipToNextActiveAction();
  56529. };
  56530. /**
  56531. * Execute placeholder for child classes
  56532. * @param evt optional action event
  56533. */
  56534. Action.prototype.execute = function (evt) {
  56535. };
  56536. /**
  56537. * Skips to next active action
  56538. */
  56539. Action.prototype.skipToNextActiveAction = function () {
  56540. if (this._nextActiveAction._child) {
  56541. if (!this._nextActiveAction._child._actionManager) {
  56542. this._nextActiveAction._child._actionManager = this._actionManager;
  56543. }
  56544. this._nextActiveAction = this._nextActiveAction._child;
  56545. }
  56546. else {
  56547. this._nextActiveAction = this;
  56548. }
  56549. };
  56550. /**
  56551. * Adds action to chain of actions, may be a DoNothingAction
  56552. * @param action defines the next action to execute
  56553. * @returns The action passed in
  56554. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56555. */
  56556. Action.prototype.then = function (action) {
  56557. this._child = action;
  56558. action._actionManager = this._actionManager;
  56559. action._prepare();
  56560. return action;
  56561. };
  56562. /**
  56563. * Internal only
  56564. * @hidden
  56565. */
  56566. Action.prototype._getProperty = function (propertyPath) {
  56567. return this._actionManager._getProperty(propertyPath);
  56568. };
  56569. /**
  56570. * Internal only
  56571. * @hidden
  56572. */
  56573. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56574. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56575. };
  56576. /**
  56577. * Serialize placeholder for child classes
  56578. * @param parent of child
  56579. * @returns the serialized object
  56580. */
  56581. Action.prototype.serialize = function (parent) {
  56582. };
  56583. /**
  56584. * Internal only called by serialize
  56585. * @hidden
  56586. */
  56587. Action.prototype._serialize = function (serializedAction, parent) {
  56588. var serializationObject = {
  56589. type: 1,
  56590. children: [],
  56591. name: serializedAction.name,
  56592. properties: serializedAction.properties || []
  56593. };
  56594. // Serialize child
  56595. if (this._child) {
  56596. this._child.serialize(serializationObject);
  56597. }
  56598. // Check if "this" has a condition
  56599. if (this._condition) {
  56600. var serializedCondition = this._condition.serialize();
  56601. serializedCondition.children.push(serializationObject);
  56602. if (parent) {
  56603. parent.children.push(serializedCondition);
  56604. }
  56605. return serializedCondition;
  56606. }
  56607. if (parent) {
  56608. parent.children.push(serializationObject);
  56609. }
  56610. return serializationObject;
  56611. };
  56612. /**
  56613. * Internal only
  56614. * @hidden
  56615. */
  56616. Action._SerializeValueAsString = function (value) {
  56617. if (typeof value === "number") {
  56618. return value.toString();
  56619. }
  56620. if (typeof value === "boolean") {
  56621. return value ? "true" : "false";
  56622. }
  56623. if (value instanceof BABYLON.Vector2) {
  56624. return value.x + ", " + value.y;
  56625. }
  56626. if (value instanceof BABYLON.Vector3) {
  56627. return value.x + ", " + value.y + ", " + value.z;
  56628. }
  56629. if (value instanceof BABYLON.Color3) {
  56630. return value.r + ", " + value.g + ", " + value.b;
  56631. }
  56632. if (value instanceof BABYLON.Color4) {
  56633. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56634. }
  56635. return value; // string
  56636. };
  56637. /**
  56638. * Internal only
  56639. * @hidden
  56640. */
  56641. Action._GetTargetProperty = function (target) {
  56642. return {
  56643. name: "target",
  56644. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56645. : target instanceof BABYLON.Light ? "LightProperties"
  56646. : target instanceof BABYLON.Camera ? "CameraProperties"
  56647. : "SceneProperties",
  56648. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56649. };
  56650. };
  56651. return Action;
  56652. }());
  56653. BABYLON.Action = Action;
  56654. })(BABYLON || (BABYLON = {}));
  56655. //# sourceMappingURL=babylon.action.js.map
  56656. var BABYLON;
  56657. (function (BABYLON) {
  56658. /**
  56659. * ActionEvent is the event being sent when an action is triggered.
  56660. */
  56661. var ActionEvent = /** @class */ (function () {
  56662. /**
  56663. * Creates a new ActionEvent
  56664. * @param source The mesh or sprite that triggered the action
  56665. * @param pointerX The X mouse cursor position at the time of the event
  56666. * @param pointerY The Y mouse cursor position at the time of the event
  56667. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56668. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56669. * @param additionalData additional data for the event
  56670. */
  56671. function ActionEvent(
  56672. /** The mesh or sprite that triggered the action */
  56673. source,
  56674. /** The X mouse cursor position at the time of the event */
  56675. pointerX,
  56676. /** The Y mouse cursor position at the time of the event */
  56677. pointerY,
  56678. /** The mesh that is currently pointed at (can be null) */
  56679. meshUnderPointer,
  56680. /** the original (browser) event that triggered the ActionEvent */
  56681. sourceEvent,
  56682. /** additional data for the event */
  56683. additionalData) {
  56684. this.source = source;
  56685. this.pointerX = pointerX;
  56686. this.pointerY = pointerY;
  56687. this.meshUnderPointer = meshUnderPointer;
  56688. this.sourceEvent = sourceEvent;
  56689. this.additionalData = additionalData;
  56690. }
  56691. /**
  56692. * Helper function to auto-create an ActionEvent from a source mesh.
  56693. * @param source The source mesh that triggered the event
  56694. * @param evt The original (browser) event
  56695. * @param additionalData additional data for the event
  56696. * @returns the new ActionEvent
  56697. */
  56698. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56699. var scene = source.getScene();
  56700. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56701. };
  56702. /**
  56703. * Helper function to auto-create an ActionEvent from a source sprite
  56704. * @param source The source sprite that triggered the event
  56705. * @param scene Scene associated with the sprite
  56706. * @param evt The original (browser) event
  56707. * @param additionalData additional data for the event
  56708. * @returns the new ActionEvent
  56709. */
  56710. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56711. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56712. };
  56713. /**
  56714. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56715. * @param scene the scene where the event occurred
  56716. * @param evt The original (browser) event
  56717. * @returns the new ActionEvent
  56718. */
  56719. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56720. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56721. };
  56722. /**
  56723. * Helper function to auto-create an ActionEvent from a primitive
  56724. * @param prim defines the target primitive
  56725. * @param pointerPos defines the pointer position
  56726. * @param evt The original (browser) event
  56727. * @param additionalData additional data for the event
  56728. * @returns the new ActionEvent
  56729. */
  56730. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56731. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56732. };
  56733. return ActionEvent;
  56734. }());
  56735. BABYLON.ActionEvent = ActionEvent;
  56736. /**
  56737. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56738. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56740. */
  56741. var ActionManager = /** @class */ (function () {
  56742. /**
  56743. * Creates a new action manager
  56744. * @param scene defines the hosting scene
  56745. */
  56746. function ActionManager(scene) {
  56747. // Members
  56748. /** Gets the list of actions */
  56749. this.actions = new Array();
  56750. /** Gets the cursor to use when hovering items */
  56751. this.hoverCursor = '';
  56752. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56753. scene.actionManagers.push(this);
  56754. }
  56755. // Methods
  56756. /**
  56757. * Releases all associated resources
  56758. */
  56759. ActionManager.prototype.dispose = function () {
  56760. var index = this._scene.actionManagers.indexOf(this);
  56761. for (var i = 0; i < this.actions.length; i++) {
  56762. var action = this.actions[i];
  56763. ActionManager.Triggers[action.trigger]--;
  56764. if (ActionManager.Triggers[action.trigger] === 0) {
  56765. delete ActionManager.Triggers[action.trigger];
  56766. }
  56767. }
  56768. if (index > -1) {
  56769. this._scene.actionManagers.splice(index, 1);
  56770. }
  56771. };
  56772. /**
  56773. * Gets hosting scene
  56774. * @returns the hosting scene
  56775. */
  56776. ActionManager.prototype.getScene = function () {
  56777. return this._scene;
  56778. };
  56779. /**
  56780. * Does this action manager handles actions of any of the given triggers
  56781. * @param triggers defines the triggers to be tested
  56782. * @return a boolean indicating whether one (or more) of the triggers is handled
  56783. */
  56784. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56785. for (var index = 0; index < this.actions.length; index++) {
  56786. var action = this.actions[index];
  56787. if (triggers.indexOf(action.trigger) > -1) {
  56788. return true;
  56789. }
  56790. }
  56791. return false;
  56792. };
  56793. /**
  56794. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56795. * speed.
  56796. * @param triggerA defines the trigger to be tested
  56797. * @param triggerB defines the trigger to be tested
  56798. * @return a boolean indicating whether one (or more) of the triggers is handled
  56799. */
  56800. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56801. for (var index = 0; index < this.actions.length; index++) {
  56802. var action = this.actions[index];
  56803. if (triggerA == action.trigger || triggerB == action.trigger) {
  56804. return true;
  56805. }
  56806. }
  56807. return false;
  56808. };
  56809. /**
  56810. * Does this action manager handles actions of a given trigger
  56811. * @param trigger defines the trigger to be tested
  56812. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56813. * @return whether the trigger is handled
  56814. */
  56815. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56816. for (var index = 0; index < this.actions.length; index++) {
  56817. var action = this.actions[index];
  56818. if (action.trigger === trigger) {
  56819. if (parameterPredicate) {
  56820. if (parameterPredicate(action.getTriggerParameter())) {
  56821. return true;
  56822. }
  56823. }
  56824. else {
  56825. return true;
  56826. }
  56827. }
  56828. }
  56829. return false;
  56830. };
  56831. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56832. /**
  56833. * Does this action manager has pointer triggers
  56834. */
  56835. get: function () {
  56836. for (var index = 0; index < this.actions.length; index++) {
  56837. var action = this.actions[index];
  56838. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56839. return true;
  56840. }
  56841. }
  56842. return false;
  56843. },
  56844. enumerable: true,
  56845. configurable: true
  56846. });
  56847. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56848. /**
  56849. * Does this action manager has pick triggers
  56850. */
  56851. get: function () {
  56852. for (var index = 0; index < this.actions.length; index++) {
  56853. var action = this.actions[index];
  56854. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56855. return true;
  56856. }
  56857. }
  56858. return false;
  56859. },
  56860. enumerable: true,
  56861. configurable: true
  56862. });
  56863. Object.defineProperty(ActionManager, "HasTriggers", {
  56864. /**
  56865. * Does exist one action manager with at least one trigger
  56866. **/
  56867. get: function () {
  56868. for (var t in ActionManager.Triggers) {
  56869. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56870. return true;
  56871. }
  56872. }
  56873. return false;
  56874. },
  56875. enumerable: true,
  56876. configurable: true
  56877. });
  56878. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56879. /**
  56880. * Does exist one action manager with at least one pick trigger
  56881. **/
  56882. get: function () {
  56883. for (var t in ActionManager.Triggers) {
  56884. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56885. var t_int = parseInt(t);
  56886. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56887. return true;
  56888. }
  56889. }
  56890. }
  56891. return false;
  56892. },
  56893. enumerable: true,
  56894. configurable: true
  56895. });
  56896. /**
  56897. * Does exist one action manager that handles actions of a given trigger
  56898. * @param trigger defines the trigger to be tested
  56899. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56900. **/
  56901. ActionManager.HasSpecificTrigger = function (trigger) {
  56902. for (var t in ActionManager.Triggers) {
  56903. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56904. var t_int = parseInt(t);
  56905. if (t_int === trigger) {
  56906. return true;
  56907. }
  56908. }
  56909. }
  56910. return false;
  56911. };
  56912. /**
  56913. * Registers an action to this action manager
  56914. * @param action defines the action to be registered
  56915. * @return the action amended (prepared) after registration
  56916. */
  56917. ActionManager.prototype.registerAction = function (action) {
  56918. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56919. if (this.getScene().actionManager !== this) {
  56920. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56921. return null;
  56922. }
  56923. }
  56924. this.actions.push(action);
  56925. if (ActionManager.Triggers[action.trigger]) {
  56926. ActionManager.Triggers[action.trigger]++;
  56927. }
  56928. else {
  56929. ActionManager.Triggers[action.trigger] = 1;
  56930. }
  56931. action._actionManager = this;
  56932. action._prepare();
  56933. return action;
  56934. };
  56935. /**
  56936. * Unregisters an action to this action manager
  56937. * @param action defines the action to be unregistered
  56938. * @return a boolean indicating whether the action has been unregistered
  56939. */
  56940. ActionManager.prototype.unregisterAction = function (action) {
  56941. var index = this.actions.indexOf(action);
  56942. if (index !== -1) {
  56943. this.actions.splice(index, 1);
  56944. ActionManager.Triggers[action.trigger] -= 1;
  56945. if (ActionManager.Triggers[action.trigger] === 0) {
  56946. delete ActionManager.Triggers[action.trigger];
  56947. }
  56948. delete action._actionManager;
  56949. return true;
  56950. }
  56951. return false;
  56952. };
  56953. /**
  56954. * Process a specific trigger
  56955. * @param trigger defines the trigger to process
  56956. * @param evt defines the event details to be processed
  56957. */
  56958. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56959. for (var index = 0; index < this.actions.length; index++) {
  56960. var action = this.actions[index];
  56961. if (action.trigger === trigger) {
  56962. if (evt) {
  56963. if (trigger === ActionManager.OnKeyUpTrigger
  56964. || trigger === ActionManager.OnKeyDownTrigger) {
  56965. var parameter = action.getTriggerParameter();
  56966. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56967. if (!parameter.toLowerCase) {
  56968. continue;
  56969. }
  56970. var lowerCase = parameter.toLowerCase();
  56971. if (lowerCase !== evt.sourceEvent.key) {
  56972. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56973. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56974. if (actualkey !== lowerCase) {
  56975. continue;
  56976. }
  56977. }
  56978. }
  56979. }
  56980. }
  56981. action._executeCurrent(evt);
  56982. }
  56983. }
  56984. };
  56985. /** @hidden */
  56986. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56987. var properties = propertyPath.split(".");
  56988. for (var index = 0; index < properties.length - 1; index++) {
  56989. target = target[properties[index]];
  56990. }
  56991. return target;
  56992. };
  56993. /** @hidden */
  56994. ActionManager.prototype._getProperty = function (propertyPath) {
  56995. var properties = propertyPath.split(".");
  56996. return properties[properties.length - 1];
  56997. };
  56998. /**
  56999. * Serialize this manager to a JSON object
  57000. * @param name defines the property name to store this manager
  57001. * @returns a JSON representation of this manager
  57002. */
  57003. ActionManager.prototype.serialize = function (name) {
  57004. var root = {
  57005. children: new Array(),
  57006. name: name,
  57007. type: 3,
  57008. properties: new Array() // Empty for root but required
  57009. };
  57010. for (var i = 0; i < this.actions.length; i++) {
  57011. var triggerObject = {
  57012. type: 0,
  57013. children: new Array(),
  57014. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57015. properties: new Array()
  57016. };
  57017. var triggerOptions = this.actions[i].triggerOptions;
  57018. if (triggerOptions && typeof triggerOptions !== "number") {
  57019. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57020. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57021. }
  57022. else {
  57023. var parameter = {};
  57024. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57025. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57026. parameter._meshId = triggerOptions.parameter.mesh.id;
  57027. }
  57028. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57029. }
  57030. }
  57031. // Serialize child action, recursively
  57032. this.actions[i].serialize(triggerObject);
  57033. // Add serialized trigger
  57034. root.children.push(triggerObject);
  57035. }
  57036. return root;
  57037. };
  57038. /**
  57039. * Creates a new ActionManager from a JSON data
  57040. * @param parsedActions defines the JSON data to read from
  57041. * @param object defines the hosting mesh
  57042. * @param scene defines the hosting scene
  57043. */
  57044. ActionManager.Parse = function (parsedActions, object, scene) {
  57045. var actionManager = new ActionManager(scene);
  57046. if (object === null) {
  57047. scene.actionManager = actionManager;
  57048. }
  57049. else {
  57050. object.actionManager = actionManager;
  57051. }
  57052. // instanciate a new object
  57053. var instanciate = function (name, params) {
  57054. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57055. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57056. newInstance.constructor.apply(newInstance, params);
  57057. return newInstance;
  57058. };
  57059. var parseParameter = function (name, value, target, propertyPath) {
  57060. if (propertyPath === null) {
  57061. // String, boolean or float
  57062. var floatValue = parseFloat(value);
  57063. if (value === "true" || value === "false") {
  57064. return value === "true";
  57065. }
  57066. else {
  57067. return isNaN(floatValue) ? value : floatValue;
  57068. }
  57069. }
  57070. var effectiveTarget = propertyPath.split(".");
  57071. var values = value.split(",");
  57072. // Get effective Target
  57073. for (var i = 0; i < effectiveTarget.length; i++) {
  57074. target = target[effectiveTarget[i]];
  57075. }
  57076. // Return appropriate value with its type
  57077. if (typeof (target) === "boolean") {
  57078. return values[0] === "true";
  57079. }
  57080. if (typeof (target) === "string") {
  57081. return values[0];
  57082. }
  57083. // Parameters with multiple values such as Vector3 etc.
  57084. var split = new Array();
  57085. for (var i = 0; i < values.length; i++) {
  57086. split.push(parseFloat(values[i]));
  57087. }
  57088. if (target instanceof BABYLON.Vector3) {
  57089. return BABYLON.Vector3.FromArray(split);
  57090. }
  57091. if (target instanceof BABYLON.Vector4) {
  57092. return BABYLON.Vector4.FromArray(split);
  57093. }
  57094. if (target instanceof BABYLON.Color3) {
  57095. return BABYLON.Color3.FromArray(split);
  57096. }
  57097. if (target instanceof BABYLON.Color4) {
  57098. return BABYLON.Color4.FromArray(split);
  57099. }
  57100. return parseFloat(values[0]);
  57101. };
  57102. // traverse graph per trigger
  57103. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57104. if (combineArray === void 0) { combineArray = null; }
  57105. if (parsedAction.detached) {
  57106. return;
  57107. }
  57108. var parameters = new Array();
  57109. var target = null;
  57110. var propertyPath = null;
  57111. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57112. // Parameters
  57113. if (parsedAction.type === 2) {
  57114. parameters.push(actionManager);
  57115. }
  57116. else {
  57117. parameters.push(trigger);
  57118. }
  57119. if (combine) {
  57120. var actions = new Array();
  57121. for (var j = 0; j < parsedAction.combine.length; j++) {
  57122. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57123. }
  57124. parameters.push(actions);
  57125. }
  57126. else {
  57127. for (var i = 0; i < parsedAction.properties.length; i++) {
  57128. var value = parsedAction.properties[i].value;
  57129. var name = parsedAction.properties[i].name;
  57130. var targetType = parsedAction.properties[i].targetType;
  57131. if (name === "target") {
  57132. if (targetType !== null && targetType === "SceneProperties") {
  57133. value = target = scene;
  57134. }
  57135. else {
  57136. value = target = scene.getNodeByName(value);
  57137. }
  57138. }
  57139. else if (name === "parent") {
  57140. value = scene.getNodeByName(value);
  57141. }
  57142. else if (name === "sound") {
  57143. // Can not externalize to component, so only checks for the presence off the API.
  57144. if (scene.getSoundByName) {
  57145. value = scene.getSoundByName(value);
  57146. }
  57147. }
  57148. else if (name !== "propertyPath") {
  57149. if (parsedAction.type === 2 && name === "operator") {
  57150. value = BABYLON.ValueCondition[value];
  57151. }
  57152. else {
  57153. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57154. }
  57155. }
  57156. else {
  57157. propertyPath = value;
  57158. }
  57159. parameters.push(value);
  57160. }
  57161. }
  57162. if (combineArray === null) {
  57163. parameters.push(condition);
  57164. }
  57165. else {
  57166. parameters.push(null);
  57167. }
  57168. // If interpolate value action
  57169. if (parsedAction.name === "InterpolateValueAction") {
  57170. var param = parameters[parameters.length - 2];
  57171. parameters[parameters.length - 1] = param;
  57172. parameters[parameters.length - 2] = condition;
  57173. }
  57174. // Action or condition(s) and not CombineAction
  57175. var newAction = instanciate(parsedAction.name, parameters);
  57176. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57177. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57178. if (action) {
  57179. action.then(nothing);
  57180. }
  57181. else {
  57182. actionManager.registerAction(nothing);
  57183. }
  57184. action = nothing;
  57185. }
  57186. if (combineArray === null) {
  57187. if (newAction instanceof BABYLON.Condition) {
  57188. condition = newAction;
  57189. newAction = action;
  57190. }
  57191. else {
  57192. condition = null;
  57193. if (action) {
  57194. action.then(newAction);
  57195. }
  57196. else {
  57197. actionManager.registerAction(newAction);
  57198. }
  57199. }
  57200. }
  57201. else {
  57202. combineArray.push(newAction);
  57203. }
  57204. for (var i = 0; i < parsedAction.children.length; i++) {
  57205. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57206. }
  57207. };
  57208. // triggers
  57209. for (var i = 0; i < parsedActions.children.length; i++) {
  57210. var triggerParams;
  57211. var trigger = parsedActions.children[i];
  57212. if (trigger.properties.length > 0) {
  57213. var param = trigger.properties[0].value;
  57214. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57215. if (value._meshId) {
  57216. value.mesh = scene.getMeshByID(value._meshId);
  57217. }
  57218. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57219. }
  57220. else {
  57221. triggerParams = ActionManager[trigger.name];
  57222. }
  57223. for (var j = 0; j < trigger.children.length; j++) {
  57224. if (!trigger.detached) {
  57225. traverse(trigger.children[j], triggerParams, null, null);
  57226. }
  57227. }
  57228. }
  57229. };
  57230. /**
  57231. * Get a trigger name by index
  57232. * @param trigger defines the trigger index
  57233. * @returns a trigger name
  57234. */
  57235. ActionManager.GetTriggerName = function (trigger) {
  57236. switch (trigger) {
  57237. case 0: return "NothingTrigger";
  57238. case 1: return "OnPickTrigger";
  57239. case 2: return "OnLeftPickTrigger";
  57240. case 3: return "OnRightPickTrigger";
  57241. case 4: return "OnCenterPickTrigger";
  57242. case 5: return "OnPickDownTrigger";
  57243. case 6: return "OnPickUpTrigger";
  57244. case 7: return "OnLongPressTrigger";
  57245. case 8: return "OnPointerOverTrigger";
  57246. case 9: return "OnPointerOutTrigger";
  57247. case 10: return "OnEveryFrameTrigger";
  57248. case 11: return "OnIntersectionEnterTrigger";
  57249. case 12: return "OnIntersectionExitTrigger";
  57250. case 13: return "OnKeyDownTrigger";
  57251. case 14: return "OnKeyUpTrigger";
  57252. case 15: return "OnPickOutTrigger";
  57253. default: return "";
  57254. }
  57255. };
  57256. /**
  57257. * Nothing
  57258. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57259. */
  57260. ActionManager.NothingTrigger = 0;
  57261. /**
  57262. * On pick
  57263. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57264. */
  57265. ActionManager.OnPickTrigger = 1;
  57266. /**
  57267. * On left pick
  57268. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57269. */
  57270. ActionManager.OnLeftPickTrigger = 2;
  57271. /**
  57272. * On right pick
  57273. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57274. */
  57275. ActionManager.OnRightPickTrigger = 3;
  57276. /**
  57277. * On center pick
  57278. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57279. */
  57280. ActionManager.OnCenterPickTrigger = 4;
  57281. /**
  57282. * On pick down
  57283. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57284. */
  57285. ActionManager.OnPickDownTrigger = 5;
  57286. /**
  57287. * On double pick
  57288. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57289. */
  57290. ActionManager.OnDoublePickTrigger = 6;
  57291. /**
  57292. * On pick up
  57293. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57294. */
  57295. ActionManager.OnPickUpTrigger = 7;
  57296. /**
  57297. * On pick out.
  57298. * This trigger will only be raised if you also declared a OnPickDown
  57299. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57300. */
  57301. ActionManager.OnPickOutTrigger = 16;
  57302. /**
  57303. * On long press
  57304. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57305. */
  57306. ActionManager.OnLongPressTrigger = 8;
  57307. /**
  57308. * On pointer over
  57309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57310. */
  57311. ActionManager.OnPointerOverTrigger = 9;
  57312. /**
  57313. * On pointer out
  57314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57315. */
  57316. ActionManager.OnPointerOutTrigger = 10;
  57317. /**
  57318. * On every frame
  57319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57320. */
  57321. ActionManager.OnEveryFrameTrigger = 11;
  57322. /**
  57323. * On intersection enter
  57324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57325. */
  57326. ActionManager.OnIntersectionEnterTrigger = 12;
  57327. /**
  57328. * On intersection exit
  57329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57330. */
  57331. ActionManager.OnIntersectionExitTrigger = 13;
  57332. /**
  57333. * On key down
  57334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57335. */
  57336. ActionManager.OnKeyDownTrigger = 14;
  57337. /**
  57338. * On key up
  57339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57340. */
  57341. ActionManager.OnKeyUpTrigger = 15;
  57342. /** Gets the list of active triggers */
  57343. ActionManager.Triggers = {};
  57344. return ActionManager;
  57345. }());
  57346. BABYLON.ActionManager = ActionManager;
  57347. })(BABYLON || (BABYLON = {}));
  57348. //# sourceMappingURL=babylon.actionManager.js.map
  57349. var BABYLON;
  57350. (function (BABYLON) {
  57351. /**
  57352. * This defines an action responsible to change the value of a property
  57353. * by interpolating between its current value and the newly set one once triggered.
  57354. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57355. */
  57356. var InterpolateValueAction = /** @class */ (function (_super) {
  57357. __extends(InterpolateValueAction, _super);
  57358. /**
  57359. * Instantiate the action
  57360. * @param triggerOptions defines the trigger options
  57361. * @param target defines the object containing the value to interpolate
  57362. * @param propertyPath defines the path to the property in the target object
  57363. * @param value defines the target value at the end of the interpolation
  57364. * @param duration deines the time it will take for the property to interpolate to the value.
  57365. * @param condition defines the trigger related conditions
  57366. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57367. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57368. */
  57369. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57370. if (duration === void 0) { duration = 1000; }
  57371. var _this = _super.call(this, triggerOptions, condition) || this;
  57372. /**
  57373. * Defines the time it will take for the property to interpolate to the value.
  57374. */
  57375. _this.duration = 1000;
  57376. /**
  57377. * Observable triggered once the interpolation animation has been done.
  57378. */
  57379. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57380. _this.propertyPath = propertyPath;
  57381. _this.value = value;
  57382. _this.duration = duration;
  57383. _this.stopOtherAnimations = stopOtherAnimations;
  57384. _this.onInterpolationDone = onInterpolationDone;
  57385. _this._target = _this._effectiveTarget = target;
  57386. return _this;
  57387. }
  57388. /** @hidden */
  57389. InterpolateValueAction.prototype._prepare = function () {
  57390. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57391. this._property = this._getProperty(this.propertyPath);
  57392. };
  57393. /**
  57394. * Execute the action starts the value interpolation.
  57395. */
  57396. InterpolateValueAction.prototype.execute = function () {
  57397. var _this = this;
  57398. var scene = this._actionManager.getScene();
  57399. var keys = [
  57400. {
  57401. frame: 0,
  57402. value: this._effectiveTarget[this._property]
  57403. }, {
  57404. frame: 100,
  57405. value: this.value
  57406. }
  57407. ];
  57408. var dataType;
  57409. if (typeof this.value === "number") {
  57410. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57411. }
  57412. else if (this.value instanceof BABYLON.Color3) {
  57413. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57414. }
  57415. else if (this.value instanceof BABYLON.Vector3) {
  57416. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57417. }
  57418. else if (this.value instanceof BABYLON.Matrix) {
  57419. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57420. }
  57421. else if (this.value instanceof BABYLON.Quaternion) {
  57422. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57423. }
  57424. else {
  57425. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57426. return;
  57427. }
  57428. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57429. animation.setKeys(keys);
  57430. if (this.stopOtherAnimations) {
  57431. scene.stopAnimation(this._effectiveTarget);
  57432. }
  57433. var wrapper = function () {
  57434. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57435. if (_this.onInterpolationDone) {
  57436. _this.onInterpolationDone();
  57437. }
  57438. };
  57439. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57440. };
  57441. /**
  57442. * Serializes the actions and its related information.
  57443. * @param parent defines the object to serialize in
  57444. * @returns the serialized object
  57445. */
  57446. InterpolateValueAction.prototype.serialize = function (parent) {
  57447. return _super.prototype._serialize.call(this, {
  57448. name: "InterpolateValueAction",
  57449. properties: [
  57450. BABYLON.Action._GetTargetProperty(this._target),
  57451. { name: "propertyPath", value: this.propertyPath },
  57452. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57453. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57454. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57455. ]
  57456. }, parent);
  57457. };
  57458. return InterpolateValueAction;
  57459. }(BABYLON.Action));
  57460. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57461. })(BABYLON || (BABYLON = {}));
  57462. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57463. var BABYLON;
  57464. (function (BABYLON) {
  57465. /**
  57466. * This defines an action responsible to toggle a boolean once triggered.
  57467. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57468. */
  57469. var SwitchBooleanAction = /** @class */ (function (_super) {
  57470. __extends(SwitchBooleanAction, _super);
  57471. /**
  57472. * Instantiate the action
  57473. * @param triggerOptions defines the trigger options
  57474. * @param target defines the object containing the boolean
  57475. * @param propertyPath defines the path to the boolean property in the target object
  57476. * @param condition defines the trigger related conditions
  57477. */
  57478. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57479. var _this = _super.call(this, triggerOptions, condition) || this;
  57480. _this.propertyPath = propertyPath;
  57481. _this._target = _this._effectiveTarget = target;
  57482. return _this;
  57483. }
  57484. /** @hidden */
  57485. SwitchBooleanAction.prototype._prepare = function () {
  57486. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57487. this._property = this._getProperty(this.propertyPath);
  57488. };
  57489. /**
  57490. * Execute the action toggle the boolean value.
  57491. */
  57492. SwitchBooleanAction.prototype.execute = function () {
  57493. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57494. };
  57495. /**
  57496. * Serializes the actions and its related information.
  57497. * @param parent defines the object to serialize in
  57498. * @returns the serialized object
  57499. */
  57500. SwitchBooleanAction.prototype.serialize = function (parent) {
  57501. return _super.prototype._serialize.call(this, {
  57502. name: "SwitchBooleanAction",
  57503. properties: [
  57504. BABYLON.Action._GetTargetProperty(this._target),
  57505. { name: "propertyPath", value: this.propertyPath }
  57506. ]
  57507. }, parent);
  57508. };
  57509. return SwitchBooleanAction;
  57510. }(BABYLON.Action));
  57511. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57512. /**
  57513. * This defines an action responsible to set a the state field of the target
  57514. * to a desired value once triggered.
  57515. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57516. */
  57517. var SetStateAction = /** @class */ (function (_super) {
  57518. __extends(SetStateAction, _super);
  57519. /**
  57520. * Instantiate the action
  57521. * @param triggerOptions defines the trigger options
  57522. * @param target defines the object containing the state property
  57523. * @param value defines the value to store in the state field
  57524. * @param condition defines the trigger related conditions
  57525. */
  57526. function SetStateAction(triggerOptions, target, value, condition) {
  57527. var _this = _super.call(this, triggerOptions, condition) || this;
  57528. _this.value = value;
  57529. _this._target = target;
  57530. return _this;
  57531. }
  57532. /**
  57533. * Execute the action and store the value on the target state property.
  57534. */
  57535. SetStateAction.prototype.execute = function () {
  57536. this._target.state = this.value;
  57537. };
  57538. /**
  57539. * Serializes the actions and its related information.
  57540. * @param parent defines the object to serialize in
  57541. * @returns the serialized object
  57542. */
  57543. SetStateAction.prototype.serialize = function (parent) {
  57544. return _super.prototype._serialize.call(this, {
  57545. name: "SetStateAction",
  57546. properties: [
  57547. BABYLON.Action._GetTargetProperty(this._target),
  57548. { name: "value", value: this.value }
  57549. ]
  57550. }, parent);
  57551. };
  57552. return SetStateAction;
  57553. }(BABYLON.Action));
  57554. BABYLON.SetStateAction = SetStateAction;
  57555. /**
  57556. * This defines an action responsible to set a property of the target
  57557. * to a desired value once triggered.
  57558. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57559. */
  57560. var SetValueAction = /** @class */ (function (_super) {
  57561. __extends(SetValueAction, _super);
  57562. /**
  57563. * Instantiate the action
  57564. * @param triggerOptions defines the trigger options
  57565. * @param target defines the object containing the property
  57566. * @param propertyPath defines the path of the property to set in the target
  57567. * @param value defines the value to set in the property
  57568. * @param condition defines the trigger related conditions
  57569. */
  57570. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57571. var _this = _super.call(this, triggerOptions, condition) || this;
  57572. _this.propertyPath = propertyPath;
  57573. _this.value = value;
  57574. _this._target = _this._effectiveTarget = target;
  57575. return _this;
  57576. }
  57577. /** @hidden */
  57578. SetValueAction.prototype._prepare = function () {
  57579. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57580. this._property = this._getProperty(this.propertyPath);
  57581. };
  57582. /**
  57583. * Execute the action and set the targetted property to the desired value.
  57584. */
  57585. SetValueAction.prototype.execute = function () {
  57586. this._effectiveTarget[this._property] = this.value;
  57587. if (this._target.markAsDirty) {
  57588. this._target.markAsDirty(this._property);
  57589. }
  57590. };
  57591. /**
  57592. * Serializes the actions and its related information.
  57593. * @param parent defines the object to serialize in
  57594. * @returns the serialized object
  57595. */
  57596. SetValueAction.prototype.serialize = function (parent) {
  57597. return _super.prototype._serialize.call(this, {
  57598. name: "SetValueAction",
  57599. properties: [
  57600. BABYLON.Action._GetTargetProperty(this._target),
  57601. { name: "propertyPath", value: this.propertyPath },
  57602. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57603. ]
  57604. }, parent);
  57605. };
  57606. return SetValueAction;
  57607. }(BABYLON.Action));
  57608. BABYLON.SetValueAction = SetValueAction;
  57609. /**
  57610. * This defines an action responsible to increment the target value
  57611. * to a desired value once triggered.
  57612. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57613. */
  57614. var IncrementValueAction = /** @class */ (function (_super) {
  57615. __extends(IncrementValueAction, _super);
  57616. /**
  57617. * Instantiate the action
  57618. * @param triggerOptions defines the trigger options
  57619. * @param target defines the object containing the property
  57620. * @param propertyPath defines the path of the property to increment in the target
  57621. * @param value defines the value value we should increment the property by
  57622. * @param condition defines the trigger related conditions
  57623. */
  57624. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57625. var _this = _super.call(this, triggerOptions, condition) || this;
  57626. _this.propertyPath = propertyPath;
  57627. _this.value = value;
  57628. _this._target = _this._effectiveTarget = target;
  57629. return _this;
  57630. }
  57631. /** @hidden */
  57632. IncrementValueAction.prototype._prepare = function () {
  57633. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57634. this._property = this._getProperty(this.propertyPath);
  57635. if (typeof this._effectiveTarget[this._property] !== "number") {
  57636. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57637. }
  57638. };
  57639. /**
  57640. * Execute the action and increment the target of the value amount.
  57641. */
  57642. IncrementValueAction.prototype.execute = function () {
  57643. this._effectiveTarget[this._property] += this.value;
  57644. if (this._target.markAsDirty) {
  57645. this._target.markAsDirty(this._property);
  57646. }
  57647. };
  57648. /**
  57649. * Serializes the actions and its related information.
  57650. * @param parent defines the object to serialize in
  57651. * @returns the serialized object
  57652. */
  57653. IncrementValueAction.prototype.serialize = function (parent) {
  57654. return _super.prototype._serialize.call(this, {
  57655. name: "IncrementValueAction",
  57656. properties: [
  57657. BABYLON.Action._GetTargetProperty(this._target),
  57658. { name: "propertyPath", value: this.propertyPath },
  57659. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57660. ]
  57661. }, parent);
  57662. };
  57663. return IncrementValueAction;
  57664. }(BABYLON.Action));
  57665. BABYLON.IncrementValueAction = IncrementValueAction;
  57666. /**
  57667. * This defines an action responsible to start an animation once triggered.
  57668. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57669. */
  57670. var PlayAnimationAction = /** @class */ (function (_super) {
  57671. __extends(PlayAnimationAction, _super);
  57672. /**
  57673. * Instantiate the action
  57674. * @param triggerOptions defines the trigger options
  57675. * @param target defines the target animation or animation name
  57676. * @param from defines from where the animation should start (animation frame)
  57677. * @param end defines where the animation should stop (animation frame)
  57678. * @param loop defines if the animation should loop or stop after the first play
  57679. * @param condition defines the trigger related conditions
  57680. */
  57681. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57682. var _this = _super.call(this, triggerOptions, condition) || this;
  57683. _this.from = from;
  57684. _this.to = to;
  57685. _this.loop = loop;
  57686. _this._target = target;
  57687. return _this;
  57688. }
  57689. /** @hidden */
  57690. PlayAnimationAction.prototype._prepare = function () {
  57691. };
  57692. /**
  57693. * Execute the action and play the animation.
  57694. */
  57695. PlayAnimationAction.prototype.execute = function () {
  57696. var scene = this._actionManager.getScene();
  57697. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57698. };
  57699. /**
  57700. * Serializes the actions and its related information.
  57701. * @param parent defines the object to serialize in
  57702. * @returns the serialized object
  57703. */
  57704. PlayAnimationAction.prototype.serialize = function (parent) {
  57705. return _super.prototype._serialize.call(this, {
  57706. name: "PlayAnimationAction",
  57707. properties: [
  57708. BABYLON.Action._GetTargetProperty(this._target),
  57709. { name: "from", value: String(this.from) },
  57710. { name: "to", value: String(this.to) },
  57711. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57712. ]
  57713. }, parent);
  57714. };
  57715. return PlayAnimationAction;
  57716. }(BABYLON.Action));
  57717. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57718. /**
  57719. * This defines an action responsible to stop an animation once triggered.
  57720. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57721. */
  57722. var StopAnimationAction = /** @class */ (function (_super) {
  57723. __extends(StopAnimationAction, _super);
  57724. /**
  57725. * Instantiate the action
  57726. * @param triggerOptions defines the trigger options
  57727. * @param target defines the target animation or animation name
  57728. * @param condition defines the trigger related conditions
  57729. */
  57730. function StopAnimationAction(triggerOptions, target, condition) {
  57731. var _this = _super.call(this, triggerOptions, condition) || this;
  57732. _this._target = target;
  57733. return _this;
  57734. }
  57735. /** @hidden */
  57736. StopAnimationAction.prototype._prepare = function () {
  57737. };
  57738. /**
  57739. * Execute the action and stop the animation.
  57740. */
  57741. StopAnimationAction.prototype.execute = function () {
  57742. var scene = this._actionManager.getScene();
  57743. scene.stopAnimation(this._target);
  57744. };
  57745. /**
  57746. * Serializes the actions and its related information.
  57747. * @param parent defines the object to serialize in
  57748. * @returns the serialized object
  57749. */
  57750. StopAnimationAction.prototype.serialize = function (parent) {
  57751. return _super.prototype._serialize.call(this, {
  57752. name: "StopAnimationAction",
  57753. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57754. }, parent);
  57755. };
  57756. return StopAnimationAction;
  57757. }(BABYLON.Action));
  57758. BABYLON.StopAnimationAction = StopAnimationAction;
  57759. /**
  57760. * This defines an action responsible that does nothing once triggered.
  57761. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57762. */
  57763. var DoNothingAction = /** @class */ (function (_super) {
  57764. __extends(DoNothingAction, _super);
  57765. /**
  57766. * Instantiate the action
  57767. * @param triggerOptions defines the trigger options
  57768. * @param condition defines the trigger related conditions
  57769. */
  57770. function DoNothingAction(triggerOptions, condition) {
  57771. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57772. return _super.call(this, triggerOptions, condition) || this;
  57773. }
  57774. /**
  57775. * Execute the action and do nothing.
  57776. */
  57777. DoNothingAction.prototype.execute = function () {
  57778. };
  57779. /**
  57780. * Serializes the actions and its related information.
  57781. * @param parent defines the object to serialize in
  57782. * @returns the serialized object
  57783. */
  57784. DoNothingAction.prototype.serialize = function (parent) {
  57785. return _super.prototype._serialize.call(this, {
  57786. name: "DoNothingAction",
  57787. properties: []
  57788. }, parent);
  57789. };
  57790. return DoNothingAction;
  57791. }(BABYLON.Action));
  57792. BABYLON.DoNothingAction = DoNothingAction;
  57793. /**
  57794. * This defines an action responsible to trigger several actions once triggered.
  57795. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57796. */
  57797. var CombineAction = /** @class */ (function (_super) {
  57798. __extends(CombineAction, _super);
  57799. /**
  57800. * Instantiate the action
  57801. * @param triggerOptions defines the trigger options
  57802. * @param children defines the list of aggregated animations to run
  57803. * @param condition defines the trigger related conditions
  57804. */
  57805. function CombineAction(triggerOptions, children, condition) {
  57806. var _this = _super.call(this, triggerOptions, condition) || this;
  57807. _this.children = children;
  57808. return _this;
  57809. }
  57810. /** @hidden */
  57811. CombineAction.prototype._prepare = function () {
  57812. for (var index = 0; index < this.children.length; index++) {
  57813. this.children[index]._actionManager = this._actionManager;
  57814. this.children[index]._prepare();
  57815. }
  57816. };
  57817. /**
  57818. * Execute the action and executes all the aggregated actions.
  57819. */
  57820. CombineAction.prototype.execute = function (evt) {
  57821. for (var index = 0; index < this.children.length; index++) {
  57822. this.children[index].execute(evt);
  57823. }
  57824. };
  57825. /**
  57826. * Serializes the actions and its related information.
  57827. * @param parent defines the object to serialize in
  57828. * @returns the serialized object
  57829. */
  57830. CombineAction.prototype.serialize = function (parent) {
  57831. var serializationObject = _super.prototype._serialize.call(this, {
  57832. name: "CombineAction",
  57833. properties: [],
  57834. combine: []
  57835. }, parent);
  57836. for (var i = 0; i < this.children.length; i++) {
  57837. serializationObject.combine.push(this.children[i].serialize(null));
  57838. }
  57839. return serializationObject;
  57840. };
  57841. return CombineAction;
  57842. }(BABYLON.Action));
  57843. BABYLON.CombineAction = CombineAction;
  57844. /**
  57845. * This defines an action responsible to run code (external event) once triggered.
  57846. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57847. */
  57848. var ExecuteCodeAction = /** @class */ (function (_super) {
  57849. __extends(ExecuteCodeAction, _super);
  57850. /**
  57851. * Instantiate the action
  57852. * @param triggerOptions defines the trigger options
  57853. * @param func defines the callback function to run
  57854. * @param condition defines the trigger related conditions
  57855. */
  57856. function ExecuteCodeAction(triggerOptions, func, condition) {
  57857. var _this = _super.call(this, triggerOptions, condition) || this;
  57858. _this.func = func;
  57859. return _this;
  57860. }
  57861. /**
  57862. * Execute the action and run the attached code.
  57863. */
  57864. ExecuteCodeAction.prototype.execute = function (evt) {
  57865. this.func(evt);
  57866. };
  57867. return ExecuteCodeAction;
  57868. }(BABYLON.Action));
  57869. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57870. /**
  57871. * This defines an action responsible to set the parent property of the target once triggered.
  57872. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57873. */
  57874. var SetParentAction = /** @class */ (function (_super) {
  57875. __extends(SetParentAction, _super);
  57876. /**
  57877. * Instantiate the action
  57878. * @param triggerOptions defines the trigger options
  57879. * @param target defines the target containing the parent property
  57880. * @param parent defines from where the animation should start (animation frame)
  57881. * @param condition defines the trigger related conditions
  57882. */
  57883. function SetParentAction(triggerOptions, target, parent, condition) {
  57884. var _this = _super.call(this, triggerOptions, condition) || this;
  57885. _this._target = target;
  57886. _this._parent = parent;
  57887. return _this;
  57888. }
  57889. /** @hidden */
  57890. SetParentAction.prototype._prepare = function () {
  57891. };
  57892. /**
  57893. * Execute the action and set the parent property.
  57894. */
  57895. SetParentAction.prototype.execute = function () {
  57896. if (this._target.parent === this._parent) {
  57897. return;
  57898. }
  57899. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57900. invertParentWorldMatrix.invert();
  57901. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57902. this._target.parent = this._parent;
  57903. };
  57904. /**
  57905. * Serializes the actions and its related information.
  57906. * @param parent defines the object to serialize in
  57907. * @returns the serialized object
  57908. */
  57909. SetParentAction.prototype.serialize = function (parent) {
  57910. return _super.prototype._serialize.call(this, {
  57911. name: "SetParentAction",
  57912. properties: [
  57913. BABYLON.Action._GetTargetProperty(this._target),
  57914. BABYLON.Action._GetTargetProperty(this._parent),
  57915. ]
  57916. }, parent);
  57917. };
  57918. return SetParentAction;
  57919. }(BABYLON.Action));
  57920. BABYLON.SetParentAction = SetParentAction;
  57921. })(BABYLON || (BABYLON = {}));
  57922. //# sourceMappingURL=babylon.directActions.js.map
  57923. var BABYLON;
  57924. (function (BABYLON) {
  57925. /**
  57926. * Class used to manage multiple sprites on the same spritesheet
  57927. * @see http://doc.babylonjs.com/babylon101/sprites
  57928. */
  57929. var SpriteManager = /** @class */ (function () {
  57930. /**
  57931. * Creates a new sprite manager
  57932. * @param name defines the manager's name
  57933. * @param imgUrl defines the sprite sheet url
  57934. * @param capacity defines the maximum allowed number of sprites
  57935. * @param cellSize defines the size of a sprite cell
  57936. * @param scene defines the hosting scene
  57937. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57938. * @param samplingMode defines the smapling mode to use with spritesheet
  57939. */
  57940. function SpriteManager(
  57941. /** defines the manager's name */
  57942. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57943. if (epsilon === void 0) { epsilon = 0.01; }
  57944. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57945. this.name = name;
  57946. /** Gets the list of sprites */
  57947. this.sprites = new Array();
  57948. /** Gets or sets the rendering group id (0 by default) */
  57949. this.renderingGroupId = 0;
  57950. /** Gets or sets camera layer mask */
  57951. this.layerMask = 0x0FFFFFFF;
  57952. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57953. this.fogEnabled = true;
  57954. /** Gets or sets a boolean indicating if the sprites are pickable */
  57955. this.isPickable = false;
  57956. /**
  57957. * An event triggered when the manager is disposed.
  57958. */
  57959. this.onDisposeObservable = new BABYLON.Observable();
  57960. this._vertexBuffers = {};
  57961. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57962. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57963. }
  57964. this._capacity = capacity;
  57965. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57966. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57967. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57968. if (cellSize.width && cellSize.height) {
  57969. this.cellWidth = cellSize.width;
  57970. this.cellHeight = cellSize.height;
  57971. }
  57972. else if (cellSize !== undefined) {
  57973. this.cellWidth = cellSize;
  57974. this.cellHeight = cellSize;
  57975. }
  57976. else {
  57977. return;
  57978. }
  57979. this._epsilon = epsilon;
  57980. this._scene = scene;
  57981. this._scene.spriteManagers.push(this);
  57982. var indices = [];
  57983. var index = 0;
  57984. for (var count = 0; count < capacity; count++) {
  57985. indices.push(index);
  57986. indices.push(index + 1);
  57987. indices.push(index + 2);
  57988. indices.push(index);
  57989. indices.push(index + 2);
  57990. indices.push(index + 3);
  57991. index += 4;
  57992. }
  57993. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57994. // VBO
  57995. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57996. this._vertexData = new Float32Array(capacity * 16 * 4);
  57997. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57998. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57999. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58000. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58001. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58002. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58003. this._vertexBuffers["options"] = options;
  58004. this._vertexBuffers["cellInfo"] = cellInfo;
  58005. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58006. // Effects
  58007. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58008. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58009. }
  58010. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58011. /**
  58012. * Callback called when the manager is disposed
  58013. */
  58014. set: function (callback) {
  58015. if (this._onDisposeObserver) {
  58016. this.onDisposeObservable.remove(this._onDisposeObserver);
  58017. }
  58018. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58019. },
  58020. enumerable: true,
  58021. configurable: true
  58022. });
  58023. Object.defineProperty(SpriteManager.prototype, "texture", {
  58024. /**
  58025. * Gets or sets the spritesheet texture
  58026. */
  58027. get: function () {
  58028. return this._spriteTexture;
  58029. },
  58030. set: function (value) {
  58031. this._spriteTexture = value;
  58032. },
  58033. enumerable: true,
  58034. configurable: true
  58035. });
  58036. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58037. var arrayOffset = index * 16;
  58038. if (offsetX === 0) {
  58039. offsetX = this._epsilon;
  58040. }
  58041. else if (offsetX === 1) {
  58042. offsetX = 1 - this._epsilon;
  58043. }
  58044. if (offsetY === 0) {
  58045. offsetY = this._epsilon;
  58046. }
  58047. else if (offsetY === 1) {
  58048. offsetY = 1 - this._epsilon;
  58049. }
  58050. this._vertexData[arrayOffset] = sprite.position.x;
  58051. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58052. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58053. this._vertexData[arrayOffset + 3] = sprite.angle;
  58054. this._vertexData[arrayOffset + 4] = sprite.width;
  58055. this._vertexData[arrayOffset + 5] = sprite.height;
  58056. this._vertexData[arrayOffset + 6] = offsetX;
  58057. this._vertexData[arrayOffset + 7] = offsetY;
  58058. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58059. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58060. var offset = (sprite.cellIndex / rowSize) >> 0;
  58061. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58062. this._vertexData[arrayOffset + 11] = offset;
  58063. // Color
  58064. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58065. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58066. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58067. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58068. };
  58069. /**
  58070. * Intersects the sprites with a ray
  58071. * @param ray defines the ray to intersect with
  58072. * @param camera defines the current active camera
  58073. * @param predicate defines a predicate used to select candidate sprites
  58074. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58075. * @returns null if no hit or a PickingInfo
  58076. */
  58077. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58078. var count = Math.min(this._capacity, this.sprites.length);
  58079. var min = BABYLON.Vector3.Zero();
  58080. var max = BABYLON.Vector3.Zero();
  58081. var distance = Number.MAX_VALUE;
  58082. var currentSprite = null;
  58083. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58084. var cameraView = camera.getViewMatrix();
  58085. for (var index = 0; index < count; index++) {
  58086. var sprite = this.sprites[index];
  58087. if (!sprite) {
  58088. continue;
  58089. }
  58090. if (predicate) {
  58091. if (!predicate(sprite)) {
  58092. continue;
  58093. }
  58094. }
  58095. else if (!sprite.isPickable) {
  58096. continue;
  58097. }
  58098. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58099. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58100. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58101. if (ray.intersectsBoxMinMax(min, max)) {
  58102. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58103. if (distance > currentDistance) {
  58104. distance = currentDistance;
  58105. currentSprite = sprite;
  58106. if (fastCheck) {
  58107. break;
  58108. }
  58109. }
  58110. }
  58111. }
  58112. if (currentSprite) {
  58113. var result = new BABYLON.PickingInfo();
  58114. result.hit = true;
  58115. result.pickedSprite = currentSprite;
  58116. result.distance = distance;
  58117. return result;
  58118. }
  58119. return null;
  58120. };
  58121. /**
  58122. * Render all child sprites
  58123. */
  58124. SpriteManager.prototype.render = function () {
  58125. // Check
  58126. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58127. return;
  58128. }
  58129. var engine = this._scene.getEngine();
  58130. var baseSize = this._spriteTexture.getBaseSize();
  58131. // Sprites
  58132. var deltaTime = engine.getDeltaTime();
  58133. var max = Math.min(this._capacity, this.sprites.length);
  58134. var rowSize = baseSize.width / this.cellWidth;
  58135. var offset = 0;
  58136. for (var index = 0; index < max; index++) {
  58137. var sprite = this.sprites[index];
  58138. if (!sprite || !sprite.isVisible) {
  58139. continue;
  58140. }
  58141. sprite._animate(deltaTime);
  58142. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58143. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58144. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58145. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58146. }
  58147. this._buffer.update(this._vertexData);
  58148. // Render
  58149. var effect = this._effectBase;
  58150. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58151. effect = this._effectFog;
  58152. }
  58153. engine.enableEffect(effect);
  58154. var viewMatrix = this._scene.getViewMatrix();
  58155. effect.setTexture("diffuseSampler", this._spriteTexture);
  58156. effect.setMatrix("view", viewMatrix);
  58157. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58158. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58159. // Fog
  58160. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58161. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58162. effect.setColor3("vFogColor", this._scene.fogColor);
  58163. }
  58164. // VBOs
  58165. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58166. // Draw order
  58167. engine.setDepthFunctionToLessOrEqual();
  58168. effect.setBool("alphaTest", true);
  58169. engine.setColorWrite(false);
  58170. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58171. engine.setColorWrite(true);
  58172. effect.setBool("alphaTest", false);
  58173. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58174. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58175. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58176. };
  58177. /**
  58178. * Release associated resources
  58179. */
  58180. SpriteManager.prototype.dispose = function () {
  58181. if (this._buffer) {
  58182. this._buffer.dispose();
  58183. this._buffer = null;
  58184. }
  58185. if (this._indexBuffer) {
  58186. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58187. this._indexBuffer = null;
  58188. }
  58189. if (this._spriteTexture) {
  58190. this._spriteTexture.dispose();
  58191. this._spriteTexture = null;
  58192. }
  58193. // Remove from scene
  58194. var index = this._scene.spriteManagers.indexOf(this);
  58195. this._scene.spriteManagers.splice(index, 1);
  58196. // Callback
  58197. this.onDisposeObservable.notifyObservers(this);
  58198. this.onDisposeObservable.clear();
  58199. };
  58200. return SpriteManager;
  58201. }());
  58202. BABYLON.SpriteManager = SpriteManager;
  58203. })(BABYLON || (BABYLON = {}));
  58204. //# sourceMappingURL=babylon.spriteManager.js.map
  58205. var BABYLON;
  58206. (function (BABYLON) {
  58207. /**
  58208. * Class used to represent a sprite
  58209. * @see http://doc.babylonjs.com/babylon101/sprites
  58210. */
  58211. var Sprite = /** @class */ (function () {
  58212. /**
  58213. * Creates a new Sprite
  58214. * @param name defines the name
  58215. * @param manager defines the manager
  58216. */
  58217. function Sprite(
  58218. /** defines the name */
  58219. name, manager) {
  58220. this.name = name;
  58221. /** Gets or sets the main color */
  58222. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58223. /** Gets or sets the width */
  58224. this.width = 1.0;
  58225. /** Gets or sets the height */
  58226. this.height = 1.0;
  58227. /** Gets or sets rotation angle */
  58228. this.angle = 0;
  58229. /** Gets or sets the cell index in the sprite sheet */
  58230. this.cellIndex = 0;
  58231. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58232. this.invertU = 0;
  58233. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58234. this.invertV = 0;
  58235. /** Gets the list of attached animations */
  58236. this.animations = new Array();
  58237. /** Gets or sets a boolean indicating if the sprite can be picked */
  58238. this.isPickable = false;
  58239. this._animationStarted = false;
  58240. this._loopAnimation = false;
  58241. this._fromIndex = 0;
  58242. this._toIndex = 0;
  58243. this._delay = 0;
  58244. this._direction = 1;
  58245. this._time = 0;
  58246. /**
  58247. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58248. */
  58249. this.isVisible = true;
  58250. this._manager = manager;
  58251. this._manager.sprites.push(this);
  58252. this.position = BABYLON.Vector3.Zero();
  58253. }
  58254. Object.defineProperty(Sprite.prototype, "size", {
  58255. /**
  58256. * Gets or sets the sprite size
  58257. */
  58258. get: function () {
  58259. return this.width;
  58260. },
  58261. set: function (value) {
  58262. this.width = value;
  58263. this.height = value;
  58264. },
  58265. enumerable: true,
  58266. configurable: true
  58267. });
  58268. /**
  58269. * Starts an animation
  58270. * @param from defines the initial key
  58271. * @param to defines the end key
  58272. * @param loop defines if the animation must loop
  58273. * @param delay defines the start delay (in ms)
  58274. * @param onAnimationEnd defines a callback to call when animation ends
  58275. */
  58276. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58277. this._fromIndex = from;
  58278. this._toIndex = to;
  58279. this._loopAnimation = loop;
  58280. this._delay = delay;
  58281. this._animationStarted = true;
  58282. this._direction = from < to ? 1 : -1;
  58283. this.cellIndex = from;
  58284. this._time = 0;
  58285. this._onAnimationEnd = onAnimationEnd;
  58286. };
  58287. /** Stops current animation (if any) */
  58288. Sprite.prototype.stopAnimation = function () {
  58289. this._animationStarted = false;
  58290. };
  58291. /** @hidden */
  58292. Sprite.prototype._animate = function (deltaTime) {
  58293. if (!this._animationStarted) {
  58294. return;
  58295. }
  58296. this._time += deltaTime;
  58297. if (this._time > this._delay) {
  58298. this._time = this._time % this._delay;
  58299. this.cellIndex += this._direction;
  58300. if (this.cellIndex > this._toIndex) {
  58301. if (this._loopAnimation) {
  58302. this.cellIndex = this._fromIndex;
  58303. }
  58304. else {
  58305. this.cellIndex = this._toIndex;
  58306. this._animationStarted = false;
  58307. if (this._onAnimationEnd) {
  58308. this._onAnimationEnd();
  58309. }
  58310. if (this.disposeWhenFinishedAnimating) {
  58311. this.dispose();
  58312. }
  58313. }
  58314. }
  58315. }
  58316. };
  58317. /** Release associated resources */
  58318. Sprite.prototype.dispose = function () {
  58319. for (var i = 0; i < this._manager.sprites.length; i++) {
  58320. if (this._manager.sprites[i] == this) {
  58321. this._manager.sprites.splice(i, 1);
  58322. }
  58323. }
  58324. };
  58325. return Sprite;
  58326. }());
  58327. BABYLON.Sprite = Sprite;
  58328. })(BABYLON || (BABYLON = {}));
  58329. //# sourceMappingURL=babylon.sprite.js.map
  58330. var BABYLON;
  58331. (function (BABYLON) {
  58332. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58333. if (!BABYLON.PickingInfo) {
  58334. return null;
  58335. }
  58336. var pickingInfo = null;
  58337. if (!camera) {
  58338. if (!this.activeCamera) {
  58339. return null;
  58340. }
  58341. camera = this.activeCamera;
  58342. }
  58343. if (this.spriteManagers.length > 0) {
  58344. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58345. var spriteManager = this.spriteManagers[spriteIndex];
  58346. if (!spriteManager.isPickable) {
  58347. continue;
  58348. }
  58349. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58350. if (!result || !result.hit) {
  58351. continue;
  58352. }
  58353. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58354. continue;
  58355. }
  58356. pickingInfo = result;
  58357. if (fastCheck) {
  58358. break;
  58359. }
  58360. }
  58361. }
  58362. return pickingInfo || new BABYLON.PickingInfo();
  58363. };
  58364. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58365. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58366. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58367. };
  58368. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58369. if (!this._tempSpritePickingRay) {
  58370. return null;
  58371. }
  58372. if (!camera) {
  58373. if (!this.activeCamera) {
  58374. return null;
  58375. }
  58376. camera = this.activeCamera;
  58377. }
  58378. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58379. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58380. };
  58381. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58382. if (this._pointerOverSprite === sprite) {
  58383. return;
  58384. }
  58385. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58386. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58387. }
  58388. this._pointerOverSprite = sprite;
  58389. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58390. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58391. }
  58392. };
  58393. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58394. return this._pointerOverSprite;
  58395. };
  58396. /**
  58397. * Defines the sprite scene component responsible to manage sprites
  58398. * in a given scene.
  58399. */
  58400. var SpriteSceneComponent = /** @class */ (function () {
  58401. /**
  58402. * Creates a new instance of the component for the given scene
  58403. * @param scene Defines the scene to register the component in
  58404. */
  58405. function SpriteSceneComponent(scene) {
  58406. /**
  58407. * The component name helpfull to identify the component in the list of scene components.
  58408. */
  58409. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58410. this.scene = scene;
  58411. this.scene.spriteManagers = new Array();
  58412. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58413. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58414. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58415. this._spritePredicate = function (sprite) {
  58416. if (!sprite.actionManager) {
  58417. return false;
  58418. }
  58419. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58420. };
  58421. }
  58422. /**
  58423. * Registers the component in a given scene
  58424. */
  58425. SpriteSceneComponent.prototype.register = function () {
  58426. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58427. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58428. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58429. };
  58430. /**
  58431. * Rebuilds the elements related to this component in case of
  58432. * context lost for instance.
  58433. */
  58434. SpriteSceneComponent.prototype.rebuild = function () {
  58435. /** Nothing to do for sprites */
  58436. };
  58437. /**
  58438. * Disposes the component and the associated ressources.
  58439. */
  58440. SpriteSceneComponent.prototype.dispose = function () {
  58441. this.scene.onBeforeSpritesRenderingObservable.clear();
  58442. this.scene.onAfterSpritesRenderingObservable.clear();
  58443. var spriteManagers = this.scene.spriteManagers;
  58444. while (spriteManagers.length) {
  58445. spriteManagers[0].dispose();
  58446. }
  58447. };
  58448. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58449. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58450. if (result) {
  58451. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58452. }
  58453. return result;
  58454. };
  58455. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58456. var scene = this.scene;
  58457. if (isMeshPicked) {
  58458. scene.setPointerOverSprite(null);
  58459. }
  58460. else {
  58461. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58462. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58463. scene.setPointerOverSprite(pickResult.pickedSprite);
  58464. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58465. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58466. }
  58467. else {
  58468. canvas.style.cursor = scene.hoverCursor;
  58469. }
  58470. }
  58471. else {
  58472. scene.setPointerOverSprite(null);
  58473. }
  58474. }
  58475. return pickResult;
  58476. };
  58477. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58478. var scene = this.scene;
  58479. scene._pickedDownSprite = null;
  58480. if (scene.spriteManagers.length > 0) {
  58481. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58482. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58483. if (pickResult.pickedSprite.actionManager) {
  58484. scene._pickedDownSprite = pickResult.pickedSprite;
  58485. switch (evt.button) {
  58486. case 0:
  58487. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58488. break;
  58489. case 1:
  58490. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58491. break;
  58492. case 2:
  58493. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58494. break;
  58495. }
  58496. if (pickResult.pickedSprite.actionManager) {
  58497. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58498. }
  58499. }
  58500. }
  58501. }
  58502. return pickResult;
  58503. };
  58504. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58505. var scene = this.scene;
  58506. if (scene.spriteManagers.length > 0) {
  58507. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58508. if (spritePickResult) {
  58509. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58510. if (spritePickResult.pickedSprite.actionManager) {
  58511. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58512. if (spritePickResult.pickedSprite.actionManager) {
  58513. if (!this.scene._isPointerSwiping()) {
  58514. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58515. }
  58516. }
  58517. }
  58518. }
  58519. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58520. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58521. }
  58522. }
  58523. }
  58524. return pickResult;
  58525. };
  58526. return SpriteSceneComponent;
  58527. }());
  58528. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58529. })(BABYLON || (BABYLON = {}));
  58530. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58531. var BABYLON;
  58532. (function (BABYLON) {
  58533. /**
  58534. * @hidden
  58535. */
  58536. var IntersectionInfo = /** @class */ (function () {
  58537. function IntersectionInfo(bu, bv, distance) {
  58538. this.bu = bu;
  58539. this.bv = bv;
  58540. this.distance = distance;
  58541. this.faceId = 0;
  58542. this.subMeshId = 0;
  58543. }
  58544. return IntersectionInfo;
  58545. }());
  58546. BABYLON.IntersectionInfo = IntersectionInfo;
  58547. /**
  58548. * Information about the result of picking within a scene
  58549. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58550. */
  58551. var PickingInfo = /** @class */ (function () {
  58552. function PickingInfo() {
  58553. /**
  58554. * If the pick collided with an object
  58555. */
  58556. this.hit = false;
  58557. /**
  58558. * Distance away where the pick collided
  58559. */
  58560. this.distance = 0;
  58561. /**
  58562. * The location of pick collision
  58563. */
  58564. this.pickedPoint = null;
  58565. /**
  58566. * The mesh corresponding the the pick collision
  58567. */
  58568. this.pickedMesh = null;
  58569. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58570. this.bu = 0;
  58571. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58572. this.bv = 0;
  58573. /** The id of the face on the mesh that was picked */
  58574. this.faceId = -1;
  58575. /** Id of the the submesh that was picked */
  58576. this.subMeshId = 0;
  58577. /** If a sprite was picked, this will be the sprite the pick collided with */
  58578. this.pickedSprite = null;
  58579. /**
  58580. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58581. */
  58582. this.originMesh = null;
  58583. /**
  58584. * The ray that was used to perform the picking.
  58585. */
  58586. this.ray = null;
  58587. }
  58588. /**
  58589. * Gets the normal correspodning to the face the pick collided with
  58590. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58591. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58592. * @returns The normal correspodning to the face the pick collided with
  58593. */
  58594. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58595. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58596. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58597. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58598. return null;
  58599. }
  58600. var indices = this.pickedMesh.getIndices();
  58601. if (!indices) {
  58602. return null;
  58603. }
  58604. var result;
  58605. if (useVerticesNormals) {
  58606. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58607. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58608. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58609. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58610. normal0 = normal0.scale(this.bu);
  58611. normal1 = normal1.scale(this.bv);
  58612. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58613. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58614. }
  58615. else {
  58616. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58617. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58618. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58619. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58620. var p1p2 = vertex1.subtract(vertex2);
  58621. var p3p2 = vertex3.subtract(vertex2);
  58622. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58623. }
  58624. if (useWorldCoordinates) {
  58625. var wm = this.pickedMesh.getWorldMatrix();
  58626. if (this.pickedMesh.nonUniformScaling) {
  58627. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58628. wm = BABYLON.Tmp.Matrix[0];
  58629. wm.setTranslationFromFloats(0, 0, 0);
  58630. wm.invert();
  58631. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58632. wm = BABYLON.Tmp.Matrix[1];
  58633. }
  58634. result = BABYLON.Vector3.TransformNormal(result, wm);
  58635. }
  58636. result.normalize();
  58637. return result;
  58638. };
  58639. /**
  58640. * Gets the texture coordinates of where the pick occured
  58641. * @returns the vector containing the coordnates of the texture
  58642. */
  58643. PickingInfo.prototype.getTextureCoordinates = function () {
  58644. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58645. return null;
  58646. }
  58647. var indices = this.pickedMesh.getIndices();
  58648. if (!indices) {
  58649. return null;
  58650. }
  58651. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58652. if (!uvs) {
  58653. return null;
  58654. }
  58655. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58656. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58657. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58658. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58659. uv1 = uv1.scale(this.bu);
  58660. uv2 = uv2.scale(this.bv);
  58661. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58662. };
  58663. return PickingInfo;
  58664. }());
  58665. BABYLON.PickingInfo = PickingInfo;
  58666. })(BABYLON || (BABYLON = {}));
  58667. //# sourceMappingURL=babylon.pickingInfo.js.map
  58668. var BABYLON;
  58669. (function (BABYLON) {
  58670. /**
  58671. * Class representing a ray with position and direction
  58672. */
  58673. var Ray = /** @class */ (function () {
  58674. /**
  58675. * Creates a new ray
  58676. * @param origin origin point
  58677. * @param direction direction
  58678. * @param length length of the ray
  58679. */
  58680. function Ray(
  58681. /** origin point */
  58682. origin,
  58683. /** direction */
  58684. direction,
  58685. /** length of the ray */
  58686. length) {
  58687. if (length === void 0) { length = Number.MAX_VALUE; }
  58688. this.origin = origin;
  58689. this.direction = direction;
  58690. this.length = length;
  58691. }
  58692. // Methods
  58693. /**
  58694. * Checks if the ray intersects a box
  58695. * @param minimum bound of the box
  58696. * @param maximum bound of the box
  58697. * @param intersectionTreshold extra extend to be added to the box in all direction
  58698. * @returns if the box was hit
  58699. */
  58700. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58701. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58702. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58703. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58704. var d = 0.0;
  58705. var maxValue = Number.MAX_VALUE;
  58706. var inv;
  58707. var min;
  58708. var max;
  58709. var temp;
  58710. if (Math.abs(this.direction.x) < 0.0000001) {
  58711. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58712. return false;
  58713. }
  58714. }
  58715. else {
  58716. inv = 1.0 / this.direction.x;
  58717. min = (newMinimum.x - this.origin.x) * inv;
  58718. max = (newMaximum.x - this.origin.x) * inv;
  58719. if (max === -Infinity) {
  58720. max = Infinity;
  58721. }
  58722. if (min > max) {
  58723. temp = min;
  58724. min = max;
  58725. max = temp;
  58726. }
  58727. d = Math.max(min, d);
  58728. maxValue = Math.min(max, maxValue);
  58729. if (d > maxValue) {
  58730. return false;
  58731. }
  58732. }
  58733. if (Math.abs(this.direction.y) < 0.0000001) {
  58734. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58735. return false;
  58736. }
  58737. }
  58738. else {
  58739. inv = 1.0 / this.direction.y;
  58740. min = (newMinimum.y - this.origin.y) * inv;
  58741. max = (newMaximum.y - this.origin.y) * inv;
  58742. if (max === -Infinity) {
  58743. max = Infinity;
  58744. }
  58745. if (min > max) {
  58746. temp = min;
  58747. min = max;
  58748. max = temp;
  58749. }
  58750. d = Math.max(min, d);
  58751. maxValue = Math.min(max, maxValue);
  58752. if (d > maxValue) {
  58753. return false;
  58754. }
  58755. }
  58756. if (Math.abs(this.direction.z) < 0.0000001) {
  58757. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58758. return false;
  58759. }
  58760. }
  58761. else {
  58762. inv = 1.0 / this.direction.z;
  58763. min = (newMinimum.z - this.origin.z) * inv;
  58764. max = (newMaximum.z - this.origin.z) * inv;
  58765. if (max === -Infinity) {
  58766. max = Infinity;
  58767. }
  58768. if (min > max) {
  58769. temp = min;
  58770. min = max;
  58771. max = temp;
  58772. }
  58773. d = Math.max(min, d);
  58774. maxValue = Math.min(max, maxValue);
  58775. if (d > maxValue) {
  58776. return false;
  58777. }
  58778. }
  58779. return true;
  58780. };
  58781. /**
  58782. * Checks if the ray intersects a box
  58783. * @param box the bounding box to check
  58784. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58785. * @returns if the box was hit
  58786. */
  58787. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58788. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58789. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58790. };
  58791. /**
  58792. * If the ray hits a sphere
  58793. * @param sphere the bounding sphere to check
  58794. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58795. * @returns true if it hits the sphere
  58796. */
  58797. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58798. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58799. var x = sphere.center.x - this.origin.x;
  58800. var y = sphere.center.y - this.origin.y;
  58801. var z = sphere.center.z - this.origin.z;
  58802. var pyth = (x * x) + (y * y) + (z * z);
  58803. var radius = sphere.radius + intersectionTreshold;
  58804. var rr = radius * radius;
  58805. if (pyth <= rr) {
  58806. return true;
  58807. }
  58808. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58809. if (dot < 0.0) {
  58810. return false;
  58811. }
  58812. var temp = pyth - (dot * dot);
  58813. return temp <= rr;
  58814. };
  58815. /**
  58816. * If the ray hits a triange
  58817. * @param vertex0 triangle vertex
  58818. * @param vertex1 triangle vertex
  58819. * @param vertex2 triangle vertex
  58820. * @returns intersection information if hit
  58821. */
  58822. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58823. var edge1 = Ray.TmpVector3[0];
  58824. var edge2 = Ray.TmpVector3[1];
  58825. var pvec = Ray.TmpVector3[2];
  58826. var tvec = Ray.TmpVector3[3];
  58827. var qvec = Ray.TmpVector3[4];
  58828. vertex1.subtractToRef(vertex0, edge1);
  58829. vertex2.subtractToRef(vertex0, edge2);
  58830. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  58831. var det = BABYLON.Vector3.Dot(edge1, pvec);
  58832. if (det === 0) {
  58833. return null;
  58834. }
  58835. var invdet = 1 / det;
  58836. this.origin.subtractToRef(vertex0, tvec);
  58837. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  58838. if (bu < 0 || bu > 1.0) {
  58839. return null;
  58840. }
  58841. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  58842. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  58843. if (bv < 0 || bu + bv > 1.0) {
  58844. return null;
  58845. }
  58846. //check if the distance is longer than the predefined length.
  58847. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  58848. if (distance > this.length) {
  58849. return null;
  58850. }
  58851. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58852. };
  58853. /**
  58854. * Checks if ray intersects a plane
  58855. * @param plane the plane to check
  58856. * @returns the distance away it was hit
  58857. */
  58858. Ray.prototype.intersectsPlane = function (plane) {
  58859. var distance;
  58860. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58861. if (Math.abs(result1) < 9.99999997475243E-07) {
  58862. return null;
  58863. }
  58864. else {
  58865. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58866. distance = (-plane.d - result2) / result1;
  58867. if (distance < 0.0) {
  58868. if (distance < -9.99999997475243E-07) {
  58869. return null;
  58870. }
  58871. else {
  58872. return 0;
  58873. }
  58874. }
  58875. return distance;
  58876. }
  58877. };
  58878. /**
  58879. * Checks if ray intersects a mesh
  58880. * @param mesh the mesh to check
  58881. * @param fastCheck if only the bounding box should checked
  58882. * @returns picking info of the intersecton
  58883. */
  58884. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58885. var tm = BABYLON.Tmp.Matrix[0];
  58886. mesh.getWorldMatrix().invertToRef(tm);
  58887. if (this._tmpRay) {
  58888. Ray.TransformToRef(this, tm, this._tmpRay);
  58889. }
  58890. else {
  58891. this._tmpRay = Ray.Transform(this, tm);
  58892. }
  58893. return mesh.intersects(this._tmpRay, fastCheck);
  58894. };
  58895. /**
  58896. * Checks if ray intersects a mesh
  58897. * @param meshes the meshes to check
  58898. * @param fastCheck if only the bounding box should checked
  58899. * @param results array to store result in
  58900. * @returns Array of picking infos
  58901. */
  58902. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58903. if (results) {
  58904. results.length = 0;
  58905. }
  58906. else {
  58907. results = [];
  58908. }
  58909. for (var i = 0; i < meshes.length; i++) {
  58910. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58911. if (pickInfo.hit) {
  58912. results.push(pickInfo);
  58913. }
  58914. }
  58915. results.sort(this._comparePickingInfo);
  58916. return results;
  58917. };
  58918. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58919. if (pickingInfoA.distance < pickingInfoB.distance) {
  58920. return -1;
  58921. }
  58922. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58923. return 1;
  58924. }
  58925. else {
  58926. return 0;
  58927. }
  58928. };
  58929. /**
  58930. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58931. * @param sega the first point of the segment to test the intersection against
  58932. * @param segb the second point of the segment to test the intersection against
  58933. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58934. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58935. */
  58936. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58937. var o = this.origin;
  58938. var u = BABYLON.Tmp.Vector3[0];
  58939. var rsegb = BABYLON.Tmp.Vector3[1];
  58940. var v = BABYLON.Tmp.Vector3[2];
  58941. var w = BABYLON.Tmp.Vector3[3];
  58942. segb.subtractToRef(sega, u);
  58943. this.direction.scaleToRef(Ray.rayl, v);
  58944. o.addToRef(v, rsegb);
  58945. sega.subtractToRef(o, w);
  58946. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58947. var b = BABYLON.Vector3.Dot(u, v);
  58948. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58949. var d = BABYLON.Vector3.Dot(u, w);
  58950. var e = BABYLON.Vector3.Dot(v, w);
  58951. var D = a * c - b * b; // always >= 0
  58952. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58953. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58954. // compute the line parameters of the two closest points
  58955. if (D < Ray.smallnum) { // the lines are almost parallel
  58956. sN = 0.0; // force using point P0 on segment S1
  58957. sD = 1.0; // to prevent possible division by 0.0 later
  58958. tN = e;
  58959. tD = c;
  58960. }
  58961. else { // get the closest points on the infinite lines
  58962. sN = (b * e - c * d);
  58963. tN = (a * e - b * d);
  58964. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58965. sN = 0.0;
  58966. tN = e;
  58967. tD = c;
  58968. }
  58969. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58970. sN = sD;
  58971. tN = e + b;
  58972. tD = c;
  58973. }
  58974. }
  58975. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58976. tN = 0.0;
  58977. // recompute sc for this edge
  58978. if (-d < 0.0) {
  58979. sN = 0.0;
  58980. }
  58981. else if (-d > a) {
  58982. sN = sD;
  58983. }
  58984. else {
  58985. sN = -d;
  58986. sD = a;
  58987. }
  58988. }
  58989. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58990. tN = tD;
  58991. // recompute sc for this edge
  58992. if ((-d + b) < 0.0) {
  58993. sN = 0;
  58994. }
  58995. else if ((-d + b) > a) {
  58996. sN = sD;
  58997. }
  58998. else {
  58999. sN = (-d + b);
  59000. sD = a;
  59001. }
  59002. }
  59003. // finally do the division to get sc and tc
  59004. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59005. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59006. // get the difference of the two closest points
  59007. var qtc = BABYLON.Tmp.Vector3[4];
  59008. v.scaleToRef(tc, qtc);
  59009. var dP = BABYLON.Tmp.Vector3[5];
  59010. u.scaleToRef(sc, dP);
  59011. dP.addInPlace(w).subtractInPlace(qtc); // = S1(sc) - S2(tc)
  59012. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59013. if (isIntersected) {
  59014. return qtc.length();
  59015. }
  59016. return -1;
  59017. };
  59018. /**
  59019. * Update the ray from viewport position
  59020. * @param x position
  59021. * @param y y position
  59022. * @param viewportWidth viewport width
  59023. * @param viewportHeight viewport height
  59024. * @param world world matrix
  59025. * @param view view matrix
  59026. * @param projection projection matrix
  59027. * @returns this ray updated
  59028. */
  59029. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59030. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59031. return this;
  59032. };
  59033. // Statics
  59034. /**
  59035. * Creates a ray with origin and direction of 0,0,0
  59036. * @returns the new ray
  59037. */
  59038. Ray.Zero = function () {
  59039. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59040. };
  59041. /**
  59042. * Creates a new ray from screen space and viewport
  59043. * @param x position
  59044. * @param y y position
  59045. * @param viewportWidth viewport width
  59046. * @param viewportHeight viewport height
  59047. * @param world world matrix
  59048. * @param view view matrix
  59049. * @param projection projection matrix
  59050. * @returns new ray
  59051. */
  59052. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59053. var result = Ray.Zero();
  59054. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59055. };
  59056. /**
  59057. * 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
  59058. * transformed to the given world matrix.
  59059. * @param origin The origin point
  59060. * @param end The end point
  59061. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59062. * @returns the new ray
  59063. */
  59064. Ray.CreateNewFromTo = function (origin, end, world) {
  59065. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59066. var direction = end.subtract(origin);
  59067. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59068. direction.normalize();
  59069. return Ray.Transform(new Ray(origin, direction, length), world);
  59070. };
  59071. /**
  59072. * Transforms a ray by a matrix
  59073. * @param ray ray to transform
  59074. * @param matrix matrix to apply
  59075. * @returns the resulting new ray
  59076. */
  59077. Ray.Transform = function (ray, matrix) {
  59078. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59079. Ray.TransformToRef(ray, matrix, result);
  59080. return result;
  59081. };
  59082. /**
  59083. * Transforms a ray by a matrix
  59084. * @param ray ray to transform
  59085. * @param matrix matrix to apply
  59086. * @param result ray to store result in
  59087. */
  59088. Ray.TransformToRef = function (ray, matrix, result) {
  59089. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59090. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59091. result.length = ray.length;
  59092. var dir = result.direction;
  59093. var len = dir.length();
  59094. if (!(len === 0 || len === 1)) {
  59095. var num = 1.0 / len;
  59096. dir.x *= num;
  59097. dir.y *= num;
  59098. dir.z *= num;
  59099. result.length *= len;
  59100. }
  59101. };
  59102. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59103. Ray.smallnum = 0.00000001;
  59104. Ray.rayl = 10e8;
  59105. return Ray;
  59106. }());
  59107. BABYLON.Ray = Ray;
  59108. })(BABYLON || (BABYLON = {}));
  59109. //# sourceMappingURL=babylon.ray.js.map
  59110. var BABYLON;
  59111. (function (BABYLON) {
  59112. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59113. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59114. return false;
  59115. }
  59116. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59117. return false;
  59118. }
  59119. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59120. return false;
  59121. }
  59122. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59123. return false;
  59124. }
  59125. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59126. return false;
  59127. }
  59128. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59129. return false;
  59130. }
  59131. return true;
  59132. };
  59133. var getLowestRoot = (function () {
  59134. var result = { root: 0, found: false };
  59135. return function (a, b, c, maxR) {
  59136. result.root = 0;
  59137. result.found = false;
  59138. var determinant = b * b - 4.0 * a * c;
  59139. if (determinant < 0) {
  59140. return result;
  59141. }
  59142. var sqrtD = Math.sqrt(determinant);
  59143. var r1 = (-b - sqrtD) / (2.0 * a);
  59144. var r2 = (-b + sqrtD) / (2.0 * a);
  59145. if (r1 > r2) {
  59146. var temp = r2;
  59147. r2 = r1;
  59148. r1 = temp;
  59149. }
  59150. if (r1 > 0 && r1 < maxR) {
  59151. result.root = r1;
  59152. result.found = true;
  59153. return result;
  59154. }
  59155. if (r2 > 0 && r2 < maxR) {
  59156. result.root = r2;
  59157. result.found = true;
  59158. return result;
  59159. }
  59160. return result;
  59161. };
  59162. })();
  59163. /** @hidden */
  59164. var Collider = /** @class */ (function () {
  59165. function Collider() {
  59166. this._collisionPoint = BABYLON.Vector3.Zero();
  59167. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59168. this._tempVector = BABYLON.Vector3.Zero();
  59169. this._tempVector2 = BABYLON.Vector3.Zero();
  59170. this._tempVector3 = BABYLON.Vector3.Zero();
  59171. this._tempVector4 = BABYLON.Vector3.Zero();
  59172. this._edge = BABYLON.Vector3.Zero();
  59173. this._baseToVertex = BABYLON.Vector3.Zero();
  59174. this._destinationPoint = BABYLON.Vector3.Zero();
  59175. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59176. this._displacementVector = BABYLON.Vector3.Zero();
  59177. /** @hidden */
  59178. this._radius = BABYLON.Vector3.One();
  59179. /** @hidden */
  59180. this._retry = 0;
  59181. /** @hidden */
  59182. this._basePointWorld = BABYLON.Vector3.Zero();
  59183. this._velocityWorld = BABYLON.Vector3.Zero();
  59184. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59185. this._collisionMask = -1;
  59186. }
  59187. Object.defineProperty(Collider.prototype, "collisionMask", {
  59188. get: function () {
  59189. return this._collisionMask;
  59190. },
  59191. set: function (mask) {
  59192. this._collisionMask = !isNaN(mask) ? mask : -1;
  59193. },
  59194. enumerable: true,
  59195. configurable: true
  59196. });
  59197. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59198. /**
  59199. * Gets the plane normal used to compute the sliding response (in local space)
  59200. */
  59201. get: function () {
  59202. return this._slidePlaneNormal;
  59203. },
  59204. enumerable: true,
  59205. configurable: true
  59206. });
  59207. // Methods
  59208. /** @hidden */
  59209. Collider.prototype._initialize = function (source, dir, e) {
  59210. this._velocity = dir;
  59211. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59212. this._basePoint = source;
  59213. source.multiplyToRef(this._radius, this._basePointWorld);
  59214. dir.multiplyToRef(this._radius, this._velocityWorld);
  59215. this._velocityWorldLength = this._velocityWorld.length();
  59216. this._epsilon = e;
  59217. this.collisionFound = false;
  59218. };
  59219. /** @hidden */
  59220. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59221. pa.subtractToRef(point, this._tempVector);
  59222. pb.subtractToRef(point, this._tempVector2);
  59223. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59224. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59225. if (d < 0) {
  59226. return false;
  59227. }
  59228. pc.subtractToRef(point, this._tempVector3);
  59229. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59230. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59231. if (d < 0) {
  59232. return false;
  59233. }
  59234. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59235. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59236. return d >= 0;
  59237. };
  59238. /** @hidden */
  59239. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59240. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59241. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59242. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59243. return false;
  59244. }
  59245. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59246. return false;
  59247. }
  59248. return true;
  59249. };
  59250. /** @hidden */
  59251. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59252. var t0;
  59253. var embeddedInPlane = false;
  59254. //defensive programming, actually not needed.
  59255. if (!trianglePlaneArray) {
  59256. trianglePlaneArray = [];
  59257. }
  59258. if (!trianglePlaneArray[faceIndex]) {
  59259. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59260. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59261. }
  59262. var trianglePlane = trianglePlaneArray[faceIndex];
  59263. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59264. return;
  59265. }
  59266. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59267. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59268. if (normalDotVelocity == 0) {
  59269. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59270. return;
  59271. }
  59272. embeddedInPlane = true;
  59273. t0 = 0;
  59274. }
  59275. else {
  59276. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59277. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59278. if (t0 > t1) {
  59279. var temp = t1;
  59280. t1 = t0;
  59281. t0 = temp;
  59282. }
  59283. if (t0 > 1.0 || t1 < 0.0) {
  59284. return;
  59285. }
  59286. if (t0 < 0) {
  59287. t0 = 0;
  59288. }
  59289. if (t0 > 1.0) {
  59290. t0 = 1.0;
  59291. }
  59292. }
  59293. this._collisionPoint.copyFromFloats(0, 0, 0);
  59294. var found = false;
  59295. var t = 1.0;
  59296. if (!embeddedInPlane) {
  59297. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59298. this._velocity.scaleToRef(t0, this._tempVector);
  59299. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59300. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59301. found = true;
  59302. t = t0;
  59303. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59304. }
  59305. }
  59306. if (!found) {
  59307. var velocitySquaredLength = this._velocity.lengthSquared();
  59308. var a = velocitySquaredLength;
  59309. this._basePoint.subtractToRef(p1, this._tempVector);
  59310. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59311. var c = this._tempVector.lengthSquared() - 1.0;
  59312. var lowestRoot = getLowestRoot(a, b, c, t);
  59313. if (lowestRoot.found) {
  59314. t = lowestRoot.root;
  59315. found = true;
  59316. this._collisionPoint.copyFrom(p1);
  59317. }
  59318. this._basePoint.subtractToRef(p2, this._tempVector);
  59319. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59320. c = this._tempVector.lengthSquared() - 1.0;
  59321. lowestRoot = getLowestRoot(a, b, c, t);
  59322. if (lowestRoot.found) {
  59323. t = lowestRoot.root;
  59324. found = true;
  59325. this._collisionPoint.copyFrom(p2);
  59326. }
  59327. this._basePoint.subtractToRef(p3, this._tempVector);
  59328. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59329. c = this._tempVector.lengthSquared() - 1.0;
  59330. lowestRoot = getLowestRoot(a, b, c, t);
  59331. if (lowestRoot.found) {
  59332. t = lowestRoot.root;
  59333. found = true;
  59334. this._collisionPoint.copyFrom(p3);
  59335. }
  59336. p2.subtractToRef(p1, this._edge);
  59337. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59338. var edgeSquaredLength = this._edge.lengthSquared();
  59339. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59340. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59341. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59342. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59343. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59344. lowestRoot = getLowestRoot(a, b, c, t);
  59345. if (lowestRoot.found) {
  59346. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59347. if (f >= 0.0 && f <= 1.0) {
  59348. t = lowestRoot.root;
  59349. found = true;
  59350. this._edge.scaleInPlace(f);
  59351. p1.addToRef(this._edge, this._collisionPoint);
  59352. }
  59353. }
  59354. p3.subtractToRef(p2, this._edge);
  59355. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59356. edgeSquaredLength = this._edge.lengthSquared();
  59357. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59358. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59359. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59360. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59361. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59362. lowestRoot = getLowestRoot(a, b, c, t);
  59363. if (lowestRoot.found) {
  59364. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59365. if (f >= 0.0 && f <= 1.0) {
  59366. t = lowestRoot.root;
  59367. found = true;
  59368. this._edge.scaleInPlace(f);
  59369. p2.addToRef(this._edge, this._collisionPoint);
  59370. }
  59371. }
  59372. p1.subtractToRef(p3, this._edge);
  59373. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59374. edgeSquaredLength = this._edge.lengthSquared();
  59375. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59376. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59377. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59378. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59379. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59380. lowestRoot = getLowestRoot(a, b, c, t);
  59381. if (lowestRoot.found) {
  59382. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59383. if (f >= 0.0 && f <= 1.0) {
  59384. t = lowestRoot.root;
  59385. found = true;
  59386. this._edge.scaleInPlace(f);
  59387. p3.addToRef(this._edge, this._collisionPoint);
  59388. }
  59389. }
  59390. }
  59391. if (found) {
  59392. var distToCollision = t * this._velocity.length();
  59393. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59394. if (!this.intersectionPoint) {
  59395. this.intersectionPoint = this._collisionPoint.clone();
  59396. }
  59397. else {
  59398. this.intersectionPoint.copyFrom(this._collisionPoint);
  59399. }
  59400. this._nearestDistance = distToCollision;
  59401. this.collisionFound = true;
  59402. }
  59403. }
  59404. };
  59405. /** @hidden */
  59406. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59407. for (var i = indexStart; i < indexEnd; i += 3) {
  59408. var p1 = pts[indices[i] - decal];
  59409. var p2 = pts[indices[i + 1] - decal];
  59410. var p3 = pts[indices[i + 2] - decal];
  59411. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59412. }
  59413. };
  59414. /** @hidden */
  59415. Collider.prototype._getResponse = function (pos, vel) {
  59416. pos.addToRef(vel, this._destinationPoint);
  59417. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59418. this._basePoint.addToRef(vel, pos);
  59419. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59420. this._slidePlaneNormal.normalize();
  59421. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59422. pos.addInPlace(this._displacementVector);
  59423. this.intersectionPoint.addInPlace(this._displacementVector);
  59424. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59425. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59426. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59427. };
  59428. return Collider;
  59429. }());
  59430. BABYLON.Collider = Collider;
  59431. })(BABYLON || (BABYLON = {}));
  59432. //# sourceMappingURL=babylon.collider.js.map
  59433. var BABYLON;
  59434. (function (BABYLON) {
  59435. //WebWorker code will be inserted to this variable.
  59436. /** @hidden */
  59437. BABYLON.CollisionWorker = "";
  59438. /** Defines supported task for worker process */
  59439. var WorkerTaskType;
  59440. (function (WorkerTaskType) {
  59441. /** Initialization */
  59442. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59443. /** Update of geometry */
  59444. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59445. /** Evaluate collision */
  59446. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59447. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59448. /** Defines kind of replies returned by worker */
  59449. var WorkerReplyType;
  59450. (function (WorkerReplyType) {
  59451. /** Success */
  59452. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59453. /** Unkown error */
  59454. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59455. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59456. /** @hidden */
  59457. var CollisionCoordinatorWorker = /** @class */ (function () {
  59458. function CollisionCoordinatorWorker() {
  59459. var _this = this;
  59460. this._scaledPosition = BABYLON.Vector3.Zero();
  59461. this._scaledVelocity = BABYLON.Vector3.Zero();
  59462. this.onMeshUpdated = function (transformNode) {
  59463. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59464. };
  59465. this.onGeometryUpdated = function (geometry) {
  59466. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59467. };
  59468. this._afterRender = function () {
  59469. if (!_this._init) {
  59470. return;
  59471. }
  59472. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59473. return;
  59474. }
  59475. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59476. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59477. if (_this._runningUpdated > 4) {
  59478. return;
  59479. }
  59480. ++_this._runningUpdated;
  59481. var payload = {
  59482. updatedMeshes: _this._addUpdateMeshesList,
  59483. updatedGeometries: _this._addUpdateGeometriesList,
  59484. removedGeometries: _this._toRemoveGeometryArray,
  59485. removedMeshes: _this._toRemoveMeshesArray
  59486. };
  59487. var message = {
  59488. payload: payload,
  59489. taskType: WorkerTaskType.UPDATE
  59490. };
  59491. var serializable = [];
  59492. for (var id in payload.updatedGeometries) {
  59493. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59494. //prepare transferables
  59495. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59496. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59497. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59498. }
  59499. }
  59500. _this._worker.postMessage(message, serializable);
  59501. _this._addUpdateMeshesList = {};
  59502. _this._addUpdateGeometriesList = {};
  59503. _this._toRemoveGeometryArray = [];
  59504. _this._toRemoveMeshesArray = [];
  59505. };
  59506. this._onMessageFromWorker = function (e) {
  59507. var returnData = e.data;
  59508. if (returnData.error != WorkerReplyType.SUCCESS) {
  59509. //TODO what errors can be returned from the worker?
  59510. BABYLON.Tools.Warn("error returned from worker!");
  59511. return;
  59512. }
  59513. switch (returnData.taskType) {
  59514. case WorkerTaskType.INIT:
  59515. _this._init = true;
  59516. //Update the worked with ALL of the scene's current state
  59517. _this._scene.meshes.forEach(function (mesh) {
  59518. _this.onMeshAdded(mesh);
  59519. });
  59520. _this._scene.getGeometries().forEach(function (geometry) {
  59521. _this.onGeometryAdded(geometry);
  59522. });
  59523. break;
  59524. case WorkerTaskType.UPDATE:
  59525. _this._runningUpdated--;
  59526. break;
  59527. case WorkerTaskType.COLLIDE:
  59528. var returnPayload = returnData.payload;
  59529. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59530. return;
  59531. }
  59532. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59533. if (callback) {
  59534. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59535. if (mesh) {
  59536. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59537. }
  59538. }
  59539. //cleanup
  59540. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59541. break;
  59542. }
  59543. };
  59544. this._collisionsCallbackArray = [];
  59545. this._init = false;
  59546. this._runningUpdated = 0;
  59547. this._addUpdateMeshesList = {};
  59548. this._addUpdateGeometriesList = {};
  59549. this._toRemoveGeometryArray = [];
  59550. this._toRemoveMeshesArray = [];
  59551. }
  59552. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59553. if (!this._init) {
  59554. return;
  59555. }
  59556. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59557. return;
  59558. }
  59559. position.divideToRef(collider._radius, this._scaledPosition);
  59560. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59561. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59562. var payload = {
  59563. collider: {
  59564. position: this._scaledPosition.asArray(),
  59565. velocity: this._scaledVelocity.asArray(),
  59566. radius: collider._radius.asArray()
  59567. },
  59568. collisionId: collisionIndex,
  59569. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59570. maximumRetry: maximumRetry
  59571. };
  59572. var message = {
  59573. payload: payload,
  59574. taskType: WorkerTaskType.COLLIDE
  59575. };
  59576. this._worker.postMessage(message);
  59577. };
  59578. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59579. this._scene = scene;
  59580. this._scene.registerAfterRender(this._afterRender);
  59581. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59582. this._worker = new Worker(workerUrl);
  59583. this._worker.onmessage = this._onMessageFromWorker;
  59584. var message = {
  59585. payload: {},
  59586. taskType: WorkerTaskType.INIT
  59587. };
  59588. this._worker.postMessage(message);
  59589. };
  59590. CollisionCoordinatorWorker.prototype.destroy = function () {
  59591. this._scene.unregisterAfterRender(this._afterRender);
  59592. this._worker.terminate();
  59593. };
  59594. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59595. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59596. this.onMeshUpdated(mesh);
  59597. };
  59598. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59599. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59600. };
  59601. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59602. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59603. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59604. this.onGeometryUpdated(geometry);
  59605. };
  59606. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59607. this._toRemoveGeometryArray.push(geometry.id);
  59608. };
  59609. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59610. var submeshes = [];
  59611. if (mesh.subMeshes) {
  59612. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59613. var boundingInfo = sm.getBoundingInfo();
  59614. return {
  59615. position: idx,
  59616. verticesStart: sm.verticesStart,
  59617. verticesCount: sm.verticesCount,
  59618. indexStart: sm.indexStart,
  59619. indexCount: sm.indexCount,
  59620. hasMaterial: !!sm.getMaterial(),
  59621. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59622. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59623. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59624. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59625. };
  59626. });
  59627. }
  59628. var geometryId = null;
  59629. if (mesh instanceof BABYLON.Mesh) {
  59630. var geometry = mesh.geometry;
  59631. geometryId = geometry ? geometry.id : null;
  59632. }
  59633. else if (mesh instanceof BABYLON.InstancedMesh) {
  59634. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59635. geometryId = geometry ? geometry.id : null;
  59636. }
  59637. var boundingInfo = mesh.getBoundingInfo();
  59638. return {
  59639. uniqueId: mesh.uniqueId,
  59640. id: mesh.id,
  59641. name: mesh.name,
  59642. geometryId: geometryId,
  59643. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59644. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59645. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59646. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59647. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59648. subMeshes: submeshes,
  59649. checkCollisions: mesh.checkCollisions
  59650. };
  59651. };
  59652. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59653. return {
  59654. id: geometry.id,
  59655. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59656. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59657. indices: new Uint32Array(geometry.getIndices() || []),
  59658. };
  59659. };
  59660. return CollisionCoordinatorWorker;
  59661. }());
  59662. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59663. /** @hidden */
  59664. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59665. function CollisionCoordinatorLegacy() {
  59666. this._scaledPosition = BABYLON.Vector3.Zero();
  59667. this._scaledVelocity = BABYLON.Vector3.Zero();
  59668. this._finalPosition = BABYLON.Vector3.Zero();
  59669. }
  59670. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59671. position.divideToRef(collider._radius, this._scaledPosition);
  59672. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59673. collider.collidedMesh = null;
  59674. collider._retry = 0;
  59675. collider._initialVelocity = this._scaledVelocity;
  59676. collider._initialPosition = this._scaledPosition;
  59677. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59678. this._finalPosition.multiplyInPlace(collider._radius);
  59679. //run the callback
  59680. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59681. };
  59682. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59683. this._scene = scene;
  59684. };
  59685. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59686. //Legacy need no destruction method.
  59687. };
  59688. //No update in legacy mode
  59689. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59690. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59691. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59692. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59693. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59694. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59695. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59696. if (excludedMesh === void 0) { excludedMesh = null; }
  59697. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59698. if (collider._retry >= maximumRetry) {
  59699. finalPosition.copyFrom(position);
  59700. return;
  59701. }
  59702. // Check if this is a mesh else camera or -1
  59703. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59704. collider._initialize(position, velocity, closeDistance);
  59705. // Check all meshes
  59706. for (var index = 0; index < this._scene.meshes.length; index++) {
  59707. var mesh = this._scene.meshes[index];
  59708. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59709. mesh._checkCollision(collider);
  59710. }
  59711. }
  59712. if (!collider.collisionFound) {
  59713. position.addToRef(velocity, finalPosition);
  59714. return;
  59715. }
  59716. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59717. collider._getResponse(position, velocity);
  59718. }
  59719. if (velocity.length() <= closeDistance) {
  59720. finalPosition.copyFrom(position);
  59721. return;
  59722. }
  59723. collider._retry++;
  59724. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59725. };
  59726. return CollisionCoordinatorLegacy;
  59727. }());
  59728. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59729. })(BABYLON || (BABYLON = {}));
  59730. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59731. var BABYLON;
  59732. (function (BABYLON) {
  59733. /**
  59734. * A particle represents one of the element emitted by a particle system.
  59735. * This is mainly define by its coordinates, direction, velocity and age.
  59736. */
  59737. var Particle = /** @class */ (function () {
  59738. /**
  59739. * Creates a new instance Particle
  59740. * @param particleSystem the particle system the particle belongs to
  59741. */
  59742. function Particle(
  59743. /**
  59744. * The particle system the particle belongs to.
  59745. */
  59746. particleSystem) {
  59747. this.particleSystem = particleSystem;
  59748. /**
  59749. * The world position of the particle in the scene.
  59750. */
  59751. this.position = BABYLON.Vector3.Zero();
  59752. /**
  59753. * The world direction of the particle in the scene.
  59754. */
  59755. this.direction = BABYLON.Vector3.Zero();
  59756. /**
  59757. * The color of the particle.
  59758. */
  59759. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59760. /**
  59761. * The color change of the particle per step.
  59762. */
  59763. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59764. /**
  59765. * Defines how long will the life of the particle be.
  59766. */
  59767. this.lifeTime = 1.0;
  59768. /**
  59769. * The current age of the particle.
  59770. */
  59771. this.age = 0;
  59772. /**
  59773. * The current size of the particle.
  59774. */
  59775. this.size = 0;
  59776. /**
  59777. * The current scale of the particle.
  59778. */
  59779. this.scale = new BABYLON.Vector2(1, 1);
  59780. /**
  59781. * The current angle of the particle.
  59782. */
  59783. this.angle = 0;
  59784. /**
  59785. * Defines how fast is the angle changing.
  59786. */
  59787. this.angularSpeed = 0;
  59788. /**
  59789. * Defines the cell index used by the particle to be rendered from a sprite.
  59790. */
  59791. this.cellIndex = 0;
  59792. /** @hidden */
  59793. this._attachedSubEmitters = null;
  59794. /** @hidden */
  59795. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59796. /** @hidden */
  59797. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59798. /** @hidden */
  59799. this._currentSize1 = 0;
  59800. /** @hidden */
  59801. this._currentSize2 = 0;
  59802. /** @hidden */
  59803. this._currentAngularSpeed1 = 0;
  59804. /** @hidden */
  59805. this._currentAngularSpeed2 = 0;
  59806. /** @hidden */
  59807. this._currentVelocity1 = 0;
  59808. /** @hidden */
  59809. this._currentVelocity2 = 0;
  59810. /** @hidden */
  59811. this._currentLimitVelocity1 = 0;
  59812. /** @hidden */
  59813. this._currentLimitVelocity2 = 0;
  59814. /** @hidden */
  59815. this._currentDrag1 = 0;
  59816. /** @hidden */
  59817. this._currentDrag2 = 0;
  59818. this.id = Particle._Count++;
  59819. if (!this.particleSystem.isAnimationSheetEnabled) {
  59820. return;
  59821. }
  59822. this.updateCellInfoFromSystem();
  59823. }
  59824. Particle.prototype.updateCellInfoFromSystem = function () {
  59825. this.cellIndex = this.particleSystem.startSpriteCellID;
  59826. };
  59827. /**
  59828. * Defines how the sprite cell index is updated for the particle
  59829. */
  59830. Particle.prototype.updateCellIndex = function () {
  59831. var offsetAge = this.age;
  59832. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59833. if (this.particleSystem.spriteRandomStartCell) {
  59834. if (this._randomCellOffset === undefined) {
  59835. this._randomCellOffset = Math.random() * this.lifeTime;
  59836. }
  59837. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59838. changeSpeed = 1;
  59839. offsetAge = this._randomCellOffset;
  59840. }
  59841. else {
  59842. offsetAge += this._randomCellOffset;
  59843. }
  59844. }
  59845. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59846. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59847. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59848. };
  59849. /** @hidden */
  59850. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59851. if (subEmitter.particleSystem.emitter.position) {
  59852. var emitterMesh = subEmitter.particleSystem.emitter;
  59853. emitterMesh.position.copyFrom(this.position);
  59854. if (subEmitter.inheritDirection) {
  59855. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59856. // Look at using Y as forward
  59857. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59858. }
  59859. }
  59860. else {
  59861. var emitterPosition = subEmitter.particleSystem.emitter;
  59862. emitterPosition.copyFrom(this.position);
  59863. }
  59864. // Set inheritedVelocityOffset to be used when new particles are created
  59865. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59866. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59867. };
  59868. /** @hidden */
  59869. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59870. var _this = this;
  59871. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59872. this._attachedSubEmitters.forEach(function (subEmitter) {
  59873. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59874. });
  59875. }
  59876. };
  59877. /** @hidden */
  59878. Particle.prototype._reset = function () {
  59879. this.age = 0;
  59880. this._currentColorGradient = null;
  59881. this._currentSizeGradient = null;
  59882. this._currentAngularSpeedGradient = null;
  59883. this._currentVelocityGradient = null;
  59884. this._currentLimitVelocityGradient = null;
  59885. this._currentDragGradient = null;
  59886. this.cellIndex = this.particleSystem.startSpriteCellID;
  59887. this._randomCellOffset = undefined;
  59888. };
  59889. /**
  59890. * Copy the properties of particle to another one.
  59891. * @param other the particle to copy the information to.
  59892. */
  59893. Particle.prototype.copyTo = function (other) {
  59894. other.position.copyFrom(this.position);
  59895. if (this._initialDirection) {
  59896. if (other._initialDirection) {
  59897. other._initialDirection.copyFrom(this._initialDirection);
  59898. }
  59899. else {
  59900. other._initialDirection = this._initialDirection.clone();
  59901. }
  59902. }
  59903. else {
  59904. other._initialDirection = null;
  59905. }
  59906. other.direction.copyFrom(this.direction);
  59907. other.color.copyFrom(this.color);
  59908. other.colorStep.copyFrom(this.colorStep);
  59909. other.lifeTime = this.lifeTime;
  59910. other.age = this.age;
  59911. other._randomCellOffset = this._randomCellOffset;
  59912. other.size = this.size;
  59913. other.scale.copyFrom(this.scale);
  59914. other.angle = this.angle;
  59915. other.angularSpeed = this.angularSpeed;
  59916. other.particleSystem = this.particleSystem;
  59917. other.cellIndex = this.cellIndex;
  59918. other.id = this.id;
  59919. other._attachedSubEmitters = this._attachedSubEmitters;
  59920. if (this._currentColorGradient) {
  59921. other._currentColorGradient = this._currentColorGradient;
  59922. other._currentColor1.copyFrom(this._currentColor1);
  59923. other._currentColor2.copyFrom(this._currentColor2);
  59924. }
  59925. if (this._currentSizeGradient) {
  59926. other._currentSizeGradient = this._currentSizeGradient;
  59927. other._currentSize1 = this._currentSize1;
  59928. other._currentSize2 = this._currentSize2;
  59929. }
  59930. if (this._currentAngularSpeedGradient) {
  59931. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59932. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59933. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59934. }
  59935. if (this._currentVelocityGradient) {
  59936. other._currentVelocityGradient = this._currentVelocityGradient;
  59937. other._currentVelocity1 = this._currentVelocity1;
  59938. other._currentVelocity2 = this._currentVelocity2;
  59939. }
  59940. if (this._currentLimitVelocityGradient) {
  59941. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59942. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59943. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59944. }
  59945. if (this._currentDragGradient) {
  59946. other._currentDragGradient = this._currentDragGradient;
  59947. other._currentDrag1 = this._currentDrag1;
  59948. other._currentDrag2 = this._currentDrag2;
  59949. }
  59950. if (this.particleSystem.isAnimationSheetEnabled) {
  59951. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59952. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59953. }
  59954. if (this.particleSystem.useRampGradients) {
  59955. other.remapData.copyFrom(this.remapData);
  59956. }
  59957. if (this._randomNoiseCoordinates1) {
  59958. if (other._randomNoiseCoordinates1) {
  59959. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59960. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59961. }
  59962. else {
  59963. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59964. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59965. }
  59966. }
  59967. };
  59968. Particle._Count = 0;
  59969. return Particle;
  59970. }());
  59971. BABYLON.Particle = Particle;
  59972. })(BABYLON || (BABYLON = {}));
  59973. //# sourceMappingURL=babylon.particle.js.map
  59974. var BABYLON;
  59975. (function (BABYLON) {
  59976. /**
  59977. * This represents the base class for particle system in Babylon.
  59978. * 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.
  59979. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59980. * @example https://doc.babylonjs.com/babylon101/particles
  59981. */
  59982. var BaseParticleSystem = /** @class */ (function () {
  59983. /**
  59984. * Instantiates a particle system.
  59985. * 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.
  59986. * @param name The name of the particle system
  59987. */
  59988. function BaseParticleSystem(name) {
  59989. /**
  59990. * List of animations used by the particle system.
  59991. */
  59992. this.animations = [];
  59993. /**
  59994. * The rendering group used by the Particle system to chose when to render.
  59995. */
  59996. this.renderingGroupId = 0;
  59997. /**
  59998. * The emitter represents the Mesh or position we are attaching the particle system to.
  59999. */
  60000. this.emitter = null;
  60001. /**
  60002. * The maximum number of particles to emit per frame
  60003. */
  60004. this.emitRate = 10;
  60005. /**
  60006. * If you want to launch only a few particles at once, that can be done, as well.
  60007. */
  60008. this.manualEmitCount = -1;
  60009. /**
  60010. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60011. */
  60012. this.updateSpeed = 0.01;
  60013. /**
  60014. * The amount of time the particle system is running (depends of the overall update speed).
  60015. */
  60016. this.targetStopDuration = 0;
  60017. /**
  60018. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60019. */
  60020. this.disposeOnStop = false;
  60021. /**
  60022. * Minimum power of emitting particles.
  60023. */
  60024. this.minEmitPower = 1;
  60025. /**
  60026. * Maximum power of emitting particles.
  60027. */
  60028. this.maxEmitPower = 1;
  60029. /**
  60030. * Minimum life time of emitting particles.
  60031. */
  60032. this.minLifeTime = 1;
  60033. /**
  60034. * Maximum life time of emitting particles.
  60035. */
  60036. this.maxLifeTime = 1;
  60037. /**
  60038. * Minimum Size of emitting particles.
  60039. */
  60040. this.minSize = 1;
  60041. /**
  60042. * Maximum Size of emitting particles.
  60043. */
  60044. this.maxSize = 1;
  60045. /**
  60046. * Minimum scale of emitting particles on X axis.
  60047. */
  60048. this.minScaleX = 1;
  60049. /**
  60050. * Maximum scale of emitting particles on X axis.
  60051. */
  60052. this.maxScaleX = 1;
  60053. /**
  60054. * Minimum scale of emitting particles on Y axis.
  60055. */
  60056. this.minScaleY = 1;
  60057. /**
  60058. * Maximum scale of emitting particles on Y axis.
  60059. */
  60060. this.maxScaleY = 1;
  60061. /**
  60062. * Gets or sets the minimal initial rotation in radians.
  60063. */
  60064. this.minInitialRotation = 0;
  60065. /**
  60066. * Gets or sets the maximal initial rotation in radians.
  60067. */
  60068. this.maxInitialRotation = 0;
  60069. /**
  60070. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60071. */
  60072. this.minAngularSpeed = 0;
  60073. /**
  60074. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60075. */
  60076. this.maxAngularSpeed = 0;
  60077. /**
  60078. * The layer mask we are rendering the particles through.
  60079. */
  60080. this.layerMask = 0x0FFFFFFF;
  60081. /**
  60082. * This can help using your own shader to render the particle system.
  60083. * The according effect will be created
  60084. */
  60085. this.customShader = null;
  60086. /**
  60087. * By default particle system starts as soon as they are created. This prevents the
  60088. * automatic start to happen and let you decide when to start emitting particles.
  60089. */
  60090. this.preventAutoStart = false;
  60091. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60092. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60093. /**
  60094. * Callback triggered when the particle animation is ending.
  60095. */
  60096. this.onAnimationEnd = null;
  60097. /**
  60098. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60099. */
  60100. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60101. /**
  60102. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60103. * to override the particles.
  60104. */
  60105. this.forceDepthWrite = false;
  60106. /** 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 */
  60107. this.preWarmCycles = 0;
  60108. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60109. this.preWarmStepOffset = 1;
  60110. /**
  60111. * 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)
  60112. */
  60113. this.spriteCellChangeSpeed = 1;
  60114. /**
  60115. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60116. */
  60117. this.startSpriteCellID = 0;
  60118. /**
  60119. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60120. */
  60121. this.endSpriteCellID = 0;
  60122. /**
  60123. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60124. */
  60125. this.spriteCellWidth = 0;
  60126. /**
  60127. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60128. */
  60129. this.spriteCellHeight = 0;
  60130. /**
  60131. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60132. */
  60133. this.spriteRandomStartCell = false;
  60134. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60135. this.translationPivot = new BABYLON.Vector2(0, 0);
  60136. /**
  60137. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60138. */
  60139. this.beginAnimationOnStart = false;
  60140. /**
  60141. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60142. */
  60143. this.beginAnimationFrom = 0;
  60144. /**
  60145. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60146. */
  60147. this.beginAnimationTo = 60;
  60148. /**
  60149. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60150. */
  60151. this.beginAnimationLoop = false;
  60152. /**
  60153. * You can use gravity if you want to give an orientation to your particles.
  60154. */
  60155. this.gravity = BABYLON.Vector3.Zero();
  60156. this._colorGradients = null;
  60157. this._sizeGradients = null;
  60158. this._lifeTimeGradients = null;
  60159. this._angularSpeedGradients = null;
  60160. this._velocityGradients = null;
  60161. this._limitVelocityGradients = null;
  60162. this._dragGradients = null;
  60163. this._emitRateGradients = null;
  60164. this._startSizeGradients = null;
  60165. this._rampGradients = null;
  60166. this._colorRemapGradients = null;
  60167. this._alphaRemapGradients = null;
  60168. /**
  60169. * Defines the delay in milliseconds before starting the system (0 by default)
  60170. */
  60171. this.startDelay = 0;
  60172. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60173. this.limitVelocityDamping = 0.4;
  60174. /**
  60175. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60176. */
  60177. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60178. /**
  60179. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60180. */
  60181. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60182. /**
  60183. * Color the particle will have at the end of its lifetime
  60184. */
  60185. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60186. /**
  60187. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60188. */
  60189. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60190. /** @hidden */
  60191. this._isSubEmitter = false;
  60192. /**
  60193. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60194. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60195. */
  60196. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60197. this._isBillboardBased = true;
  60198. /**
  60199. * Local cache of defines for image processing.
  60200. */
  60201. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60202. this.id = name;
  60203. this.name = name;
  60204. }
  60205. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60206. /**
  60207. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60208. */
  60209. get: function () {
  60210. return this._isAnimationSheetEnabled;
  60211. },
  60212. set: function (value) {
  60213. if (this._isAnimationSheetEnabled == value) {
  60214. return;
  60215. }
  60216. this._isAnimationSheetEnabled = value;
  60217. this._reset();
  60218. },
  60219. enumerable: true,
  60220. configurable: true
  60221. });
  60222. /**
  60223. * Get hosting scene
  60224. * @returns the scene
  60225. */
  60226. BaseParticleSystem.prototype.getScene = function () {
  60227. return this._scene;
  60228. };
  60229. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60230. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60231. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60232. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60233. };
  60234. /**
  60235. * Gets the current list of drag gradients.
  60236. * You must use addDragGradient and removeDragGradient to udpate this list
  60237. * @returns the list of drag gradients
  60238. */
  60239. BaseParticleSystem.prototype.getDragGradients = function () {
  60240. return this._dragGradients;
  60241. };
  60242. /**
  60243. * Gets the current list of limit velocity gradients.
  60244. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60245. * @returns the list of limit velocity gradients
  60246. */
  60247. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60248. return this._limitVelocityGradients;
  60249. };
  60250. /**
  60251. * Gets the current list of color gradients.
  60252. * You must use addColorGradient and removeColorGradient to udpate this list
  60253. * @returns the list of color gradients
  60254. */
  60255. BaseParticleSystem.prototype.getColorGradients = function () {
  60256. return this._colorGradients;
  60257. };
  60258. /**
  60259. * Gets the current list of size gradients.
  60260. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60261. * @returns the list of size gradients
  60262. */
  60263. BaseParticleSystem.prototype.getSizeGradients = function () {
  60264. return this._sizeGradients;
  60265. };
  60266. /**
  60267. * Gets the current list of color remap gradients.
  60268. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60269. * @returns the list of color remap gradients
  60270. */
  60271. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60272. return this._colorRemapGradients;
  60273. };
  60274. /**
  60275. * Gets the current list of alpha remap gradients.
  60276. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60277. * @returns the list of alpha remap gradients
  60278. */
  60279. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60280. return this._alphaRemapGradients;
  60281. };
  60282. /**
  60283. * Gets the current list of life time gradients.
  60284. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60285. * @returns the list of life time gradients
  60286. */
  60287. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60288. return this._lifeTimeGradients;
  60289. };
  60290. /**
  60291. * Gets the current list of angular speed gradients.
  60292. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60293. * @returns the list of angular speed gradients
  60294. */
  60295. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60296. return this._angularSpeedGradients;
  60297. };
  60298. /**
  60299. * Gets the current list of velocity gradients.
  60300. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60301. * @returns the list of velocity gradients
  60302. */
  60303. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60304. return this._velocityGradients;
  60305. };
  60306. /**
  60307. * Gets the current list of start size gradients.
  60308. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60309. * @returns the list of start size gradients
  60310. */
  60311. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60312. return this._startSizeGradients;
  60313. };
  60314. /**
  60315. * Gets the current list of emit rate gradients.
  60316. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60317. * @returns the list of emit rate gradients
  60318. */
  60319. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60320. return this._emitRateGradients;
  60321. };
  60322. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60323. /**
  60324. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60325. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60326. */
  60327. get: function () {
  60328. if (this.particleEmitterType.direction1) {
  60329. return this.particleEmitterType.direction1;
  60330. }
  60331. return BABYLON.Vector3.Zero();
  60332. },
  60333. set: function (value) {
  60334. if (this.particleEmitterType.direction1) {
  60335. this.particleEmitterType.direction1 = value;
  60336. }
  60337. },
  60338. enumerable: true,
  60339. configurable: true
  60340. });
  60341. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60342. /**
  60343. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60344. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60345. */
  60346. get: function () {
  60347. if (this.particleEmitterType.direction2) {
  60348. return this.particleEmitterType.direction2;
  60349. }
  60350. return BABYLON.Vector3.Zero();
  60351. },
  60352. set: function (value) {
  60353. if (this.particleEmitterType.direction2) {
  60354. this.particleEmitterType.direction2 = value;
  60355. }
  60356. },
  60357. enumerable: true,
  60358. configurable: true
  60359. });
  60360. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60361. /**
  60362. * 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.
  60363. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60364. */
  60365. get: function () {
  60366. if (this.particleEmitterType.minEmitBox) {
  60367. return this.particleEmitterType.minEmitBox;
  60368. }
  60369. return BABYLON.Vector3.Zero();
  60370. },
  60371. set: function (value) {
  60372. if (this.particleEmitterType.minEmitBox) {
  60373. this.particleEmitterType.minEmitBox = value;
  60374. }
  60375. },
  60376. enumerable: true,
  60377. configurable: true
  60378. });
  60379. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60380. /**
  60381. * 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.
  60382. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60383. */
  60384. get: function () {
  60385. if (this.particleEmitterType.maxEmitBox) {
  60386. return this.particleEmitterType.maxEmitBox;
  60387. }
  60388. return BABYLON.Vector3.Zero();
  60389. },
  60390. set: function (value) {
  60391. if (this.particleEmitterType.maxEmitBox) {
  60392. this.particleEmitterType.maxEmitBox = value;
  60393. }
  60394. },
  60395. enumerable: true,
  60396. configurable: true
  60397. });
  60398. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60399. /**
  60400. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60401. */
  60402. get: function () {
  60403. return this._isBillboardBased;
  60404. },
  60405. set: function (value) {
  60406. if (this._isBillboardBased === value) {
  60407. return;
  60408. }
  60409. this._isBillboardBased = value;
  60410. this._reset();
  60411. },
  60412. enumerable: true,
  60413. configurable: true
  60414. });
  60415. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60416. /**
  60417. * Gets the image processing configuration used either in this material.
  60418. */
  60419. get: function () {
  60420. return this._imageProcessingConfiguration;
  60421. },
  60422. /**
  60423. * Sets the Default image processing configuration used either in the this material.
  60424. *
  60425. * If sets to null, the scene one is in use.
  60426. */
  60427. set: function (value) {
  60428. this._attachImageProcessingConfiguration(value);
  60429. },
  60430. enumerable: true,
  60431. configurable: true
  60432. });
  60433. /**
  60434. * Attaches a new image processing configuration to the Standard Material.
  60435. * @param configuration
  60436. */
  60437. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60438. if (configuration === this._imageProcessingConfiguration) {
  60439. return;
  60440. }
  60441. // Pick the scene configuration if needed.
  60442. if (!configuration) {
  60443. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60444. }
  60445. else {
  60446. this._imageProcessingConfiguration = configuration;
  60447. }
  60448. };
  60449. /** @hidden */
  60450. BaseParticleSystem.prototype._reset = function () {
  60451. };
  60452. /** @hidden */
  60453. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60454. if (!gradients) {
  60455. return this;
  60456. }
  60457. var index = 0;
  60458. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60459. var valueGradient = gradients_1[_i];
  60460. if (valueGradient.gradient === gradient) {
  60461. gradients.splice(index, 1);
  60462. break;
  60463. }
  60464. index++;
  60465. }
  60466. if (texture) {
  60467. texture.dispose();
  60468. }
  60469. return this;
  60470. };
  60471. /**
  60472. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60473. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60474. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60475. * @returns the emitter
  60476. */
  60477. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60478. var particleEmitter = new BABYLON.PointParticleEmitter();
  60479. particleEmitter.direction1 = direction1;
  60480. particleEmitter.direction2 = direction2;
  60481. this.particleEmitterType = particleEmitter;
  60482. return particleEmitter;
  60483. };
  60484. /**
  60485. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60486. * @param radius The radius of the hemisphere to emit from
  60487. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60488. * @returns the emitter
  60489. */
  60490. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60491. if (radius === void 0) { radius = 1; }
  60492. if (radiusRange === void 0) { radiusRange = 1; }
  60493. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60494. this.particleEmitterType = particleEmitter;
  60495. return particleEmitter;
  60496. };
  60497. /**
  60498. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60499. * @param radius The radius of the sphere to emit from
  60500. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60501. * @returns the emitter
  60502. */
  60503. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60504. if (radius === void 0) { radius = 1; }
  60505. if (radiusRange === void 0) { radiusRange = 1; }
  60506. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60507. this.particleEmitterType = particleEmitter;
  60508. return particleEmitter;
  60509. };
  60510. /**
  60511. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60512. * @param radius The radius of the sphere to emit from
  60513. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60514. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60515. * @returns the emitter
  60516. */
  60517. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60518. if (radius === void 0) { radius = 1; }
  60519. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60520. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60521. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60522. this.particleEmitterType = particleEmitter;
  60523. return particleEmitter;
  60524. };
  60525. /**
  60526. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60527. * @param radius The radius of the emission cylinder
  60528. * @param height The height of the emission cylinder
  60529. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60530. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60531. * @returns the emitter
  60532. */
  60533. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60534. if (radius === void 0) { radius = 1; }
  60535. if (height === void 0) { height = 1; }
  60536. if (radiusRange === void 0) { radiusRange = 1; }
  60537. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60538. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60539. this.particleEmitterType = particleEmitter;
  60540. return particleEmitter;
  60541. };
  60542. /**
  60543. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60544. * @param radius The radius of the cylinder to emit from
  60545. * @param height The height of the emission cylinder
  60546. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60547. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60548. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60549. * @returns the emitter
  60550. */
  60551. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60552. if (radius === void 0) { radius = 1; }
  60553. if (height === void 0) { height = 1; }
  60554. if (radiusRange === void 0) { radiusRange = 1; }
  60555. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60556. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60557. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60558. this.particleEmitterType = particleEmitter;
  60559. return particleEmitter;
  60560. };
  60561. /**
  60562. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60563. * @param radius The radius of the cone to emit from
  60564. * @param angle The base angle of the cone
  60565. * @returns the emitter
  60566. */
  60567. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60568. if (radius === void 0) { radius = 1; }
  60569. if (angle === void 0) { angle = Math.PI / 4; }
  60570. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60571. this.particleEmitterType = particleEmitter;
  60572. return particleEmitter;
  60573. };
  60574. /**
  60575. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60576. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60577. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60578. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60579. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60580. * @returns the emitter
  60581. */
  60582. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60583. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60584. this.particleEmitterType = particleEmitter;
  60585. this.direction1 = direction1;
  60586. this.direction2 = direction2;
  60587. this.minEmitBox = minEmitBox;
  60588. this.maxEmitBox = maxEmitBox;
  60589. return particleEmitter;
  60590. };
  60591. /**
  60592. * Source color is added to the destination color without alpha affecting the result
  60593. */
  60594. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60595. /**
  60596. * Blend current color and particle color using particle’s alpha
  60597. */
  60598. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60599. /**
  60600. * Add current color and particle color multiplied by particle’s alpha
  60601. */
  60602. BaseParticleSystem.BLENDMODE_ADD = 2;
  60603. /**
  60604. * Multiply current color with particle color
  60605. */
  60606. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60607. /**
  60608. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60609. */
  60610. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60611. return BaseParticleSystem;
  60612. }());
  60613. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60614. })(BABYLON || (BABYLON = {}));
  60615. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60616. var BABYLON;
  60617. (function (BABYLON) {
  60618. /**
  60619. * This represents a particle system in Babylon.
  60620. * 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.
  60621. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60622. * @example https://doc.babylonjs.com/babylon101/particles
  60623. */
  60624. var ParticleSystem = /** @class */ (function (_super) {
  60625. __extends(ParticleSystem, _super);
  60626. /**
  60627. * Instantiates a particle system.
  60628. * 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.
  60629. * @param name The name of the particle system
  60630. * @param capacity The max number of particles alive at the same time
  60631. * @param scene The scene the particle system belongs to
  60632. * @param customEffect a custom effect used to change the way particles are rendered by default
  60633. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60634. * @param epsilon Offset used to render the particles
  60635. */
  60636. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60637. if (customEffect === void 0) { customEffect = null; }
  60638. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60639. if (epsilon === void 0) { epsilon = 0.01; }
  60640. var _this = _super.call(this, name) || this;
  60641. /**
  60642. * @hidden
  60643. */
  60644. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60645. /**
  60646. * An event triggered when the system is disposed
  60647. */
  60648. _this.onDisposeObservable = new BABYLON.Observable();
  60649. _this._particles = new Array();
  60650. _this._stockParticles = new Array();
  60651. _this._newPartsExcess = 0;
  60652. _this._vertexBuffers = {};
  60653. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60654. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60655. _this._scaledDirection = BABYLON.Vector3.Zero();
  60656. _this._scaledGravity = BABYLON.Vector3.Zero();
  60657. _this._currentRenderId = -1;
  60658. _this._useInstancing = false;
  60659. _this._started = false;
  60660. _this._stopped = false;
  60661. _this._actualFrame = 0;
  60662. /** @hidden */
  60663. _this._currentEmitRate1 = 0;
  60664. /** @hidden */
  60665. _this._currentEmitRate2 = 0;
  60666. /** @hidden */
  60667. _this._currentStartSize1 = 0;
  60668. /** @hidden */
  60669. _this._currentStartSize2 = 0;
  60670. _this._rawTextureWidth = 256;
  60671. _this._useRampGradients = false;
  60672. /**
  60673. * @hidden
  60674. * If the particle systems emitter should be disposed when the particle system is disposed
  60675. */
  60676. _this._disposeEmitterOnDispose = false;
  60677. // start of sub system methods
  60678. /**
  60679. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60680. * Its lifetime will start back at 0.
  60681. */
  60682. _this.recycleParticle = function (particle) {
  60683. // move particle from activeParticle list to stock particles
  60684. var lastParticle = _this._particles.pop();
  60685. if (lastParticle !== particle) {
  60686. lastParticle.copyTo(particle);
  60687. }
  60688. _this._stockParticles.push(lastParticle);
  60689. };
  60690. _this._createParticle = function () {
  60691. var particle;
  60692. if (_this._stockParticles.length !== 0) {
  60693. particle = _this._stockParticles.pop();
  60694. particle._reset();
  60695. }
  60696. else {
  60697. particle = new BABYLON.Particle(_this);
  60698. }
  60699. // Attach emitters
  60700. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60701. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60702. particle._attachedSubEmitters = [];
  60703. subEmitters.forEach(function (subEmitter) {
  60704. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60705. var newEmitter = subEmitter.clone();
  60706. particle._attachedSubEmitters.push(newEmitter);
  60707. newEmitter.particleSystem.start();
  60708. }
  60709. });
  60710. }
  60711. return particle;
  60712. };
  60713. _this._emitFromParticle = function (particle) {
  60714. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60715. return;
  60716. }
  60717. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60718. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60719. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60720. var subSystem = subEmitter.clone();
  60721. particle._inheritParticleInfoToSubEmitter(subSystem);
  60722. subSystem.particleSystem._rootParticleSystem = _this;
  60723. _this.activeSubSystems.push(subSystem.particleSystem);
  60724. subSystem.particleSystem.start();
  60725. }
  60726. });
  60727. };
  60728. _this._capacity = capacity;
  60729. _this._epsilon = epsilon;
  60730. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60731. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60732. // Setup the default processing configuration to the scene.
  60733. _this._attachImageProcessingConfiguration(null);
  60734. _this._customEffect = customEffect;
  60735. _this._scene.particleSystems.push(_this);
  60736. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60737. _this._createIndexBuffer();
  60738. _this._createVertexBuffers();
  60739. // Default emitter type
  60740. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60741. // Update
  60742. _this.updateFunction = function (particles) {
  60743. var noiseTextureSize = null;
  60744. var noiseTextureData = null;
  60745. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60746. noiseTextureSize = _this.noiseTexture.getSize();
  60747. noiseTextureData = (_this.noiseTexture.getContent());
  60748. }
  60749. var _loop_1 = function () {
  60750. particle = particles[index];
  60751. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60752. var previousAge = particle.age;
  60753. particle.age += scaledUpdateSpeed;
  60754. // Evaluate step to death
  60755. if (particle.age > particle.lifeTime) {
  60756. var diff = particle.age - previousAge;
  60757. var oldDiff = particle.lifeTime - previousAge;
  60758. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60759. particle.age = particle.lifeTime;
  60760. }
  60761. var ratio = particle.age / particle.lifeTime;
  60762. // Color
  60763. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60764. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60765. if (currentGradient !== particle._currentColorGradient) {
  60766. particle._currentColor1.copyFrom(particle._currentColor2);
  60767. nextGradient.getColorToRef(particle._currentColor2);
  60768. particle._currentColorGradient = currentGradient;
  60769. }
  60770. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60771. });
  60772. }
  60773. else {
  60774. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60775. particle.color.addInPlace(_this._scaledColorStep);
  60776. if (particle.color.a < 0) {
  60777. particle.color.a = 0;
  60778. }
  60779. }
  60780. // Angular speed
  60781. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60782. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60783. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60784. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60785. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60786. particle._currentAngularSpeedGradient = currentGradient;
  60787. }
  60788. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60789. });
  60790. }
  60791. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60792. // Direction
  60793. var directionScale = scaledUpdateSpeed;
  60794. /// Velocity
  60795. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60796. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60797. if (currentGradient !== particle._currentVelocityGradient) {
  60798. particle._currentVelocity1 = particle._currentVelocity2;
  60799. particle._currentVelocity2 = nextGradient.getFactor();
  60800. particle._currentVelocityGradient = currentGradient;
  60801. }
  60802. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60803. });
  60804. }
  60805. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60806. /// Limit velocity
  60807. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60808. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60809. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60810. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60811. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60812. particle._currentLimitVelocityGradient = currentGradient;
  60813. }
  60814. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60815. var currentVelocity = particle.direction.length();
  60816. if (currentVelocity > limitVelocity) {
  60817. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60818. }
  60819. });
  60820. }
  60821. /// Drag
  60822. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60823. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60824. if (currentGradient !== particle._currentDragGradient) {
  60825. particle._currentDrag1 = particle._currentDrag2;
  60826. particle._currentDrag2 = nextGradient.getFactor();
  60827. particle._currentDragGradient = currentGradient;
  60828. }
  60829. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60830. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60831. });
  60832. }
  60833. particle.position.addInPlace(_this._scaledDirection);
  60834. // Noise
  60835. if (noiseTextureData && noiseTextureSize) {
  60836. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60837. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60838. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60839. var force = BABYLON.Tmp.Vector3[0];
  60840. var scaledForce = BABYLON.Tmp.Vector3[1];
  60841. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60842. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60843. particle.direction.addInPlace(scaledForce);
  60844. }
  60845. // Gravity
  60846. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60847. particle.direction.addInPlace(_this._scaledGravity);
  60848. // Size
  60849. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60850. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60851. if (currentGradient !== particle._currentSizeGradient) {
  60852. particle._currentSize1 = particle._currentSize2;
  60853. particle._currentSize2 = nextGradient.getFactor();
  60854. particle._currentSizeGradient = currentGradient;
  60855. }
  60856. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60857. });
  60858. }
  60859. // Remap data
  60860. if (_this._useRampGradients) {
  60861. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60862. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60863. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60864. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60865. particle.remapData.x = min;
  60866. particle.remapData.y = max - min;
  60867. });
  60868. }
  60869. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60870. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60871. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60872. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60873. particle.remapData.z = min;
  60874. particle.remapData.w = max - min;
  60875. });
  60876. }
  60877. }
  60878. if (_this._isAnimationSheetEnabled) {
  60879. particle.updateCellIndex();
  60880. }
  60881. // Update the position of the attached sub-emitters to match their attached particle
  60882. particle._inheritParticleInfoToSubEmitters();
  60883. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60884. _this._emitFromParticle(particle);
  60885. if (particle._attachedSubEmitters) {
  60886. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60887. subEmitter.particleSystem.disposeOnStop = true;
  60888. subEmitter.particleSystem.stop();
  60889. });
  60890. particle._attachedSubEmitters = null;
  60891. }
  60892. _this.recycleParticle(particle);
  60893. index--;
  60894. return "continue";
  60895. }
  60896. };
  60897. var particle;
  60898. for (var index = 0; index < particles.length; index++) {
  60899. _loop_1();
  60900. }
  60901. };
  60902. return _this;
  60903. }
  60904. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60905. /**
  60906. * Sets a callback that will be triggered when the system is disposed
  60907. */
  60908. set: function (callback) {
  60909. if (this._onDisposeObserver) {
  60910. this.onDisposeObservable.remove(this._onDisposeObserver);
  60911. }
  60912. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60913. },
  60914. enumerable: true,
  60915. configurable: true
  60916. });
  60917. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60918. /** Gets or sets a boolean indicating that ramp gradients must be used
  60919. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60920. */
  60921. get: function () {
  60922. return this._useRampGradients;
  60923. },
  60924. set: function (value) {
  60925. if (this._useRampGradients === value) {
  60926. return;
  60927. }
  60928. this._useRampGradients = value;
  60929. this._resetEffect();
  60930. },
  60931. enumerable: true,
  60932. configurable: true
  60933. });
  60934. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60935. //end of Sub-emitter
  60936. /**
  60937. * Gets the current list of active particles
  60938. */
  60939. get: function () {
  60940. return this._particles;
  60941. },
  60942. enumerable: true,
  60943. configurable: true
  60944. });
  60945. /**
  60946. * Returns the string "ParticleSystem"
  60947. * @returns a string containing the class name
  60948. */
  60949. ParticleSystem.prototype.getClassName = function () {
  60950. return "ParticleSystem";
  60951. };
  60952. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60953. var newGradient = new BABYLON.FactorGradient();
  60954. newGradient.gradient = gradient;
  60955. newGradient.factor1 = factor;
  60956. newGradient.factor2 = factor2;
  60957. factorGradients.push(newGradient);
  60958. factorGradients.sort(function (a, b) {
  60959. if (a.gradient < b.gradient) {
  60960. return -1;
  60961. }
  60962. else if (a.gradient > b.gradient) {
  60963. return 1;
  60964. }
  60965. return 0;
  60966. });
  60967. };
  60968. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60969. if (!factorGradients) {
  60970. return;
  60971. }
  60972. var index = 0;
  60973. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60974. var factorGradient = factorGradients_1[_i];
  60975. if (factorGradient.gradient === gradient) {
  60976. factorGradients.splice(index, 1);
  60977. break;
  60978. }
  60979. index++;
  60980. }
  60981. };
  60982. /**
  60983. * Adds a new life time gradient
  60984. * @param gradient defines the gradient to use (between 0 and 1)
  60985. * @param factor defines the life time factor to affect to the specified gradient
  60986. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60987. * @returns the current particle system
  60988. */
  60989. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60990. if (!this._lifeTimeGradients) {
  60991. this._lifeTimeGradients = [];
  60992. }
  60993. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60994. return this;
  60995. };
  60996. /**
  60997. * Remove a specific life time gradient
  60998. * @param gradient defines the gradient to remove
  60999. * @returns the current particle system
  61000. */
  61001. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61002. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61003. return this;
  61004. };
  61005. /**
  61006. * Adds a new size gradient
  61007. * @param gradient defines the gradient to use (between 0 and 1)
  61008. * @param factor defines the size factor to affect to the specified gradient
  61009. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61010. * @returns the current particle system
  61011. */
  61012. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61013. if (!this._sizeGradients) {
  61014. this._sizeGradients = [];
  61015. }
  61016. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61017. return this;
  61018. };
  61019. /**
  61020. * Remove a specific size gradient
  61021. * @param gradient defines the gradient to remove
  61022. * @returns the current particle system
  61023. */
  61024. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61025. this._removeFactorGradient(this._sizeGradients, gradient);
  61026. return this;
  61027. };
  61028. /**
  61029. * Adds a new color remap gradient
  61030. * @param gradient defines the gradient to use (between 0 and 1)
  61031. * @param min defines the color remap minimal range
  61032. * @param max defines the color remap maximal range
  61033. * @returns the current particle system
  61034. */
  61035. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61036. if (!this._colorRemapGradients) {
  61037. this._colorRemapGradients = [];
  61038. }
  61039. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61040. return this;
  61041. };
  61042. /**
  61043. * Remove a specific color remap gradient
  61044. * @param gradient defines the gradient to remove
  61045. * @returns the current particle system
  61046. */
  61047. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61048. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61049. return this;
  61050. };
  61051. /**
  61052. * Adds a new alpha remap gradient
  61053. * @param gradient defines the gradient to use (between 0 and 1)
  61054. * @param min defines the alpha remap minimal range
  61055. * @param max defines the alpha remap maximal range
  61056. * @returns the current particle system
  61057. */
  61058. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61059. if (!this._alphaRemapGradients) {
  61060. this._alphaRemapGradients = [];
  61061. }
  61062. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61063. return this;
  61064. };
  61065. /**
  61066. * Remove a specific alpha remap gradient
  61067. * @param gradient defines the gradient to remove
  61068. * @returns the current particle system
  61069. */
  61070. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61071. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61072. return this;
  61073. };
  61074. /**
  61075. * Adds a new angular speed gradient
  61076. * @param gradient defines the gradient to use (between 0 and 1)
  61077. * @param factor defines the angular speed to affect to the specified gradient
  61078. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61079. * @returns the current particle system
  61080. */
  61081. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61082. if (!this._angularSpeedGradients) {
  61083. this._angularSpeedGradients = [];
  61084. }
  61085. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61086. return this;
  61087. };
  61088. /**
  61089. * Remove a specific angular speed gradient
  61090. * @param gradient defines the gradient to remove
  61091. * @returns the current particle system
  61092. */
  61093. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61094. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61095. return this;
  61096. };
  61097. /**
  61098. * Adds a new velocity gradient
  61099. * @param gradient defines the gradient to use (between 0 and 1)
  61100. * @param factor defines the velocity to affect to the specified gradient
  61101. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61102. * @returns the current particle system
  61103. */
  61104. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61105. if (!this._velocityGradients) {
  61106. this._velocityGradients = [];
  61107. }
  61108. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61109. return this;
  61110. };
  61111. /**
  61112. * Remove a specific velocity gradient
  61113. * @param gradient defines the gradient to remove
  61114. * @returns the current particle system
  61115. */
  61116. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61117. this._removeFactorGradient(this._velocityGradients, gradient);
  61118. return this;
  61119. };
  61120. /**
  61121. * Adds a new limit velocity gradient
  61122. * @param gradient defines the gradient to use (between 0 and 1)
  61123. * @param factor defines the limit velocity value to affect to the specified gradient
  61124. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61125. * @returns the current particle system
  61126. */
  61127. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61128. if (!this._limitVelocityGradients) {
  61129. this._limitVelocityGradients = [];
  61130. }
  61131. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61132. return this;
  61133. };
  61134. /**
  61135. * Remove a specific limit velocity gradient
  61136. * @param gradient defines the gradient to remove
  61137. * @returns the current particle system
  61138. */
  61139. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61140. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61141. return this;
  61142. };
  61143. /**
  61144. * Adds a new drag gradient
  61145. * @param gradient defines the gradient to use (between 0 and 1)
  61146. * @param factor defines the drag value to affect to the specified gradient
  61147. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61148. * @returns the current particle system
  61149. */
  61150. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61151. if (!this._dragGradients) {
  61152. this._dragGradients = [];
  61153. }
  61154. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61155. return this;
  61156. };
  61157. /**
  61158. * Remove a specific drag gradient
  61159. * @param gradient defines the gradient to remove
  61160. * @returns the current particle system
  61161. */
  61162. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61163. this._removeFactorGradient(this._dragGradients, gradient);
  61164. return this;
  61165. };
  61166. /**
  61167. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61168. * @param gradient defines the gradient to use (between 0 and 1)
  61169. * @param factor defines the emit rate value to affect to the specified gradient
  61170. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61171. * @returns the current particle system
  61172. */
  61173. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61174. if (!this._emitRateGradients) {
  61175. this._emitRateGradients = [];
  61176. }
  61177. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61178. return this;
  61179. };
  61180. /**
  61181. * Remove a specific emit rate gradient
  61182. * @param gradient defines the gradient to remove
  61183. * @returns the current particle system
  61184. */
  61185. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61186. this._removeFactorGradient(this._emitRateGradients, gradient);
  61187. return this;
  61188. };
  61189. /**
  61190. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61191. * @param gradient defines the gradient to use (between 0 and 1)
  61192. * @param factor defines the start size value to affect to the specified gradient
  61193. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61194. * @returns the current particle system
  61195. */
  61196. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61197. if (!this._startSizeGradients) {
  61198. this._startSizeGradients = [];
  61199. }
  61200. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61201. return this;
  61202. };
  61203. /**
  61204. * Remove a specific start size gradient
  61205. * @param gradient defines the gradient to remove
  61206. * @returns the current particle system
  61207. */
  61208. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61209. this._removeFactorGradient(this._emitRateGradients, gradient);
  61210. return this;
  61211. };
  61212. ParticleSystem.prototype._createRampGradientTexture = function () {
  61213. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61214. return;
  61215. }
  61216. var data = new Uint8Array(this._rawTextureWidth * 4);
  61217. var tmpColor = BABYLON.Tmp.Color3[0];
  61218. for (var x = 0; x < this._rawTextureWidth; x++) {
  61219. var ratio = x / this._rawTextureWidth;
  61220. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61221. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61222. data[x * 4] = tmpColor.r * 255;
  61223. data[x * 4 + 1] = tmpColor.g * 255;
  61224. data[x * 4 + 2] = tmpColor.b * 255;
  61225. data[x * 4 + 3] = 255;
  61226. });
  61227. }
  61228. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61229. };
  61230. /**
  61231. * Gets the current list of ramp gradients.
  61232. * You must use addRampGradient and removeRampGradient to udpate this list
  61233. * @returns the list of ramp gradients
  61234. */
  61235. ParticleSystem.prototype.getRampGradients = function () {
  61236. return this._rampGradients;
  61237. };
  61238. /**
  61239. * Adds a new ramp gradient used to remap particle colors
  61240. * @param gradient defines the gradient to use (between 0 and 1)
  61241. * @param color defines the color to affect to the specified gradient
  61242. * @returns the current particle system
  61243. */
  61244. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61245. if (!this._rampGradients) {
  61246. this._rampGradients = [];
  61247. }
  61248. var rampGradient = new BABYLON.Color3Gradient();
  61249. rampGradient.gradient = gradient;
  61250. rampGradient.color = color;
  61251. this._rampGradients.push(rampGradient);
  61252. this._rampGradients.sort(function (a, b) {
  61253. if (a.gradient < b.gradient) {
  61254. return -1;
  61255. }
  61256. else if (a.gradient > b.gradient) {
  61257. return 1;
  61258. }
  61259. return 0;
  61260. });
  61261. if (this._rampGradientsTexture) {
  61262. this._rampGradientsTexture.dispose();
  61263. this._rampGradientsTexture = null;
  61264. }
  61265. this._createRampGradientTexture();
  61266. return this;
  61267. };
  61268. /**
  61269. * Remove a specific ramp gradient
  61270. * @param gradient defines the gradient to remove
  61271. * @returns the current particle system
  61272. */
  61273. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61274. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61275. this._rampGradientsTexture = null;
  61276. if (this._rampGradients && this._rampGradients.length > 0) {
  61277. this._createRampGradientTexture();
  61278. }
  61279. return this;
  61280. };
  61281. /**
  61282. * Adds a new color gradient
  61283. * @param gradient defines the gradient to use (between 0 and 1)
  61284. * @param color1 defines the color to affect to the specified gradient
  61285. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61286. * @returns this particle system
  61287. */
  61288. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61289. if (!this._colorGradients) {
  61290. this._colorGradients = [];
  61291. }
  61292. var colorGradient = new BABYLON.ColorGradient();
  61293. colorGradient.gradient = gradient;
  61294. colorGradient.color1 = color1;
  61295. colorGradient.color2 = color2;
  61296. this._colorGradients.push(colorGradient);
  61297. this._colorGradients.sort(function (a, b) {
  61298. if (a.gradient < b.gradient) {
  61299. return -1;
  61300. }
  61301. else if (a.gradient > b.gradient) {
  61302. return 1;
  61303. }
  61304. return 0;
  61305. });
  61306. return this;
  61307. };
  61308. /**
  61309. * Remove a specific color gradient
  61310. * @param gradient defines the gradient to remove
  61311. * @returns this particle system
  61312. */
  61313. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61314. if (!this._colorGradients) {
  61315. return this;
  61316. }
  61317. var index = 0;
  61318. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61319. var colorGradient = _a[_i];
  61320. if (colorGradient.gradient === gradient) {
  61321. this._colorGradients.splice(index, 1);
  61322. break;
  61323. }
  61324. index++;
  61325. }
  61326. return this;
  61327. };
  61328. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61329. u = Math.abs(u) * 0.5 + 0.5;
  61330. v = Math.abs(v) * 0.5 + 0.5;
  61331. var wrappedU = ((u * width) % width) | 0;
  61332. var wrappedV = ((v * height) % height) | 0;
  61333. var position = (wrappedU + wrappedV * width) * 4;
  61334. return pixels[position] / 255;
  61335. };
  61336. ParticleSystem.prototype._reset = function () {
  61337. this._resetEffect();
  61338. };
  61339. ParticleSystem.prototype._resetEffect = function () {
  61340. if (this._vertexBuffer) {
  61341. this._vertexBuffer.dispose();
  61342. this._vertexBuffer = null;
  61343. }
  61344. if (this._spriteBuffer) {
  61345. this._spriteBuffer.dispose();
  61346. this._spriteBuffer = null;
  61347. }
  61348. this._createVertexBuffers();
  61349. };
  61350. ParticleSystem.prototype._createVertexBuffers = function () {
  61351. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61352. if (this._isAnimationSheetEnabled) {
  61353. this._vertexBufferSize += 1;
  61354. }
  61355. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61356. this._vertexBufferSize += 3;
  61357. }
  61358. if (this._useRampGradients) {
  61359. this._vertexBufferSize += 4;
  61360. }
  61361. var engine = this._scene.getEngine();
  61362. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61363. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61364. var dataOffset = 0;
  61365. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61366. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61367. dataOffset += 3;
  61368. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61369. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61370. dataOffset += 4;
  61371. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61372. this._vertexBuffers["angle"] = options;
  61373. dataOffset += 1;
  61374. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61375. this._vertexBuffers["size"] = size;
  61376. dataOffset += 2;
  61377. if (this._isAnimationSheetEnabled) {
  61378. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61379. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61380. dataOffset += 1;
  61381. }
  61382. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61383. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61384. this._vertexBuffers["direction"] = directionBuffer;
  61385. dataOffset += 3;
  61386. }
  61387. if (this._useRampGradients) {
  61388. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61389. this._vertexBuffers["remapData"] = rampDataBuffer;
  61390. dataOffset += 4;
  61391. }
  61392. var offsets;
  61393. if (this._useInstancing) {
  61394. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61395. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61396. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61397. }
  61398. else {
  61399. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61400. dataOffset += 2;
  61401. }
  61402. this._vertexBuffers["offset"] = offsets;
  61403. };
  61404. ParticleSystem.prototype._createIndexBuffer = function () {
  61405. if (this._useInstancing) {
  61406. return;
  61407. }
  61408. var indices = [];
  61409. var index = 0;
  61410. for (var count = 0; count < this._capacity; count++) {
  61411. indices.push(index);
  61412. indices.push(index + 1);
  61413. indices.push(index + 2);
  61414. indices.push(index);
  61415. indices.push(index + 2);
  61416. indices.push(index + 3);
  61417. index += 4;
  61418. }
  61419. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61420. };
  61421. /**
  61422. * Gets the maximum number of particles active at the same time.
  61423. * @returns The max number of active particles.
  61424. */
  61425. ParticleSystem.prototype.getCapacity = function () {
  61426. return this._capacity;
  61427. };
  61428. /**
  61429. * Gets whether there are still active particles in the system.
  61430. * @returns True if it is alive, otherwise false.
  61431. */
  61432. ParticleSystem.prototype.isAlive = function () {
  61433. return this._alive;
  61434. };
  61435. /**
  61436. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61437. * @returns True if it has been started, otherwise false.
  61438. */
  61439. ParticleSystem.prototype.isStarted = function () {
  61440. return this._started;
  61441. };
  61442. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61443. var _this = this;
  61444. this._subEmitters = new Array();
  61445. if (this.subEmitters) {
  61446. this.subEmitters.forEach(function (subEmitter) {
  61447. if (subEmitter instanceof ParticleSystem) {
  61448. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61449. }
  61450. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61451. _this._subEmitters.push([subEmitter]);
  61452. }
  61453. else if (subEmitter instanceof Array) {
  61454. _this._subEmitters.push(subEmitter);
  61455. }
  61456. });
  61457. }
  61458. };
  61459. /**
  61460. * Starts the particle system and begins to emit
  61461. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61462. */
  61463. ParticleSystem.prototype.start = function (delay) {
  61464. var _this = this;
  61465. if (delay === void 0) { delay = this.startDelay; }
  61466. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61467. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61468. }
  61469. if (delay) {
  61470. setTimeout(function () {
  61471. _this.start(0);
  61472. }, delay);
  61473. return;
  61474. }
  61475. // Convert the subEmitters field to the constant type field _subEmitters
  61476. this._prepareSubEmitterInternalArray();
  61477. this._started = true;
  61478. this._stopped = false;
  61479. this._actualFrame = 0;
  61480. if (this._subEmitters && this._subEmitters.length != 0) {
  61481. this.activeSubSystems = new Array();
  61482. }
  61483. // Reset emit gradient so it acts the same on every start
  61484. if (this._emitRateGradients) {
  61485. if (this._emitRateGradients.length > 0) {
  61486. this._currentEmitRateGradient = this._emitRateGradients[0];
  61487. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61488. this._currentEmitRate2 = this._currentEmitRate1;
  61489. }
  61490. if (this._emitRateGradients.length > 1) {
  61491. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61492. }
  61493. }
  61494. // Reset start size gradient so it acts the same on every start
  61495. if (this._startSizeGradients) {
  61496. if (this._startSizeGradients.length > 0) {
  61497. this._currentStartSizeGradient = this._startSizeGradients[0];
  61498. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61499. this._currentStartSize2 = this._currentStartSize1;
  61500. }
  61501. if (this._startSizeGradients.length > 1) {
  61502. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61503. }
  61504. }
  61505. if (this.preWarmCycles) {
  61506. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61507. this.emitter.computeWorldMatrix(true);
  61508. }
  61509. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61510. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61511. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61512. setTimeout(function () {
  61513. for (var index = 0; index < _this.preWarmCycles; index++) {
  61514. _this.animate(true);
  61515. noiseTextureAsProcedural_1.render();
  61516. }
  61517. });
  61518. });
  61519. }
  61520. else {
  61521. for (var index = 0; index < this.preWarmCycles; index++) {
  61522. this.animate(true);
  61523. }
  61524. }
  61525. }
  61526. // Animations
  61527. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61528. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61529. }
  61530. };
  61531. /**
  61532. * Stops the particle system.
  61533. * @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.
  61534. */
  61535. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61536. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61537. this._stopped = true;
  61538. if (stopSubEmitters) {
  61539. this._stopSubEmitters();
  61540. }
  61541. };
  61542. // animation sheet
  61543. /**
  61544. * Remove all active particles
  61545. */
  61546. ParticleSystem.prototype.reset = function () {
  61547. this._stockParticles = [];
  61548. this._particles = [];
  61549. };
  61550. /**
  61551. * @hidden (for internal use only)
  61552. */
  61553. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61554. var offset = index * this._vertexBufferSize;
  61555. this._vertexData[offset++] = particle.position.x;
  61556. this._vertexData[offset++] = particle.position.y;
  61557. this._vertexData[offset++] = particle.position.z;
  61558. this._vertexData[offset++] = particle.color.r;
  61559. this._vertexData[offset++] = particle.color.g;
  61560. this._vertexData[offset++] = particle.color.b;
  61561. this._vertexData[offset++] = particle.color.a;
  61562. this._vertexData[offset++] = particle.angle;
  61563. this._vertexData[offset++] = particle.scale.x * particle.size;
  61564. this._vertexData[offset++] = particle.scale.y * particle.size;
  61565. if (this._isAnimationSheetEnabled) {
  61566. this._vertexData[offset++] = particle.cellIndex;
  61567. }
  61568. if (!this._isBillboardBased) {
  61569. if (particle._initialDirection) {
  61570. this._vertexData[offset++] = particle._initialDirection.x;
  61571. this._vertexData[offset++] = particle._initialDirection.y;
  61572. this._vertexData[offset++] = particle._initialDirection.z;
  61573. }
  61574. else {
  61575. this._vertexData[offset++] = particle.direction.x;
  61576. this._vertexData[offset++] = particle.direction.y;
  61577. this._vertexData[offset++] = particle.direction.z;
  61578. }
  61579. }
  61580. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61581. this._vertexData[offset++] = particle.direction.x;
  61582. this._vertexData[offset++] = particle.direction.y;
  61583. this._vertexData[offset++] = particle.direction.z;
  61584. }
  61585. if (this._useRampGradients) {
  61586. this._vertexData[offset++] = particle.remapData.x;
  61587. this._vertexData[offset++] = particle.remapData.y;
  61588. this._vertexData[offset++] = particle.remapData.z;
  61589. this._vertexData[offset++] = particle.remapData.w;
  61590. }
  61591. if (!this._useInstancing) {
  61592. if (this._isAnimationSheetEnabled) {
  61593. if (offsetX === 0) {
  61594. offsetX = this._epsilon;
  61595. }
  61596. else if (offsetX === 1) {
  61597. offsetX = 1 - this._epsilon;
  61598. }
  61599. if (offsetY === 0) {
  61600. offsetY = this._epsilon;
  61601. }
  61602. else if (offsetY === 1) {
  61603. offsetY = 1 - this._epsilon;
  61604. }
  61605. }
  61606. this._vertexData[offset++] = offsetX;
  61607. this._vertexData[offset++] = offsetY;
  61608. }
  61609. };
  61610. ParticleSystem.prototype._stopSubEmitters = function () {
  61611. if (!this.activeSubSystems) {
  61612. return;
  61613. }
  61614. this.activeSubSystems.forEach(function (subSystem) {
  61615. subSystem.stop(true);
  61616. });
  61617. this.activeSubSystems = new Array();
  61618. };
  61619. ParticleSystem.prototype._removeFromRoot = function () {
  61620. if (!this._rootParticleSystem) {
  61621. return;
  61622. }
  61623. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61624. if (index !== -1) {
  61625. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61626. }
  61627. this._rootParticleSystem = null;
  61628. };
  61629. // End of sub system methods
  61630. ParticleSystem.prototype._update = function (newParticles) {
  61631. var _this = this;
  61632. // Update current
  61633. this._alive = this._particles.length > 0;
  61634. if (this.emitter.position) {
  61635. var emitterMesh = this.emitter;
  61636. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61637. }
  61638. else {
  61639. var emitterPosition = this.emitter;
  61640. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61641. }
  61642. this.updateFunction(this._particles);
  61643. // Add new ones
  61644. var particle;
  61645. var _loop_2 = function () {
  61646. if (this_1._particles.length === this_1._capacity) {
  61647. return "break";
  61648. }
  61649. particle = this_1._createParticle();
  61650. this_1._particles.push(particle);
  61651. // Emitter
  61652. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61653. if (this_1.startPositionFunction) {
  61654. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61655. }
  61656. else {
  61657. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61658. }
  61659. if (this_1.startDirectionFunction) {
  61660. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61661. }
  61662. else {
  61663. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61664. }
  61665. if (emitPower === 0) {
  61666. if (!particle._initialDirection) {
  61667. particle._initialDirection = particle.direction.clone();
  61668. }
  61669. else {
  61670. particle._initialDirection.copyFrom(particle.direction);
  61671. }
  61672. }
  61673. else {
  61674. particle._initialDirection = null;
  61675. }
  61676. particle.direction.scaleInPlace(emitPower);
  61677. // Life time
  61678. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61679. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61680. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61681. var factorGradient1 = currentGradient;
  61682. var factorGradient2 = nextGradient;
  61683. var lifeTime1 = factorGradient1.getFactor();
  61684. var lifeTime2 = factorGradient2.getFactor();
  61685. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61686. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61687. });
  61688. }
  61689. else {
  61690. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61691. }
  61692. // Size
  61693. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61694. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61695. }
  61696. else {
  61697. particle._currentSizeGradient = this_1._sizeGradients[0];
  61698. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61699. particle.size = particle._currentSize1;
  61700. if (this_1._sizeGradients.length > 1) {
  61701. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61702. }
  61703. else {
  61704. particle._currentSize2 = particle._currentSize1;
  61705. }
  61706. }
  61707. // Size and scale
  61708. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61709. // Adjust scale by start size
  61710. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61711. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61712. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61713. if (currentGradient !== _this._currentStartSizeGradient) {
  61714. _this._currentStartSize1 = _this._currentStartSize2;
  61715. _this._currentStartSize2 = nextGradient.getFactor();
  61716. _this._currentStartSizeGradient = currentGradient;
  61717. }
  61718. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61719. particle.scale.scaleInPlace(value);
  61720. });
  61721. }
  61722. // Angle
  61723. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61724. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61725. }
  61726. else {
  61727. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61728. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61729. particle._currentAngularSpeed1 = particle.angularSpeed;
  61730. if (this_1._angularSpeedGradients.length > 1) {
  61731. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61732. }
  61733. else {
  61734. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61735. }
  61736. }
  61737. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61738. // Velocity
  61739. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61740. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61741. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61742. if (this_1._velocityGradients.length > 1) {
  61743. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61744. }
  61745. else {
  61746. particle._currentVelocity2 = particle._currentVelocity1;
  61747. }
  61748. }
  61749. // Limit velocity
  61750. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61751. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61752. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61753. if (this_1._limitVelocityGradients.length > 1) {
  61754. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61755. }
  61756. else {
  61757. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61758. }
  61759. }
  61760. // Drag
  61761. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61762. particle._currentDragGradient = this_1._dragGradients[0];
  61763. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61764. if (this_1._dragGradients.length > 1) {
  61765. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61766. }
  61767. else {
  61768. particle._currentDrag2 = particle._currentDrag1;
  61769. }
  61770. }
  61771. // Color
  61772. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61773. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61774. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61775. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61776. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61777. }
  61778. else {
  61779. particle._currentColorGradient = this_1._colorGradients[0];
  61780. particle._currentColorGradient.getColorToRef(particle.color);
  61781. particle._currentColor1.copyFrom(particle.color);
  61782. if (this_1._colorGradients.length > 1) {
  61783. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61784. }
  61785. else {
  61786. particle._currentColor2.copyFrom(particle.color);
  61787. }
  61788. }
  61789. // Sheet
  61790. if (this_1._isAnimationSheetEnabled) {
  61791. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61792. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61793. }
  61794. // Inherited Velocity
  61795. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61796. // Ramp
  61797. if (this_1._useRampGradients) {
  61798. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61799. }
  61800. // Noise texture coordinates
  61801. if (this_1.noiseTexture) {
  61802. if (particle._randomNoiseCoordinates1) {
  61803. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61804. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61805. }
  61806. else {
  61807. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61808. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61809. }
  61810. }
  61811. // Update the position of the attached sub-emitters to match their attached particle
  61812. particle._inheritParticleInfoToSubEmitters();
  61813. };
  61814. var this_1 = this, step;
  61815. for (var index = 0; index < newParticles; index++) {
  61816. var state_1 = _loop_2();
  61817. if (state_1 === "break")
  61818. break;
  61819. }
  61820. };
  61821. /** @hidden */
  61822. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61823. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61824. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61825. if (useRampGradients === void 0) { useRampGradients = false; }
  61826. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61827. if (isAnimationSheetEnabled) {
  61828. attributeNamesOrOptions.push("cellIndex");
  61829. }
  61830. if (!isBillboardBased) {
  61831. attributeNamesOrOptions.push("direction");
  61832. }
  61833. if (useRampGradients) {
  61834. attributeNamesOrOptions.push("remapData");
  61835. }
  61836. return attributeNamesOrOptions;
  61837. };
  61838. /** @hidden */
  61839. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61840. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61841. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61842. if (isAnimationSheetEnabled) {
  61843. effectCreationOption.push("particlesInfos");
  61844. }
  61845. return effectCreationOption;
  61846. };
  61847. /** @hidden */
  61848. ParticleSystem.prototype._getEffect = function (blendMode) {
  61849. if (this._customEffect) {
  61850. return this._customEffect;
  61851. }
  61852. var defines = [];
  61853. if (this._scene.clipPlane) {
  61854. defines.push("#define CLIPPLANE");
  61855. }
  61856. if (this._scene.clipPlane2) {
  61857. defines.push("#define CLIPPLANE2");
  61858. }
  61859. if (this._scene.clipPlane3) {
  61860. defines.push("#define CLIPPLANE3");
  61861. }
  61862. if (this._scene.clipPlane4) {
  61863. defines.push("#define CLIPPLANE4");
  61864. }
  61865. if (this._isAnimationSheetEnabled) {
  61866. defines.push("#define ANIMATESHEET");
  61867. }
  61868. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61869. defines.push("#define BLENDMULTIPLYMODE");
  61870. }
  61871. if (this._useRampGradients) {
  61872. defines.push("#define RAMPGRADIENT");
  61873. }
  61874. if (this._isBillboardBased) {
  61875. defines.push("#define BILLBOARD");
  61876. switch (this.billboardMode) {
  61877. case ParticleSystem.BILLBOARDMODE_Y:
  61878. defines.push("#define BILLBOARDY");
  61879. break;
  61880. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61881. defines.push("#define BILLBOARDSTRETCHED");
  61882. break;
  61883. case ParticleSystem.BILLBOARDMODE_ALL:
  61884. default:
  61885. break;
  61886. }
  61887. }
  61888. if (this._imageProcessingConfiguration) {
  61889. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61890. defines.push(this._imageProcessingConfigurationDefines.toString());
  61891. }
  61892. // Effect
  61893. var join = defines.join("\n");
  61894. if (this._cachedDefines !== join) {
  61895. this._cachedDefines = join;
  61896. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61897. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61898. var samplers = ["diffuseSampler", "rampSampler"];
  61899. if (BABYLON.ImageProcessingConfiguration) {
  61900. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61901. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61902. }
  61903. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61904. }
  61905. return this._effect;
  61906. };
  61907. /**
  61908. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61909. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61910. */
  61911. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61912. var _this = this;
  61913. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61914. if (!this._started) {
  61915. return;
  61916. }
  61917. if (!preWarmOnly) {
  61918. // Check
  61919. if (!this.isReady()) {
  61920. return;
  61921. }
  61922. if (this._currentRenderId === this._scene.getFrameId()) {
  61923. return;
  61924. }
  61925. this._currentRenderId = this._scene.getFrameId();
  61926. }
  61927. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61928. // Determine the number of particles we need to create
  61929. var newParticles;
  61930. if (this.manualEmitCount > -1) {
  61931. newParticles = this.manualEmitCount;
  61932. this._newPartsExcess = 0;
  61933. this.manualEmitCount = 0;
  61934. }
  61935. else {
  61936. var rate_1 = this.emitRate;
  61937. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61938. var ratio = this._actualFrame / this.targetStopDuration;
  61939. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61940. if (currentGradient !== _this._currentEmitRateGradient) {
  61941. _this._currentEmitRate1 = _this._currentEmitRate2;
  61942. _this._currentEmitRate2 = nextGradient.getFactor();
  61943. _this._currentEmitRateGradient = currentGradient;
  61944. }
  61945. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61946. });
  61947. }
  61948. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61949. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61950. }
  61951. if (this._newPartsExcess > 1.0) {
  61952. newParticles += this._newPartsExcess >> 0;
  61953. this._newPartsExcess -= this._newPartsExcess >> 0;
  61954. }
  61955. this._alive = false;
  61956. if (!this._stopped) {
  61957. this._actualFrame += this._scaledUpdateSpeed;
  61958. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61959. this.stop();
  61960. }
  61961. }
  61962. else {
  61963. newParticles = 0;
  61964. }
  61965. this._update(newParticles);
  61966. // Stopped?
  61967. if (this._stopped) {
  61968. if (!this._alive) {
  61969. this._started = false;
  61970. if (this.onAnimationEnd) {
  61971. this.onAnimationEnd();
  61972. }
  61973. if (this.disposeOnStop) {
  61974. this._scene._toBeDisposed.push(this);
  61975. }
  61976. }
  61977. }
  61978. if (!preWarmOnly) {
  61979. // Update VBO
  61980. var offset = 0;
  61981. for (var index = 0; index < this._particles.length; index++) {
  61982. var particle = this._particles[index];
  61983. this._appendParticleVertices(offset, particle);
  61984. offset += this._useInstancing ? 1 : 4;
  61985. }
  61986. if (this._vertexBuffer) {
  61987. this._vertexBuffer.update(this._vertexData);
  61988. }
  61989. }
  61990. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61991. this.stop();
  61992. }
  61993. };
  61994. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61995. this._appendParticleVertex(offset++, particle, 0, 0);
  61996. if (!this._useInstancing) {
  61997. this._appendParticleVertex(offset++, particle, 1, 0);
  61998. this._appendParticleVertex(offset++, particle, 1, 1);
  61999. this._appendParticleVertex(offset++, particle, 0, 1);
  62000. }
  62001. };
  62002. /**
  62003. * Rebuilds the particle system.
  62004. */
  62005. ParticleSystem.prototype.rebuild = function () {
  62006. this._createIndexBuffer();
  62007. if (this._vertexBuffer) {
  62008. this._vertexBuffer._rebuild();
  62009. }
  62010. };
  62011. /**
  62012. * Is this system ready to be used/rendered
  62013. * @return true if the system is ready
  62014. */
  62015. ParticleSystem.prototype.isReady = function () {
  62016. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62017. return false;
  62018. }
  62019. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62020. if (!this._getEffect(this.blendMode).isReady()) {
  62021. return false;
  62022. }
  62023. }
  62024. else {
  62025. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62026. return false;
  62027. }
  62028. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62029. return false;
  62030. }
  62031. }
  62032. return true;
  62033. };
  62034. ParticleSystem.prototype._render = function (blendMode) {
  62035. var effect = this._getEffect(blendMode);
  62036. var engine = this._scene.getEngine();
  62037. // Render
  62038. engine.enableEffect(effect);
  62039. var viewMatrix = this._scene.getViewMatrix();
  62040. effect.setTexture("diffuseSampler", this.particleTexture);
  62041. effect.setMatrix("view", viewMatrix);
  62042. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62043. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62044. var baseSize = this.particleTexture.getBaseSize();
  62045. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62046. }
  62047. effect.setVector2("translationPivot", this.translationPivot);
  62048. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62049. if (this._isBillboardBased) {
  62050. var camera = this._scene.activeCamera;
  62051. effect.setVector3("eyePosition", camera.globalPosition);
  62052. }
  62053. if (this._rampGradientsTexture) {
  62054. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62055. }
  62056. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62057. var invView = viewMatrix.clone();
  62058. invView.invert();
  62059. effect.setMatrix("invView", invView);
  62060. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62061. }
  62062. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62063. // image processing
  62064. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62065. this._imageProcessingConfiguration.bind(effect);
  62066. }
  62067. // Draw order
  62068. switch (blendMode) {
  62069. case ParticleSystem.BLENDMODE_ADD:
  62070. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62071. break;
  62072. case ParticleSystem.BLENDMODE_ONEONE:
  62073. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62074. break;
  62075. case ParticleSystem.BLENDMODE_STANDARD:
  62076. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62077. break;
  62078. case ParticleSystem.BLENDMODE_MULTIPLY:
  62079. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62080. break;
  62081. }
  62082. if (this._useInstancing) {
  62083. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62084. }
  62085. else {
  62086. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62087. }
  62088. return this._particles.length;
  62089. };
  62090. /**
  62091. * Renders the particle system in its current state.
  62092. * @returns the current number of particles
  62093. */
  62094. ParticleSystem.prototype.render = function () {
  62095. // Check
  62096. if (!this.isReady() || !this._particles.length) {
  62097. return 0;
  62098. }
  62099. var engine = this._scene.getEngine();
  62100. engine.setState(false);
  62101. if (this.forceDepthWrite) {
  62102. engine.setDepthWrite(true);
  62103. }
  62104. var outparticles = 0;
  62105. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62106. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62107. }
  62108. outparticles = this._render(this.blendMode);
  62109. engine.unbindInstanceAttributes();
  62110. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62111. return outparticles;
  62112. };
  62113. /**
  62114. * Disposes the particle system and free the associated resources
  62115. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62116. */
  62117. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62118. if (disposeTexture === void 0) { disposeTexture = true; }
  62119. if (this._vertexBuffer) {
  62120. this._vertexBuffer.dispose();
  62121. this._vertexBuffer = null;
  62122. }
  62123. if (this._spriteBuffer) {
  62124. this._spriteBuffer.dispose();
  62125. this._spriteBuffer = null;
  62126. }
  62127. if (this._indexBuffer) {
  62128. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62129. this._indexBuffer = null;
  62130. }
  62131. if (disposeTexture && this.particleTexture) {
  62132. this.particleTexture.dispose();
  62133. this.particleTexture = null;
  62134. }
  62135. if (disposeTexture && this.noiseTexture) {
  62136. this.noiseTexture.dispose();
  62137. this.noiseTexture = null;
  62138. }
  62139. if (this._rampGradientsTexture) {
  62140. this._rampGradientsTexture.dispose();
  62141. this._rampGradientsTexture = null;
  62142. }
  62143. this._removeFromRoot();
  62144. if (this._subEmitters && this._subEmitters.length) {
  62145. for (var index = 0; index < this._subEmitters.length; index++) {
  62146. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62147. var subEmitter = _a[_i];
  62148. subEmitter.dispose();
  62149. }
  62150. }
  62151. this._subEmitters = [];
  62152. this.subEmitters = [];
  62153. }
  62154. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62155. this.emitter.dispose(true);
  62156. }
  62157. // Remove from scene
  62158. var index = this._scene.particleSystems.indexOf(this);
  62159. if (index > -1) {
  62160. this._scene.particleSystems.splice(index, 1);
  62161. }
  62162. this._scene._activeParticleSystems.dispose();
  62163. // Callback
  62164. this.onDisposeObservable.notifyObservers(this);
  62165. this.onDisposeObservable.clear();
  62166. this.reset();
  62167. };
  62168. // Clone
  62169. /**
  62170. * Clones the particle system.
  62171. * @param name The name of the cloned object
  62172. * @param newEmitter The new emitter to use
  62173. * @returns the cloned particle system
  62174. */
  62175. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62176. var custom = null;
  62177. var program = null;
  62178. if (this.customShader != null) {
  62179. program = this.customShader;
  62180. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62181. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62182. }
  62183. else if (this._customEffect) {
  62184. custom = this._customEffect;
  62185. }
  62186. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62187. result.customShader = program;
  62188. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62189. if (newEmitter === undefined) {
  62190. newEmitter = this.emitter;
  62191. }
  62192. result.noiseTexture = this.noiseTexture;
  62193. result.emitter = newEmitter;
  62194. if (this.particleTexture) {
  62195. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62196. }
  62197. // Clone gradients
  62198. if (this._colorGradients) {
  62199. this._colorGradients.forEach(function (v) {
  62200. result.addColorGradient(v.gradient, v.color1, v.color2);
  62201. });
  62202. }
  62203. if (this._dragGradients) {
  62204. this._dragGradients.forEach(function (v) {
  62205. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62206. });
  62207. }
  62208. if (this._angularSpeedGradients) {
  62209. this._angularSpeedGradients.forEach(function (v) {
  62210. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62211. });
  62212. }
  62213. if (this._emitRateGradients) {
  62214. this._emitRateGradients.forEach(function (v) {
  62215. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62216. });
  62217. }
  62218. if (this._lifeTimeGradients) {
  62219. this._lifeTimeGradients.forEach(function (v) {
  62220. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62221. });
  62222. }
  62223. if (this._limitVelocityGradients) {
  62224. this._limitVelocityGradients.forEach(function (v) {
  62225. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62226. });
  62227. }
  62228. if (this._sizeGradients) {
  62229. this._sizeGradients.forEach(function (v) {
  62230. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62231. });
  62232. }
  62233. if (this._startSizeGradients) {
  62234. this._startSizeGradients.forEach(function (v) {
  62235. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62236. });
  62237. }
  62238. if (this._velocityGradients) {
  62239. this._velocityGradients.forEach(function (v) {
  62240. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62241. });
  62242. }
  62243. if (this._rampGradients) {
  62244. this._rampGradients.forEach(function (v) {
  62245. result.addRampGradient(v.gradient, v.color);
  62246. });
  62247. }
  62248. if (this._colorRemapGradients) {
  62249. this._colorRemapGradients.forEach(function (v) {
  62250. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62251. });
  62252. }
  62253. if (this._alphaRemapGradients) {
  62254. this._alphaRemapGradients.forEach(function (v) {
  62255. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62256. });
  62257. }
  62258. if (!this.preventAutoStart) {
  62259. result.start();
  62260. }
  62261. return result;
  62262. };
  62263. /**
  62264. * Serializes the particle system to a JSON object.
  62265. * @returns the JSON object
  62266. */
  62267. ParticleSystem.prototype.serialize = function () {
  62268. var serializationObject = {};
  62269. ParticleSystem._Serialize(serializationObject, this);
  62270. serializationObject.textureMask = this.textureMask.asArray();
  62271. serializationObject.customShader = this.customShader;
  62272. serializationObject.preventAutoStart = this.preventAutoStart;
  62273. // SubEmitters
  62274. if (this.subEmitters) {
  62275. serializationObject.subEmitters = [];
  62276. if (!this._subEmitters) {
  62277. this._prepareSubEmitterInternalArray();
  62278. }
  62279. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62280. var subs = _a[_i];
  62281. var cell = [];
  62282. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62283. var sub = subs_1[_b];
  62284. cell.push(sub.serialize());
  62285. }
  62286. serializationObject.subEmitters.push(cell);
  62287. }
  62288. }
  62289. return serializationObject;
  62290. };
  62291. /** @hidden */
  62292. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62293. serializationObject.name = particleSystem.name;
  62294. serializationObject.id = particleSystem.id;
  62295. serializationObject.capacity = particleSystem.getCapacity();
  62296. // Emitter
  62297. if (particleSystem.emitter.position) {
  62298. var emitterMesh = particleSystem.emitter;
  62299. serializationObject.emitterId = emitterMesh.id;
  62300. }
  62301. else {
  62302. var emitterPosition = particleSystem.emitter;
  62303. serializationObject.emitter = emitterPosition.asArray();
  62304. }
  62305. // Emitter
  62306. if (particleSystem.particleEmitterType) {
  62307. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62308. }
  62309. if (particleSystem.particleTexture) {
  62310. serializationObject.textureName = particleSystem.particleTexture.name;
  62311. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62312. }
  62313. // Animations
  62314. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62315. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62316. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62317. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62318. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62319. // Particle system
  62320. serializationObject.startDelay = particleSystem.startDelay;
  62321. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62322. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62323. serializationObject.billboardMode = particleSystem.billboardMode;
  62324. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62325. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62326. serializationObject.minSize = particleSystem.minSize;
  62327. serializationObject.maxSize = particleSystem.maxSize;
  62328. serializationObject.minScaleX = particleSystem.minScaleX;
  62329. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62330. serializationObject.minScaleY = particleSystem.minScaleY;
  62331. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62332. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62333. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62334. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62335. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62336. serializationObject.emitRate = particleSystem.emitRate;
  62337. serializationObject.gravity = particleSystem.gravity.asArray();
  62338. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62339. serializationObject.color1 = particleSystem.color1.asArray();
  62340. serializationObject.color2 = particleSystem.color2.asArray();
  62341. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62342. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62343. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62344. serializationObject.blendMode = particleSystem.blendMode;
  62345. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62346. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62347. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62348. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62349. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62350. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62351. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62352. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62353. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62354. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62355. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62356. var colorGradients = particleSystem.getColorGradients();
  62357. if (colorGradients) {
  62358. serializationObject.colorGradients = [];
  62359. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62360. var colorGradient = colorGradients_1[_i];
  62361. var serializedGradient = {
  62362. gradient: colorGradient.gradient,
  62363. color1: colorGradient.color1.asArray()
  62364. };
  62365. if (colorGradient.color2) {
  62366. serializedGradient.color2 = colorGradient.color2.asArray();
  62367. }
  62368. serializationObject.colorGradients.push(serializedGradient);
  62369. }
  62370. }
  62371. var rampGradients = particleSystem.getRampGradients();
  62372. if (rampGradients) {
  62373. serializationObject.rampGradients = [];
  62374. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62375. var rampGradient = rampGradients_1[_a];
  62376. var serializedGradient = {
  62377. gradient: rampGradient.gradient,
  62378. color: rampGradient.color.asArray()
  62379. };
  62380. serializationObject.rampGradients.push(serializedGradient);
  62381. }
  62382. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62383. }
  62384. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62385. if (colorRemapGradients) {
  62386. serializationObject.colorRemapGradients = [];
  62387. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62388. var colorRemapGradient = colorRemapGradients_1[_b];
  62389. var serializedGradient = {
  62390. gradient: colorRemapGradient.gradient,
  62391. factor1: colorRemapGradient.factor1
  62392. };
  62393. if (colorRemapGradient.factor2 !== undefined) {
  62394. serializedGradient.factor2 = colorRemapGradient.factor2;
  62395. }
  62396. serializationObject.colorRemapGradients.push(serializedGradient);
  62397. }
  62398. }
  62399. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62400. if (alphaRemapGradients) {
  62401. serializationObject.alphaRemapGradients = [];
  62402. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62403. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62404. var serializedGradient = {
  62405. gradient: alphaRemapGradient.gradient,
  62406. factor1: alphaRemapGradient.factor1
  62407. };
  62408. if (alphaRemapGradient.factor2 !== undefined) {
  62409. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62410. }
  62411. serializationObject.alphaRemapGradients.push(serializedGradient);
  62412. }
  62413. }
  62414. var sizeGradients = particleSystem.getSizeGradients();
  62415. if (sizeGradients) {
  62416. serializationObject.sizeGradients = [];
  62417. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62418. var sizeGradient = sizeGradients_1[_d];
  62419. var serializedGradient = {
  62420. gradient: sizeGradient.gradient,
  62421. factor1: sizeGradient.factor1
  62422. };
  62423. if (sizeGradient.factor2 !== undefined) {
  62424. serializedGradient.factor2 = sizeGradient.factor2;
  62425. }
  62426. serializationObject.sizeGradients.push(serializedGradient);
  62427. }
  62428. }
  62429. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62430. if (angularSpeedGradients) {
  62431. serializationObject.angularSpeedGradients = [];
  62432. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62433. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62434. var serializedGradient = {
  62435. gradient: angularSpeedGradient.gradient,
  62436. factor1: angularSpeedGradient.factor1
  62437. };
  62438. if (angularSpeedGradient.factor2 !== undefined) {
  62439. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62440. }
  62441. serializationObject.angularSpeedGradients.push(serializedGradient);
  62442. }
  62443. }
  62444. var velocityGradients = particleSystem.getVelocityGradients();
  62445. if (velocityGradients) {
  62446. serializationObject.velocityGradients = [];
  62447. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62448. var velocityGradient = velocityGradients_1[_f];
  62449. var serializedGradient = {
  62450. gradient: velocityGradient.gradient,
  62451. factor1: velocityGradient.factor1
  62452. };
  62453. if (velocityGradient.factor2 !== undefined) {
  62454. serializedGradient.factor2 = velocityGradient.factor2;
  62455. }
  62456. serializationObject.velocityGradients.push(serializedGradient);
  62457. }
  62458. }
  62459. var dragGradients = particleSystem.getDragGradients();
  62460. if (dragGradients) {
  62461. serializationObject.dragyGradients = [];
  62462. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62463. var dragGradient = dragGradients_1[_g];
  62464. var serializedGradient = {
  62465. gradient: dragGradient.gradient,
  62466. factor1: dragGradient.factor1
  62467. };
  62468. if (dragGradient.factor2 !== undefined) {
  62469. serializedGradient.factor2 = dragGradient.factor2;
  62470. }
  62471. serializationObject.dragGradients.push(serializedGradient);
  62472. }
  62473. }
  62474. var emitRateGradients = particleSystem.getEmitRateGradients();
  62475. if (emitRateGradients) {
  62476. serializationObject.emitRateGradients = [];
  62477. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62478. var emitRateGradient = emitRateGradients_1[_h];
  62479. var serializedGradient = {
  62480. gradient: emitRateGradient.gradient,
  62481. factor1: emitRateGradient.factor1
  62482. };
  62483. if (emitRateGradient.factor2 !== undefined) {
  62484. serializedGradient.factor2 = emitRateGradient.factor2;
  62485. }
  62486. serializationObject.emitRateGradients.push(serializedGradient);
  62487. }
  62488. }
  62489. var startSizeGradients = particleSystem.getStartSizeGradients();
  62490. if (startSizeGradients) {
  62491. serializationObject.startSizeGradients = [];
  62492. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62493. var startSizeGradient = startSizeGradients_1[_j];
  62494. var serializedGradient = {
  62495. gradient: startSizeGradient.gradient,
  62496. factor1: startSizeGradient.factor1
  62497. };
  62498. if (startSizeGradient.factor2 !== undefined) {
  62499. serializedGradient.factor2 = startSizeGradient.factor2;
  62500. }
  62501. serializationObject.startSizeGradients.push(serializedGradient);
  62502. }
  62503. }
  62504. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62505. if (lifeTimeGradients) {
  62506. serializationObject.lifeTimeGradients = [];
  62507. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62508. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62509. var serializedGradient = {
  62510. gradient: lifeTimeGradient.gradient,
  62511. factor1: lifeTimeGradient.factor1
  62512. };
  62513. if (lifeTimeGradient.factor2 !== undefined) {
  62514. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62515. }
  62516. serializationObject.lifeTimeGradients.push(serializedGradient);
  62517. }
  62518. }
  62519. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62520. if (limitVelocityGradients) {
  62521. serializationObject.limitVelocityGradients = [];
  62522. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62523. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62524. var serializedGradient = {
  62525. gradient: limitVelocityGradient.gradient,
  62526. factor1: limitVelocityGradient.factor1
  62527. };
  62528. if (limitVelocityGradient.factor2 !== undefined) {
  62529. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62530. }
  62531. serializationObject.limitVelocityGradients.push(serializedGradient);
  62532. }
  62533. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62534. }
  62535. if (particleSystem.noiseTexture) {
  62536. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62537. }
  62538. };
  62539. /** @hidden */
  62540. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62541. // Texture
  62542. if (parsedParticleSystem.textureName) {
  62543. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62544. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62545. }
  62546. // Emitter
  62547. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62548. particleSystem.emitter = BABYLON.Vector3.Zero();
  62549. }
  62550. else if (parsedParticleSystem.emitterId) {
  62551. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62552. }
  62553. else {
  62554. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62555. }
  62556. // Misc.
  62557. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62558. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62559. }
  62560. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62561. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62562. }
  62563. if (parsedParticleSystem.billboardMode !== undefined) {
  62564. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62565. }
  62566. // Animations
  62567. if (parsedParticleSystem.animations) {
  62568. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62569. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62570. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62571. }
  62572. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62573. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62574. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62575. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62576. }
  62577. if (parsedParticleSystem.autoAnimate) {
  62578. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62579. }
  62580. // Particle system
  62581. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62582. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62583. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62584. particleSystem.minSize = parsedParticleSystem.minSize;
  62585. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62586. if (parsedParticleSystem.minScaleX) {
  62587. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62588. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62589. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62590. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62591. }
  62592. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62593. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62594. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62595. }
  62596. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62597. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62598. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62599. }
  62600. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62601. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62602. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62603. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62604. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62605. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62606. if (parsedParticleSystem.noiseStrength) {
  62607. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62608. }
  62609. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62610. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62611. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62612. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62613. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62614. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62615. if (parsedParticleSystem.colorGradients) {
  62616. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62617. var colorGradient = _a[_i];
  62618. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62619. }
  62620. }
  62621. if (parsedParticleSystem.rampGradients) {
  62622. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62623. var rampGradient = _c[_b];
  62624. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62625. }
  62626. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62627. }
  62628. if (parsedParticleSystem.colorRemapGradients) {
  62629. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62630. var colorRemapGradient = _e[_d];
  62631. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62632. }
  62633. }
  62634. if (parsedParticleSystem.alphaRemapGradients) {
  62635. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62636. var alphaRemapGradient = _g[_f];
  62637. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62638. }
  62639. }
  62640. if (parsedParticleSystem.sizeGradients) {
  62641. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62642. var sizeGradient = _j[_h];
  62643. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62644. }
  62645. }
  62646. if (parsedParticleSystem.sizeGradients) {
  62647. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62648. var sizeGradient = _l[_k];
  62649. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62650. }
  62651. }
  62652. if (parsedParticleSystem.angularSpeedGradients) {
  62653. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62654. var angularSpeedGradient = _o[_m];
  62655. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62656. }
  62657. }
  62658. if (parsedParticleSystem.velocityGradients) {
  62659. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62660. var velocityGradient = _q[_p];
  62661. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62662. }
  62663. }
  62664. if (parsedParticleSystem.dragGradients) {
  62665. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62666. var dragGradient = _s[_r];
  62667. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62668. }
  62669. }
  62670. if (parsedParticleSystem.emitRateGradients) {
  62671. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62672. var emitRateGradient = _u[_t];
  62673. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62674. }
  62675. }
  62676. if (parsedParticleSystem.startSizeGradients) {
  62677. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62678. var startSizeGradient = _w[_v];
  62679. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62680. }
  62681. }
  62682. if (parsedParticleSystem.lifeTimeGradients) {
  62683. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62684. var lifeTimeGradient = _y[_x];
  62685. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62686. }
  62687. }
  62688. if (parsedParticleSystem.limitVelocityGradients) {
  62689. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62690. var limitVelocityGradient = _0[_z];
  62691. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62692. }
  62693. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62694. }
  62695. if (parsedParticleSystem.noiseTexture) {
  62696. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62697. }
  62698. // Emitter
  62699. var emitterType;
  62700. if (parsedParticleSystem.particleEmitterType) {
  62701. switch (parsedParticleSystem.particleEmitterType.type) {
  62702. case "SphereParticleEmitter":
  62703. emitterType = new BABYLON.SphereParticleEmitter();
  62704. break;
  62705. case "SphereDirectedParticleEmitter":
  62706. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62707. break;
  62708. case "ConeEmitter":
  62709. case "ConeParticleEmitter":
  62710. emitterType = new BABYLON.ConeParticleEmitter();
  62711. break;
  62712. case "CylinderParticleEmitter":
  62713. emitterType = new BABYLON.CylinderParticleEmitter();
  62714. break;
  62715. case "HemisphericParticleEmitter":
  62716. emitterType = new BABYLON.HemisphericParticleEmitter();
  62717. break;
  62718. case "BoxEmitter":
  62719. case "BoxParticleEmitter":
  62720. default:
  62721. emitterType = new BABYLON.BoxParticleEmitter();
  62722. break;
  62723. }
  62724. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62725. }
  62726. else {
  62727. emitterType = new BABYLON.BoxParticleEmitter();
  62728. emitterType.parse(parsedParticleSystem);
  62729. }
  62730. particleSystem.particleEmitterType = emitterType;
  62731. // Animation sheet
  62732. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62733. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62734. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62735. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62736. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62737. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62738. };
  62739. /**
  62740. * Parses a JSON object to create a particle system.
  62741. * @param parsedParticleSystem The JSON object to parse
  62742. * @param scene The scene to create the particle system in
  62743. * @param rootUrl The root url to use to load external dependencies like texture
  62744. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62745. * @returns the Parsed particle system
  62746. */
  62747. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62748. if (doNotStart === void 0) { doNotStart = false; }
  62749. var name = parsedParticleSystem.name;
  62750. var custom = null;
  62751. var program = null;
  62752. if (parsedParticleSystem.customShader) {
  62753. program = parsedParticleSystem.customShader;
  62754. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62755. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62756. }
  62757. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62758. particleSystem.customShader = program;
  62759. if (parsedParticleSystem.id) {
  62760. particleSystem.id = parsedParticleSystem.id;
  62761. }
  62762. // SubEmitters
  62763. if (parsedParticleSystem.subEmitters) {
  62764. particleSystem.subEmitters = [];
  62765. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62766. var cell = _a[_i];
  62767. var cellArray = [];
  62768. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62769. var sub = cell_1[_b];
  62770. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62771. }
  62772. particleSystem.subEmitters.push(cellArray);
  62773. }
  62774. }
  62775. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62776. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62777. // Auto start
  62778. if (parsedParticleSystem.preventAutoStart) {
  62779. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62780. }
  62781. if (!doNotStart && !particleSystem.preventAutoStart) {
  62782. particleSystem.start();
  62783. }
  62784. return particleSystem;
  62785. };
  62786. /**
  62787. * Billboard mode will only apply to Y axis
  62788. */
  62789. ParticleSystem.BILLBOARDMODE_Y = 2;
  62790. /**
  62791. * Billboard mode will apply to all axes
  62792. */
  62793. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62794. /**
  62795. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62796. */
  62797. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62798. return ParticleSystem;
  62799. }(BABYLON.BaseParticleSystem));
  62800. BABYLON.ParticleSystem = ParticleSystem;
  62801. })(BABYLON || (BABYLON = {}));
  62802. //# sourceMappingURL=babylon.particleSystem.js.map
  62803. var BABYLON;
  62804. (function (BABYLON) {
  62805. /**
  62806. * Particle emitter emitting particles from the inside of a box.
  62807. * It emits the particles randomly between 2 given directions.
  62808. */
  62809. var BoxParticleEmitter = /** @class */ (function () {
  62810. /**
  62811. * Creates a new instance BoxParticleEmitter
  62812. */
  62813. function BoxParticleEmitter() {
  62814. /**
  62815. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62816. */
  62817. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62818. /**
  62819. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62820. */
  62821. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62822. /**
  62823. * 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.
  62824. */
  62825. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62826. /**
  62827. * 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.
  62828. */
  62829. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62830. }
  62831. /**
  62832. * Called by the particle System when the direction is computed for the created particle.
  62833. * @param worldMatrix is the world matrix of the particle system
  62834. * @param directionToUpdate is the direction vector to update with the result
  62835. * @param particle is the particle we are computed the direction for
  62836. */
  62837. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62838. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62839. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62840. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62841. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62842. };
  62843. /**
  62844. * Called by the particle System when the position is computed for the created particle.
  62845. * @param worldMatrix is the world matrix of the particle system
  62846. * @param positionToUpdate is the position vector to update with the result
  62847. * @param particle is the particle we are computed the position for
  62848. */
  62849. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62850. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62851. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62852. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62853. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62854. };
  62855. /**
  62856. * Clones the current emitter and returns a copy of it
  62857. * @returns the new emitter
  62858. */
  62859. BoxParticleEmitter.prototype.clone = function () {
  62860. var newOne = new BoxParticleEmitter();
  62861. BABYLON.Tools.DeepCopy(this, newOne);
  62862. return newOne;
  62863. };
  62864. /**
  62865. * Called by the GPUParticleSystem to setup the update shader
  62866. * @param effect defines the update shader
  62867. */
  62868. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62869. effect.setVector3("direction1", this.direction1);
  62870. effect.setVector3("direction2", this.direction2);
  62871. effect.setVector3("minEmitBox", this.minEmitBox);
  62872. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62873. };
  62874. /**
  62875. * Returns a string to use to update the GPU particles update shader
  62876. * @returns a string containng the defines string
  62877. */
  62878. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62879. return "#define BOXEMITTER";
  62880. };
  62881. /**
  62882. * Returns the string "BoxParticleEmitter"
  62883. * @returns a string containing the class name
  62884. */
  62885. BoxParticleEmitter.prototype.getClassName = function () {
  62886. return "BoxParticleEmitter";
  62887. };
  62888. /**
  62889. * Serializes the particle system to a JSON object.
  62890. * @returns the JSON object
  62891. */
  62892. BoxParticleEmitter.prototype.serialize = function () {
  62893. var serializationObject = {};
  62894. serializationObject.type = this.getClassName();
  62895. serializationObject.direction1 = this.direction1.asArray();
  62896. serializationObject.direction2 = this.direction2.asArray();
  62897. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62898. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62899. return serializationObject;
  62900. };
  62901. /**
  62902. * Parse properties from a JSON object
  62903. * @param serializationObject defines the JSON object
  62904. */
  62905. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62906. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62907. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62908. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62909. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62910. };
  62911. return BoxParticleEmitter;
  62912. }());
  62913. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62914. })(BABYLON || (BABYLON = {}));
  62915. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62916. var BABYLON;
  62917. (function (BABYLON) {
  62918. /**
  62919. * Particle emitter emitting particles from the inside of a cylinder.
  62920. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62921. */
  62922. var CylinderParticleEmitter = /** @class */ (function () {
  62923. /**
  62924. * Creates a new instance CylinderParticleEmitter
  62925. * @param radius the radius of the emission cylinder (1 by default)
  62926. * @param height the height of the emission cylinder (1 by default)
  62927. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62928. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62929. */
  62930. function CylinderParticleEmitter(
  62931. /**
  62932. * The radius of the emission cylinder.
  62933. */
  62934. radius,
  62935. /**
  62936. * The height of the emission cylinder.
  62937. */
  62938. height,
  62939. /**
  62940. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62941. */
  62942. radiusRange,
  62943. /**
  62944. * How much to randomize the particle direction [0-1].
  62945. */
  62946. directionRandomizer) {
  62947. if (radius === void 0) { radius = 1; }
  62948. if (height === void 0) { height = 1; }
  62949. if (radiusRange === void 0) { radiusRange = 1; }
  62950. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62951. this.radius = radius;
  62952. this.height = height;
  62953. this.radiusRange = radiusRange;
  62954. this.directionRandomizer = directionRandomizer;
  62955. }
  62956. /**
  62957. * Called by the particle System when the direction is computed for the created particle.
  62958. * @param worldMatrix is the world matrix of the particle system
  62959. * @param directionToUpdate is the direction vector to update with the result
  62960. * @param particle is the particle we are computed the direction for
  62961. */
  62962. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62963. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62964. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62965. var angle = Math.atan2(direction.x, direction.z);
  62966. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62967. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62968. direction.x = Math.sin(angle);
  62969. direction.z = Math.cos(angle);
  62970. direction.normalize();
  62971. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62972. };
  62973. /**
  62974. * Called by the particle System when the position is computed for the created particle.
  62975. * @param worldMatrix is the world matrix of the particle system
  62976. * @param positionToUpdate is the position vector to update with the result
  62977. * @param particle is the particle we are computed the position for
  62978. */
  62979. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62980. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62981. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62982. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62983. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62984. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62985. var xPos = positionRadius * Math.cos(angle);
  62986. var zPos = positionRadius * Math.sin(angle);
  62987. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62988. };
  62989. /**
  62990. * Clones the current emitter and returns a copy of it
  62991. * @returns the new emitter
  62992. */
  62993. CylinderParticleEmitter.prototype.clone = function () {
  62994. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62995. BABYLON.Tools.DeepCopy(this, newOne);
  62996. return newOne;
  62997. };
  62998. /**
  62999. * Called by the GPUParticleSystem to setup the update shader
  63000. * @param effect defines the update shader
  63001. */
  63002. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63003. effect.setFloat("radius", this.radius);
  63004. effect.setFloat("height", this.height);
  63005. effect.setFloat("radiusRange", this.radiusRange);
  63006. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63007. };
  63008. /**
  63009. * Returns a string to use to update the GPU particles update shader
  63010. * @returns a string containng the defines string
  63011. */
  63012. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63013. return "#define CYLINDEREMITTER";
  63014. };
  63015. /**
  63016. * Returns the string "CylinderParticleEmitter"
  63017. * @returns a string containing the class name
  63018. */
  63019. CylinderParticleEmitter.prototype.getClassName = function () {
  63020. return "CylinderParticleEmitter";
  63021. };
  63022. /**
  63023. * Serializes the particle system to a JSON object.
  63024. * @returns the JSON object
  63025. */
  63026. CylinderParticleEmitter.prototype.serialize = function () {
  63027. var serializationObject = {};
  63028. serializationObject.type = this.getClassName();
  63029. serializationObject.radius = this.radius;
  63030. serializationObject.height = this.height;
  63031. serializationObject.radiusRange = this.radiusRange;
  63032. serializationObject.directionRandomizer = this.directionRandomizer;
  63033. return serializationObject;
  63034. };
  63035. /**
  63036. * Parse properties from a JSON object
  63037. * @param serializationObject defines the JSON object
  63038. */
  63039. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63040. this.radius = serializationObject.radius;
  63041. this.height = serializationObject.height;
  63042. this.radiusRange = serializationObject.radiusRange;
  63043. this.directionRandomizer = serializationObject.directionRandomizer;
  63044. };
  63045. return CylinderParticleEmitter;
  63046. }());
  63047. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63048. /**
  63049. * Particle emitter emitting particles from the inside of a cylinder.
  63050. * It emits the particles randomly between two vectors.
  63051. */
  63052. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63053. __extends(CylinderDirectedParticleEmitter, _super);
  63054. /**
  63055. * Creates a new instance CylinderDirectedParticleEmitter
  63056. * @param radius the radius of the emission cylinder (1 by default)
  63057. * @param height the height of the emission cylinder (1 by default)
  63058. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63059. * @param direction1 the min limit of the emission direction (up vector by default)
  63060. * @param direction2 the max limit of the emission direction (up vector by default)
  63061. */
  63062. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63063. /**
  63064. * The min limit of the emission direction.
  63065. */
  63066. direction1,
  63067. /**
  63068. * The max limit of the emission direction.
  63069. */
  63070. direction2) {
  63071. if (radius === void 0) { radius = 1; }
  63072. if (height === void 0) { height = 1; }
  63073. if (radiusRange === void 0) { radiusRange = 1; }
  63074. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63075. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63076. var _this = _super.call(this, radius, height, radiusRange) || this;
  63077. _this.direction1 = direction1;
  63078. _this.direction2 = direction2;
  63079. return _this;
  63080. }
  63081. /**
  63082. * Called by the particle System when the direction is computed for the created particle.
  63083. * @param worldMatrix is the world matrix of the particle system
  63084. * @param directionToUpdate is the direction vector to update with the result
  63085. * @param particle is the particle we are computed the direction for
  63086. */
  63087. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63088. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63089. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63090. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63091. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63092. };
  63093. /**
  63094. * Clones the current emitter and returns a copy of it
  63095. * @returns the new emitter
  63096. */
  63097. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63098. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63099. BABYLON.Tools.DeepCopy(this, newOne);
  63100. return newOne;
  63101. };
  63102. /**
  63103. * Called by the GPUParticleSystem to setup the update shader
  63104. * @param effect defines the update shader
  63105. */
  63106. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63107. effect.setFloat("radius", this.radius);
  63108. effect.setFloat("height", this.height);
  63109. effect.setFloat("radiusRange", this.radiusRange);
  63110. effect.setVector3("direction1", this.direction1);
  63111. effect.setVector3("direction2", this.direction2);
  63112. };
  63113. /**
  63114. * Returns a string to use to update the GPU particles update shader
  63115. * @returns a string containng the defines string
  63116. */
  63117. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63118. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63119. };
  63120. /**
  63121. * Returns the string "CylinderDirectedParticleEmitter"
  63122. * @returns a string containing the class name
  63123. */
  63124. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63125. return "CylinderDirectedParticleEmitter";
  63126. };
  63127. /**
  63128. * Serializes the particle system to a JSON object.
  63129. * @returns the JSON object
  63130. */
  63131. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63132. var serializationObject = _super.prototype.serialize.call(this);
  63133. serializationObject.direction1 = this.direction1.asArray();
  63134. serializationObject.direction2 = this.direction2.asArray();
  63135. return serializationObject;
  63136. };
  63137. /**
  63138. * Parse properties from a JSON object
  63139. * @param serializationObject defines the JSON object
  63140. */
  63141. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63142. _super.prototype.parse.call(this, serializationObject);
  63143. this.direction1.copyFrom(serializationObject.direction1);
  63144. this.direction2.copyFrom(serializationObject.direction2);
  63145. };
  63146. return CylinderDirectedParticleEmitter;
  63147. }(CylinderParticleEmitter));
  63148. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63149. })(BABYLON || (BABYLON = {}));
  63150. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63151. var BABYLON;
  63152. (function (BABYLON) {
  63153. /**
  63154. * Particle emitter emitting particles from the inside of a cone.
  63155. * It emits the particles alongside the cone volume from the base to the particle.
  63156. * The emission direction might be randomized.
  63157. */
  63158. var ConeParticleEmitter = /** @class */ (function () {
  63159. /**
  63160. * Creates a new instance ConeParticleEmitter
  63161. * @param radius the radius of the emission cone (1 by default)
  63162. * @param angles the cone base angle (PI by default)
  63163. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63164. */
  63165. function ConeParticleEmitter(radius, angle,
  63166. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63167. directionRandomizer) {
  63168. if (radius === void 0) { radius = 1; }
  63169. if (angle === void 0) { angle = Math.PI; }
  63170. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63171. this.directionRandomizer = directionRandomizer;
  63172. /**
  63173. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63174. */
  63175. this.radiusRange = 1;
  63176. /**
  63177. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63178. */
  63179. this.heightRange = 1;
  63180. /**
  63181. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63182. */
  63183. this.emitFromSpawnPointOnly = false;
  63184. this.angle = angle;
  63185. this.radius = radius;
  63186. }
  63187. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63188. /**
  63189. * Gets or sets the radius of the emission cone
  63190. */
  63191. get: function () {
  63192. return this._radius;
  63193. },
  63194. set: function (value) {
  63195. this._radius = value;
  63196. this._buildHeight();
  63197. },
  63198. enumerable: true,
  63199. configurable: true
  63200. });
  63201. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63202. /**
  63203. * Gets or sets the angle of the emission cone
  63204. */
  63205. get: function () {
  63206. return this._angle;
  63207. },
  63208. set: function (value) {
  63209. this._angle = value;
  63210. this._buildHeight();
  63211. },
  63212. enumerable: true,
  63213. configurable: true
  63214. });
  63215. ConeParticleEmitter.prototype._buildHeight = function () {
  63216. if (this._angle !== 0) {
  63217. this._height = this._radius / Math.tan(this._angle / 2);
  63218. }
  63219. else {
  63220. this._height = 1;
  63221. }
  63222. };
  63223. /**
  63224. * Called by the particle System when the direction is computed for the created particle.
  63225. * @param worldMatrix is the world matrix of the particle system
  63226. * @param directionToUpdate is the direction vector to update with the result
  63227. * @param particle is the particle we are computed the direction for
  63228. */
  63229. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63230. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63231. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63232. }
  63233. else {
  63234. // measure the direction Vector from the emitter to the particle.
  63235. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63236. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63237. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63238. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63239. direction.x += randX;
  63240. direction.y += randY;
  63241. direction.z += randZ;
  63242. direction.normalize();
  63243. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63244. }
  63245. };
  63246. /**
  63247. * Called by the particle System when the position is computed for the created particle.
  63248. * @param worldMatrix is the world matrix of the particle system
  63249. * @param positionToUpdate is the position vector to update with the result
  63250. * @param particle is the particle we are computed the position for
  63251. */
  63252. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63253. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63254. var h;
  63255. if (!this.emitFromSpawnPointOnly) {
  63256. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63257. // Better distribution in a cone at normal angles.
  63258. h = 1 - h * h;
  63259. }
  63260. else {
  63261. h = 0.0001;
  63262. }
  63263. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63264. radius = radius * h;
  63265. var randX = radius * Math.sin(s);
  63266. var randZ = radius * Math.cos(s);
  63267. var randY = h * this._height;
  63268. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63269. };
  63270. /**
  63271. * Clones the current emitter and returns a copy of it
  63272. * @returns the new emitter
  63273. */
  63274. ConeParticleEmitter.prototype.clone = function () {
  63275. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63276. BABYLON.Tools.DeepCopy(this, newOne);
  63277. return newOne;
  63278. };
  63279. /**
  63280. * Called by the GPUParticleSystem to setup the update shader
  63281. * @param effect defines the update shader
  63282. */
  63283. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63284. effect.setFloat2("radius", this._radius, this.radiusRange);
  63285. effect.setFloat("coneAngle", this._angle);
  63286. effect.setFloat2("height", this._height, this.heightRange);
  63287. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63288. };
  63289. /**
  63290. * Returns a string to use to update the GPU particles update shader
  63291. * @returns a string containng the defines string
  63292. */
  63293. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63294. var defines = "#define CONEEMITTER";
  63295. if (this.emitFromSpawnPointOnly) {
  63296. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63297. }
  63298. return defines;
  63299. };
  63300. /**
  63301. * Returns the string "ConeParticleEmitter"
  63302. * @returns a string containing the class name
  63303. */
  63304. ConeParticleEmitter.prototype.getClassName = function () {
  63305. return "ConeParticleEmitter";
  63306. };
  63307. /**
  63308. * Serializes the particle system to a JSON object.
  63309. * @returns the JSON object
  63310. */
  63311. ConeParticleEmitter.prototype.serialize = function () {
  63312. var serializationObject = {};
  63313. serializationObject.type = this.getClassName();
  63314. serializationObject.radius = this._radius;
  63315. serializationObject.angle = this._angle;
  63316. serializationObject.directionRandomizer = this.directionRandomizer;
  63317. return serializationObject;
  63318. };
  63319. /**
  63320. * Parse properties from a JSON object
  63321. * @param serializationObject defines the JSON object
  63322. */
  63323. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63324. this.radius = serializationObject.radius;
  63325. this.angle = serializationObject.angle;
  63326. this.directionRandomizer = serializationObject.directionRandomizer;
  63327. };
  63328. return ConeParticleEmitter;
  63329. }());
  63330. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63331. })(BABYLON || (BABYLON = {}));
  63332. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63333. var BABYLON;
  63334. (function (BABYLON) {
  63335. /**
  63336. * Particle emitter emitting particles from the inside of a sphere.
  63337. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63338. */
  63339. var SphereParticleEmitter = /** @class */ (function () {
  63340. /**
  63341. * Creates a new instance SphereParticleEmitter
  63342. * @param radius the radius of the emission sphere (1 by default)
  63343. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63344. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63345. */
  63346. function SphereParticleEmitter(
  63347. /**
  63348. * The radius of the emission sphere.
  63349. */
  63350. radius,
  63351. /**
  63352. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63353. */
  63354. radiusRange,
  63355. /**
  63356. * How much to randomize the particle direction [0-1].
  63357. */
  63358. directionRandomizer) {
  63359. if (radius === void 0) { radius = 1; }
  63360. if (radiusRange === void 0) { radiusRange = 1; }
  63361. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63362. this.radius = radius;
  63363. this.radiusRange = radiusRange;
  63364. this.directionRandomizer = directionRandomizer;
  63365. }
  63366. /**
  63367. * Called by the particle System when the direction is computed for the created particle.
  63368. * @param worldMatrix is the world matrix of the particle system
  63369. * @param directionToUpdate is the direction vector to update with the result
  63370. * @param particle is the particle we are computed the direction for
  63371. */
  63372. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63373. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63374. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63375. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63376. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63377. direction.x += randX;
  63378. direction.y += randY;
  63379. direction.z += randZ;
  63380. direction.normalize();
  63381. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63382. };
  63383. /**
  63384. * Called by the particle System when the position is computed for the created particle.
  63385. * @param worldMatrix is the world matrix of the particle system
  63386. * @param positionToUpdate is the position vector to update with the result
  63387. * @param particle is the particle we are computed the position for
  63388. */
  63389. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63390. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63391. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63392. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63393. var theta = Math.acos(2 * v - 1);
  63394. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63395. var randY = randRadius * Math.cos(theta);
  63396. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63397. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63398. };
  63399. /**
  63400. * Clones the current emitter and returns a copy of it
  63401. * @returns the new emitter
  63402. */
  63403. SphereParticleEmitter.prototype.clone = function () {
  63404. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63405. BABYLON.Tools.DeepCopy(this, newOne);
  63406. return newOne;
  63407. };
  63408. /**
  63409. * Called by the GPUParticleSystem to setup the update shader
  63410. * @param effect defines the update shader
  63411. */
  63412. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63413. effect.setFloat("radius", this.radius);
  63414. effect.setFloat("radiusRange", this.radiusRange);
  63415. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63416. };
  63417. /**
  63418. * Returns a string to use to update the GPU particles update shader
  63419. * @returns a string containng the defines string
  63420. */
  63421. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63422. return "#define SPHEREEMITTER";
  63423. };
  63424. /**
  63425. * Returns the string "SphereParticleEmitter"
  63426. * @returns a string containing the class name
  63427. */
  63428. SphereParticleEmitter.prototype.getClassName = function () {
  63429. return "SphereParticleEmitter";
  63430. };
  63431. /**
  63432. * Serializes the particle system to a JSON object.
  63433. * @returns the JSON object
  63434. */
  63435. SphereParticleEmitter.prototype.serialize = function () {
  63436. var serializationObject = {};
  63437. serializationObject.type = this.getClassName();
  63438. serializationObject.radius = this.radius;
  63439. serializationObject.radiusRange = this.radiusRange;
  63440. serializationObject.directionRandomizer = this.directionRandomizer;
  63441. return serializationObject;
  63442. };
  63443. /**
  63444. * Parse properties from a JSON object
  63445. * @param serializationObject defines the JSON object
  63446. */
  63447. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63448. this.radius = serializationObject.radius;
  63449. this.radiusRange = serializationObject.radiusRange;
  63450. this.directionRandomizer = serializationObject.directionRandomizer;
  63451. };
  63452. return SphereParticleEmitter;
  63453. }());
  63454. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63455. /**
  63456. * Particle emitter emitting particles from the inside of a sphere.
  63457. * It emits the particles randomly between two vectors.
  63458. */
  63459. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63460. __extends(SphereDirectedParticleEmitter, _super);
  63461. /**
  63462. * Creates a new instance SphereDirectedParticleEmitter
  63463. * @param radius the radius of the emission sphere (1 by default)
  63464. * @param direction1 the min limit of the emission direction (up vector by default)
  63465. * @param direction2 the max limit of the emission direction (up vector by default)
  63466. */
  63467. function SphereDirectedParticleEmitter(radius,
  63468. /**
  63469. * The min limit of the emission direction.
  63470. */
  63471. direction1,
  63472. /**
  63473. * The max limit of the emission direction.
  63474. */
  63475. direction2) {
  63476. if (radius === void 0) { radius = 1; }
  63477. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63478. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63479. var _this = _super.call(this, radius) || this;
  63480. _this.direction1 = direction1;
  63481. _this.direction2 = direction2;
  63482. return _this;
  63483. }
  63484. /**
  63485. * Called by the particle System when the direction is computed for the created particle.
  63486. * @param worldMatrix is the world matrix of the particle system
  63487. * @param directionToUpdate is the direction vector to update with the result
  63488. * @param particle is the particle we are computed the direction for
  63489. */
  63490. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63491. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63492. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63493. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63494. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63495. };
  63496. /**
  63497. * Clones the current emitter and returns a copy of it
  63498. * @returns the new emitter
  63499. */
  63500. SphereDirectedParticleEmitter.prototype.clone = function () {
  63501. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63502. BABYLON.Tools.DeepCopy(this, newOne);
  63503. return newOne;
  63504. };
  63505. /**
  63506. * Called by the GPUParticleSystem to setup the update shader
  63507. * @param effect defines the update shader
  63508. */
  63509. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63510. effect.setFloat("radius", this.radius);
  63511. effect.setFloat("radiusRange", this.radiusRange);
  63512. effect.setVector3("direction1", this.direction1);
  63513. effect.setVector3("direction2", this.direction2);
  63514. };
  63515. /**
  63516. * Returns a string to use to update the GPU particles update shader
  63517. * @returns a string containng the defines string
  63518. */
  63519. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63520. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63521. };
  63522. /**
  63523. * Returns the string "SphereDirectedParticleEmitter"
  63524. * @returns a string containing the class name
  63525. */
  63526. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63527. return "SphereDirectedParticleEmitter";
  63528. };
  63529. /**
  63530. * Serializes the particle system to a JSON object.
  63531. * @returns the JSON object
  63532. */
  63533. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63534. var serializationObject = _super.prototype.serialize.call(this);
  63535. serializationObject.direction1 = this.direction1.asArray();
  63536. serializationObject.direction2 = this.direction2.asArray();
  63537. return serializationObject;
  63538. };
  63539. /**
  63540. * Parse properties from a JSON object
  63541. * @param serializationObject defines the JSON object
  63542. */
  63543. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63544. _super.prototype.parse.call(this, serializationObject);
  63545. this.direction1.copyFrom(serializationObject.direction1);
  63546. this.direction2.copyFrom(serializationObject.direction2);
  63547. };
  63548. return SphereDirectedParticleEmitter;
  63549. }(SphereParticleEmitter));
  63550. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63551. })(BABYLON || (BABYLON = {}));
  63552. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63553. var BABYLON;
  63554. (function (BABYLON) {
  63555. /**
  63556. * Particle emitter emitting particles from the inside of a hemisphere.
  63557. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63558. */
  63559. var HemisphericParticleEmitter = /** @class */ (function () {
  63560. /**
  63561. * Creates a new instance HemisphericParticleEmitter
  63562. * @param radius the radius of the emission hemisphere (1 by default)
  63563. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63564. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63565. */
  63566. function HemisphericParticleEmitter(
  63567. /**
  63568. * The radius of the emission hemisphere.
  63569. */
  63570. radius,
  63571. /**
  63572. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63573. */
  63574. radiusRange,
  63575. /**
  63576. * How much to randomize the particle direction [0-1].
  63577. */
  63578. directionRandomizer) {
  63579. if (radius === void 0) { radius = 1; }
  63580. if (radiusRange === void 0) { radiusRange = 1; }
  63581. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63582. this.radius = radius;
  63583. this.radiusRange = radiusRange;
  63584. this.directionRandomizer = directionRandomizer;
  63585. }
  63586. /**
  63587. * Called by the particle System when the direction is computed for the created particle.
  63588. * @param worldMatrix is the world matrix of the particle system
  63589. * @param directionToUpdate is the direction vector to update with the result
  63590. * @param particle is the particle we are computed the direction for
  63591. */
  63592. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63593. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63594. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63595. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63596. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63597. direction.x += randX;
  63598. direction.y += randY;
  63599. direction.z += randZ;
  63600. direction.normalize();
  63601. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63602. };
  63603. /**
  63604. * Called by the particle System when the position is computed for the created particle.
  63605. * @param worldMatrix is the world matrix of the particle system
  63606. * @param positionToUpdate is the position vector to update with the result
  63607. * @param particle is the particle we are computed the position for
  63608. */
  63609. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63610. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63611. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63612. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63613. var theta = Math.acos(2 * v - 1);
  63614. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63615. var randY = randRadius * Math.cos(theta);
  63616. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63617. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63618. };
  63619. /**
  63620. * Clones the current emitter and returns a copy of it
  63621. * @returns the new emitter
  63622. */
  63623. HemisphericParticleEmitter.prototype.clone = function () {
  63624. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63625. BABYLON.Tools.DeepCopy(this, newOne);
  63626. return newOne;
  63627. };
  63628. /**
  63629. * Called by the GPUParticleSystem to setup the update shader
  63630. * @param effect defines the update shader
  63631. */
  63632. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63633. effect.setFloat("radius", this.radius);
  63634. effect.setFloat("radiusRange", this.radiusRange);
  63635. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63636. };
  63637. /**
  63638. * Returns a string to use to update the GPU particles update shader
  63639. * @returns a string containng the defines string
  63640. */
  63641. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63642. return "#define HEMISPHERICEMITTER";
  63643. };
  63644. /**
  63645. * Returns the string "HemisphericParticleEmitter"
  63646. * @returns a string containing the class name
  63647. */
  63648. HemisphericParticleEmitter.prototype.getClassName = function () {
  63649. return "HemisphericParticleEmitter";
  63650. };
  63651. /**
  63652. * Serializes the particle system to a JSON object.
  63653. * @returns the JSON object
  63654. */
  63655. HemisphericParticleEmitter.prototype.serialize = function () {
  63656. var serializationObject = {};
  63657. serializationObject.type = this.getClassName();
  63658. serializationObject.radius = this.radius;
  63659. serializationObject.radiusRange = this.radiusRange;
  63660. serializationObject.directionRandomizer = this.directionRandomizer;
  63661. return serializationObject;
  63662. };
  63663. /**
  63664. * Parse properties from a JSON object
  63665. * @param serializationObject defines the JSON object
  63666. */
  63667. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63668. this.radius = serializationObject.radius;
  63669. this.radiusRange = serializationObject.radiusRange;
  63670. this.directionRandomizer = serializationObject.directionRandomizer;
  63671. };
  63672. return HemisphericParticleEmitter;
  63673. }());
  63674. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63675. })(BABYLON || (BABYLON = {}));
  63676. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63677. var BABYLON;
  63678. (function (BABYLON) {
  63679. /**
  63680. * Particle emitter emitting particles from a point.
  63681. * It emits the particles randomly between 2 given directions.
  63682. */
  63683. var PointParticleEmitter = /** @class */ (function () {
  63684. /**
  63685. * Creates a new instance PointParticleEmitter
  63686. */
  63687. function PointParticleEmitter() {
  63688. /**
  63689. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63690. */
  63691. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63692. /**
  63693. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63694. */
  63695. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63696. }
  63697. /**
  63698. * Called by the particle System when the direction is computed for the created particle.
  63699. * @param worldMatrix is the world matrix of the particle system
  63700. * @param directionToUpdate is the direction vector to update with the result
  63701. * @param particle is the particle we are computed the direction for
  63702. */
  63703. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63704. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63705. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63706. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63707. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63708. };
  63709. /**
  63710. * Called by the particle System when the position is computed for the created particle.
  63711. * @param worldMatrix is the world matrix of the particle system
  63712. * @param positionToUpdate is the position vector to update with the result
  63713. * @param particle is the particle we are computed the position for
  63714. */
  63715. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63716. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63717. };
  63718. /**
  63719. * Clones the current emitter and returns a copy of it
  63720. * @returns the new emitter
  63721. */
  63722. PointParticleEmitter.prototype.clone = function () {
  63723. var newOne = new PointParticleEmitter();
  63724. BABYLON.Tools.DeepCopy(this, newOne);
  63725. return newOne;
  63726. };
  63727. /**
  63728. * Called by the GPUParticleSystem to setup the update shader
  63729. * @param effect defines the update shader
  63730. */
  63731. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63732. effect.setVector3("direction1", this.direction1);
  63733. effect.setVector3("direction2", this.direction2);
  63734. };
  63735. /**
  63736. * Returns a string to use to update the GPU particles update shader
  63737. * @returns a string containng the defines string
  63738. */
  63739. PointParticleEmitter.prototype.getEffectDefines = function () {
  63740. return "#define POINTEMITTER";
  63741. };
  63742. /**
  63743. * Returns the string "PointParticleEmitter"
  63744. * @returns a string containing the class name
  63745. */
  63746. PointParticleEmitter.prototype.getClassName = function () {
  63747. return "PointParticleEmitter";
  63748. };
  63749. /**
  63750. * Serializes the particle system to a JSON object.
  63751. * @returns the JSON object
  63752. */
  63753. PointParticleEmitter.prototype.serialize = function () {
  63754. var serializationObject = {};
  63755. serializationObject.type = this.getClassName();
  63756. serializationObject.direction1 = this.direction1.asArray();
  63757. serializationObject.direction2 = this.direction2.asArray();
  63758. return serializationObject;
  63759. };
  63760. /**
  63761. * Parse properties from a JSON object
  63762. * @param serializationObject defines the JSON object
  63763. */
  63764. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63765. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63766. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63767. };
  63768. return PointParticleEmitter;
  63769. }());
  63770. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63771. })(BABYLON || (BABYLON = {}));
  63772. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63773. var BABYLON;
  63774. (function (BABYLON) {
  63775. // Adds the parsers to the scene parsers.
  63776. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63777. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63778. if (!individualParser) {
  63779. return;
  63780. }
  63781. // Particles Systems
  63782. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63783. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63784. var parsedParticleSystem = parsedData.particleSystems[index];
  63785. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63786. }
  63787. }
  63788. });
  63789. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63790. if (parsedParticleSystem.activeParticleCount) {
  63791. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63792. return ps;
  63793. }
  63794. else {
  63795. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63796. return ps;
  63797. }
  63798. });
  63799. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63800. if (uniformsNames === void 0) { uniformsNames = []; }
  63801. if (samplers === void 0) { samplers = []; }
  63802. if (defines === void 0) { defines = ""; }
  63803. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63804. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63805. if (defines.indexOf(" BILLBOARD") === -1) {
  63806. defines += "\n#define BILLBOARD\n";
  63807. }
  63808. if (samplers.indexOf("diffuseSampler") === -1) {
  63809. samplers.push("diffuseSampler");
  63810. }
  63811. return this.createEffect({
  63812. vertex: "particles",
  63813. fragmentElement: fragmentName
  63814. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63815. };
  63816. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63817. var results = new Array();
  63818. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63819. var particleSystem = this.getScene().particleSystems[index];
  63820. if (particleSystem.emitter === this) {
  63821. results.push(particleSystem);
  63822. }
  63823. }
  63824. return results;
  63825. };
  63826. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63827. var results = new Array();
  63828. var descendants = this.getDescendants();
  63829. descendants.push(this);
  63830. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63831. var particleSystem = this.getScene().particleSystems[index];
  63832. var emitter = particleSystem.emitter;
  63833. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63834. results.push(particleSystem);
  63835. }
  63836. }
  63837. return results;
  63838. };
  63839. })(BABYLON || (BABYLON = {}));
  63840. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63841. var BABYLON;
  63842. (function (BABYLON) {
  63843. /**
  63844. * Type of sub emitter
  63845. */
  63846. var SubEmitterType;
  63847. (function (SubEmitterType) {
  63848. /**
  63849. * Attached to the particle over it's lifetime
  63850. */
  63851. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63852. /**
  63853. * Created when the particle dies
  63854. */
  63855. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63856. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63857. /**
  63858. * Sub emitter class used to emit particles from an existing particle
  63859. */
  63860. var SubEmitter = /** @class */ (function () {
  63861. /**
  63862. * Creates a sub emitter
  63863. * @param particleSystem the particle system to be used by the sub emitter
  63864. */
  63865. function SubEmitter(
  63866. /**
  63867. * the particle system to be used by the sub emitter
  63868. */
  63869. particleSystem) {
  63870. this.particleSystem = particleSystem;
  63871. /**
  63872. * Type of the submitter (Default: END)
  63873. */
  63874. this.type = SubEmitterType.END;
  63875. /**
  63876. * 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)
  63877. * Note: This only is supported when using an emitter of type Mesh
  63878. */
  63879. this.inheritDirection = false;
  63880. /**
  63881. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63882. */
  63883. this.inheritedVelocityAmount = 0;
  63884. // Create mesh as emitter to support rotation
  63885. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63886. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63887. }
  63888. // Automatically dispose of subemitter when system is disposed
  63889. particleSystem.onDisposeObservable.add(function () {
  63890. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63891. particleSystem.emitter.dispose();
  63892. }
  63893. });
  63894. }
  63895. /**
  63896. * Clones the sub emitter
  63897. * @returns the cloned sub emitter
  63898. */
  63899. SubEmitter.prototype.clone = function () {
  63900. // Clone particle system
  63901. var emitter = this.particleSystem.emitter;
  63902. if (!emitter) {
  63903. emitter = new BABYLON.Vector3();
  63904. }
  63905. else if (emitter instanceof BABYLON.Vector3) {
  63906. emitter = emitter.clone();
  63907. }
  63908. else if (emitter instanceof BABYLON.AbstractMesh) {
  63909. emitter = new BABYLON.Mesh("", emitter.getScene());
  63910. emitter.isVisible = false;
  63911. }
  63912. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63913. // Clone properties
  63914. clone.type = this.type;
  63915. clone.inheritDirection = this.inheritDirection;
  63916. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63917. clone.particleSystem._disposeEmitterOnDispose = true;
  63918. clone.particleSystem.disposeOnStop = true;
  63919. return clone;
  63920. };
  63921. /**
  63922. * Serialize current object to a JSON object
  63923. * @returns the serialized object
  63924. */
  63925. SubEmitter.prototype.serialize = function () {
  63926. var serializationObject = {};
  63927. serializationObject.type = this.type;
  63928. serializationObject.inheritDirection = this.inheritDirection;
  63929. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63930. serializationObject.particleSystem = this.particleSystem.serialize();
  63931. return serializationObject;
  63932. };
  63933. /**
  63934. * Creates a new SubEmitter from a serialized JSON version
  63935. * @param serializationObject defines the JSON object to read from
  63936. * @param scene defines the hosting scene
  63937. * @param rootUrl defines the rootUrl for data loading
  63938. * @returns a new SubEmitter
  63939. */
  63940. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63941. var system = serializationObject.particleSystem;
  63942. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63943. subEmitter.type = serializationObject.type;
  63944. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63945. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63946. subEmitter.particleSystem._isSubEmitter = true;
  63947. return subEmitter;
  63948. };
  63949. /** Release associated resources */
  63950. SubEmitter.prototype.dispose = function () {
  63951. this.particleSystem.dispose();
  63952. };
  63953. return SubEmitter;
  63954. }());
  63955. BABYLON.SubEmitter = SubEmitter;
  63956. })(BABYLON || (BABYLON = {}));
  63957. //# sourceMappingURL=babylon.subEmitter.js.map
  63958. var BABYLON;
  63959. (function (BABYLON) {
  63960. /**
  63961. * 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.
  63962. *
  63963. * This returned material effects how the mesh will look based on the code in the shaders.
  63964. *
  63965. * @see http://doc.babylonjs.com/how_to/shader_material
  63966. */
  63967. var ShaderMaterial = /** @class */ (function (_super) {
  63968. __extends(ShaderMaterial, _super);
  63969. /**
  63970. * Instantiate a new shader material.
  63971. * 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.
  63972. * This returned material effects how the mesh will look based on the code in the shaders.
  63973. * @see http://doc.babylonjs.com/how_to/shader_material
  63974. * @param name Define the name of the material in the scene
  63975. * @param scene Define the scene the material belongs to
  63976. * @param shaderPath Defines the route to the shader code in one of three ways:
  63977. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63978. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63979. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63980. * @param options Define the options used to create the shader
  63981. */
  63982. function ShaderMaterial(name, scene, shaderPath, options) {
  63983. if (options === void 0) { options = {}; }
  63984. var _this = _super.call(this, name, scene) || this;
  63985. _this._textures = {};
  63986. _this._textureArrays = {};
  63987. _this._floats = {};
  63988. _this._ints = {};
  63989. _this._floatsArrays = {};
  63990. _this._colors3 = {};
  63991. _this._colors3Arrays = {};
  63992. _this._colors4 = {};
  63993. _this._vectors2 = {};
  63994. _this._vectors3 = {};
  63995. _this._vectors4 = {};
  63996. _this._matrices = {};
  63997. _this._matrices3x3 = {};
  63998. _this._matrices2x2 = {};
  63999. _this._vectors2Arrays = {};
  64000. _this._vectors3Arrays = {};
  64001. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64002. _this._shaderPath = shaderPath;
  64003. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64004. return _this;
  64005. }
  64006. /**
  64007. * Gets the current class name of the material e.g. "ShaderMaterial"
  64008. * Mainly use in serialization.
  64009. * @returns the class name
  64010. */
  64011. ShaderMaterial.prototype.getClassName = function () {
  64012. return "ShaderMaterial";
  64013. };
  64014. /**
  64015. * Specifies if the material will require alpha blending
  64016. * @returns a boolean specifying if alpha blending is needed
  64017. */
  64018. ShaderMaterial.prototype.needAlphaBlending = function () {
  64019. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64020. };
  64021. /**
  64022. * Specifies if this material should be rendered in alpha test mode
  64023. * @returns a boolean specifying if an alpha test is needed.
  64024. */
  64025. ShaderMaterial.prototype.needAlphaTesting = function () {
  64026. return this._options.needAlphaTesting;
  64027. };
  64028. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64029. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64030. this._options.uniforms.push(uniformName);
  64031. }
  64032. };
  64033. /**
  64034. * Set a texture in the shader.
  64035. * @param name Define the name of the uniform samplers as defined in the shader
  64036. * @param texture Define the texture to bind to this sampler
  64037. * @return the material itself allowing "fluent" like uniform updates
  64038. */
  64039. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64040. if (this._options.samplers.indexOf(name) === -1) {
  64041. this._options.samplers.push(name);
  64042. }
  64043. this._textures[name] = texture;
  64044. return this;
  64045. };
  64046. /**
  64047. * Set a texture array in the shader.
  64048. * @param name Define the name of the uniform sampler array as defined in the shader
  64049. * @param textures Define the list of textures to bind to this sampler
  64050. * @return the material itself allowing "fluent" like uniform updates
  64051. */
  64052. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64053. if (this._options.samplers.indexOf(name) === -1) {
  64054. this._options.samplers.push(name);
  64055. }
  64056. this._checkUniform(name);
  64057. this._textureArrays[name] = textures;
  64058. return this;
  64059. };
  64060. /**
  64061. * Set a float in the shader.
  64062. * @param name Define the name of the uniform as defined in the shader
  64063. * @param value Define the value to give to the uniform
  64064. * @return the material itself allowing "fluent" like uniform updates
  64065. */
  64066. ShaderMaterial.prototype.setFloat = function (name, value) {
  64067. this._checkUniform(name);
  64068. this._floats[name] = value;
  64069. return this;
  64070. };
  64071. /**
  64072. * Set a int in the shader.
  64073. * @param name Define the name of the uniform as defined in the shader
  64074. * @param value Define the value to give to the uniform
  64075. * @return the material itself allowing "fluent" like uniform updates
  64076. */
  64077. ShaderMaterial.prototype.setInt = function (name, value) {
  64078. this._checkUniform(name);
  64079. this._ints[name] = value;
  64080. return this;
  64081. };
  64082. /**
  64083. * Set an array of floats in the shader.
  64084. * @param name Define the name of the uniform as defined in the shader
  64085. * @param value Define the value to give to the uniform
  64086. * @return the material itself allowing "fluent" like uniform updates
  64087. */
  64088. ShaderMaterial.prototype.setFloats = function (name, value) {
  64089. this._checkUniform(name);
  64090. this._floatsArrays[name] = value;
  64091. return this;
  64092. };
  64093. /**
  64094. * Set a vec3 in the shader from a Color3.
  64095. * @param name Define the name of the uniform as defined in the shader
  64096. * @param value Define the value to give to the uniform
  64097. * @return the material itself allowing "fluent" like uniform updates
  64098. */
  64099. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64100. this._checkUniform(name);
  64101. this._colors3[name] = value;
  64102. return this;
  64103. };
  64104. /**
  64105. * Set a vec3 array in the shader from a Color3 array.
  64106. * @param name Define the name of the uniform as defined in the shader
  64107. * @param value Define the value to give to the uniform
  64108. * @return the material itself allowing "fluent" like uniform updates
  64109. */
  64110. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64111. this._checkUniform(name);
  64112. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64113. color.toArray(arr, arr.length);
  64114. return arr;
  64115. }, []);
  64116. return this;
  64117. };
  64118. /**
  64119. * Set a vec4 in the shader from a Color4.
  64120. * @param name Define the name of the uniform as defined in the shader
  64121. * @param value Define the value to give to the uniform
  64122. * @return the material itself allowing "fluent" like uniform updates
  64123. */
  64124. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64125. this._checkUniform(name);
  64126. this._colors4[name] = value;
  64127. return this;
  64128. };
  64129. /**
  64130. * Set a vec2 in the shader from a Vector2.
  64131. * @param name Define the name of the uniform as defined in the shader
  64132. * @param value Define the value to give to the uniform
  64133. * @return the material itself allowing "fluent" like uniform updates
  64134. */
  64135. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64136. this._checkUniform(name);
  64137. this._vectors2[name] = value;
  64138. return this;
  64139. };
  64140. /**
  64141. * Set a vec3 in the shader from a Vector3.
  64142. * @param name Define the name of the uniform as defined in the shader
  64143. * @param value Define the value to give to the uniform
  64144. * @return the material itself allowing "fluent" like uniform updates
  64145. */
  64146. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64147. this._checkUniform(name);
  64148. this._vectors3[name] = value;
  64149. return this;
  64150. };
  64151. /**
  64152. * Set a vec4 in the shader from a Vector4.
  64153. * @param name Define the name of the uniform as defined in the shader
  64154. * @param value Define the value to give to the uniform
  64155. * @return the material itself allowing "fluent" like uniform updates
  64156. */
  64157. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64158. this._checkUniform(name);
  64159. this._vectors4[name] = value;
  64160. return this;
  64161. };
  64162. /**
  64163. * Set a mat4 in the shader from a Matrix.
  64164. * @param name Define the name of the uniform as defined in the shader
  64165. * @param value Define the value to give to the uniform
  64166. * @return the material itself allowing "fluent" like uniform updates
  64167. */
  64168. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64169. this._checkUniform(name);
  64170. this._matrices[name] = value;
  64171. return this;
  64172. };
  64173. /**
  64174. * Set a mat3 in the shader from a Float32Array.
  64175. * @param name Define the name of the uniform as defined in the shader
  64176. * @param value Define the value to give to the uniform
  64177. * @return the material itself allowing "fluent" like uniform updates
  64178. */
  64179. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64180. this._checkUniform(name);
  64181. this._matrices3x3[name] = value;
  64182. return this;
  64183. };
  64184. /**
  64185. * Set a mat2 in the shader from a Float32Array.
  64186. * @param name Define the name of the uniform as defined in the shader
  64187. * @param value Define the value to give to the uniform
  64188. * @return the material itself allowing "fluent" like uniform updates
  64189. */
  64190. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64191. this._checkUniform(name);
  64192. this._matrices2x2[name] = value;
  64193. return this;
  64194. };
  64195. /**
  64196. * Set a vec2 array in the shader from a number array.
  64197. * @param name Define the name of the uniform as defined in the shader
  64198. * @param value Define the value to give to the uniform
  64199. * @return the material itself allowing "fluent" like uniform updates
  64200. */
  64201. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64202. this._checkUniform(name);
  64203. this._vectors2Arrays[name] = value;
  64204. return this;
  64205. };
  64206. /**
  64207. * Set a vec3 array in the shader from a number array.
  64208. * @param name Define the name of the uniform as defined in the shader
  64209. * @param value Define the value to give to the uniform
  64210. * @return the material itself allowing "fluent" like uniform updates
  64211. */
  64212. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64213. this._checkUniform(name);
  64214. this._vectors3Arrays[name] = value;
  64215. return this;
  64216. };
  64217. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64218. if (!mesh) {
  64219. return true;
  64220. }
  64221. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64222. return false;
  64223. }
  64224. return false;
  64225. };
  64226. /**
  64227. * Checks if the material is ready to render the requested mesh
  64228. * @param mesh Define the mesh to render
  64229. * @param useInstances Define whether or not the material is used with instances
  64230. * @returns true if ready, otherwise false
  64231. */
  64232. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64233. var scene = this.getScene();
  64234. var engine = scene.getEngine();
  64235. if (!this.checkReadyOnEveryCall) {
  64236. if (this._renderId === scene.getRenderId()) {
  64237. if (this._checkCache(scene, mesh, useInstances)) {
  64238. return true;
  64239. }
  64240. }
  64241. }
  64242. // Instances
  64243. var defines = [];
  64244. var attribs = [];
  64245. var fallbacks = new BABYLON.EffectFallbacks();
  64246. for (var index = 0; index < this._options.defines.length; index++) {
  64247. defines.push(this._options.defines[index]);
  64248. }
  64249. for (var index = 0; index < this._options.attributes.length; index++) {
  64250. attribs.push(this._options.attributes[index]);
  64251. }
  64252. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64253. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64254. defines.push("#define VERTEXCOLOR");
  64255. }
  64256. if (useInstances) {
  64257. defines.push("#define INSTANCES");
  64258. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64259. }
  64260. // Bones
  64261. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64262. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64263. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64264. if (mesh.numBoneInfluencers > 4) {
  64265. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64266. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64267. }
  64268. var skeleton = mesh.skeleton;
  64269. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64270. fallbacks.addCPUSkinningFallback(0, mesh);
  64271. if (skeleton.isUsingTextureForMatrices) {
  64272. defines.push("#define BONETEXTURE");
  64273. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64274. this._options.uniforms.push("boneTextureWidth");
  64275. }
  64276. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64277. this._options.samplers.push("boneSampler");
  64278. }
  64279. }
  64280. else {
  64281. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64282. if (this._options.uniforms.indexOf("mBones") === -1) {
  64283. this._options.uniforms.push("mBones");
  64284. }
  64285. }
  64286. }
  64287. else {
  64288. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64289. }
  64290. // Textures
  64291. for (var name in this._textures) {
  64292. if (!this._textures[name].isReady()) {
  64293. return false;
  64294. }
  64295. }
  64296. // Alpha test
  64297. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64298. defines.push("#define ALPHATEST");
  64299. }
  64300. var previousEffect = this._effect;
  64301. var join = defines.join("\n");
  64302. this._effect = engine.createEffect(this._shaderPath, {
  64303. attributes: attribs,
  64304. uniformsNames: this._options.uniforms,
  64305. uniformBuffersNames: this._options.uniformBuffers,
  64306. samplers: this._options.samplers,
  64307. defines: join,
  64308. fallbacks: fallbacks,
  64309. onCompiled: this.onCompiled,
  64310. onError: this.onError
  64311. }, engine);
  64312. if (!this._effect.isReady()) {
  64313. return false;
  64314. }
  64315. if (previousEffect !== this._effect) {
  64316. scene.resetCachedMaterial();
  64317. }
  64318. this._renderId = scene.getRenderId();
  64319. return true;
  64320. };
  64321. /**
  64322. * Binds the world matrix to the material
  64323. * @param world defines the world transformation matrix
  64324. */
  64325. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64326. var scene = this.getScene();
  64327. if (!this._effect) {
  64328. return;
  64329. }
  64330. if (this._options.uniforms.indexOf("world") !== -1) {
  64331. this._effect.setMatrix("world", world);
  64332. }
  64333. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64334. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64335. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64336. }
  64337. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64338. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64339. }
  64340. };
  64341. /**
  64342. * Binds the material to the mesh
  64343. * @param world defines the world transformation matrix
  64344. * @param mesh defines the mesh to bind the material to
  64345. */
  64346. ShaderMaterial.prototype.bind = function (world, mesh) {
  64347. // Std values
  64348. this.bindOnlyWorldMatrix(world);
  64349. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64350. if (this._options.uniforms.indexOf("view") !== -1) {
  64351. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64352. }
  64353. if (this._options.uniforms.indexOf("projection") !== -1) {
  64354. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64355. }
  64356. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64357. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64358. }
  64359. // Bones
  64360. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64361. var name;
  64362. // Texture
  64363. for (name in this._textures) {
  64364. this._effect.setTexture(name, this._textures[name]);
  64365. }
  64366. // Texture arrays
  64367. for (name in this._textureArrays) {
  64368. this._effect.setTextureArray(name, this._textureArrays[name]);
  64369. }
  64370. // Int
  64371. for (name in this._ints) {
  64372. this._effect.setInt(name, this._ints[name]);
  64373. }
  64374. // Float
  64375. for (name in this._floats) {
  64376. this._effect.setFloat(name, this._floats[name]);
  64377. }
  64378. // Floats
  64379. for (name in this._floatsArrays) {
  64380. this._effect.setArray(name, this._floatsArrays[name]);
  64381. }
  64382. // Color3
  64383. for (name in this._colors3) {
  64384. this._effect.setColor3(name, this._colors3[name]);
  64385. }
  64386. for (name in this._colors3Arrays) {
  64387. this._effect.setArray3(name, this._colors3Arrays[name]);
  64388. }
  64389. // Color4
  64390. for (name in this._colors4) {
  64391. var color = this._colors4[name];
  64392. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64393. }
  64394. // Vector2
  64395. for (name in this._vectors2) {
  64396. this._effect.setVector2(name, this._vectors2[name]);
  64397. }
  64398. // Vector3
  64399. for (name in this._vectors3) {
  64400. this._effect.setVector3(name, this._vectors3[name]);
  64401. }
  64402. // Vector4
  64403. for (name in this._vectors4) {
  64404. this._effect.setVector4(name, this._vectors4[name]);
  64405. }
  64406. // Matrix
  64407. for (name in this._matrices) {
  64408. this._effect.setMatrix(name, this._matrices[name]);
  64409. }
  64410. // Matrix 3x3
  64411. for (name in this._matrices3x3) {
  64412. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64413. }
  64414. // Matrix 2x2
  64415. for (name in this._matrices2x2) {
  64416. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64417. }
  64418. // Vector2Array
  64419. for (name in this._vectors2Arrays) {
  64420. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64421. }
  64422. // Vector3Array
  64423. for (name in this._vectors3Arrays) {
  64424. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64425. }
  64426. }
  64427. this._afterBind(mesh);
  64428. };
  64429. /**
  64430. * Gets the active textures from the material
  64431. * @returns an array of textures
  64432. */
  64433. ShaderMaterial.prototype.getActiveTextures = function () {
  64434. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64435. for (var name in this._textures) {
  64436. activeTextures.push(this._textures[name]);
  64437. }
  64438. for (var name in this._textureArrays) {
  64439. var array = this._textureArrays[name];
  64440. for (var index = 0; index < array.length; index++) {
  64441. activeTextures.push(array[index]);
  64442. }
  64443. }
  64444. return activeTextures;
  64445. };
  64446. /**
  64447. * Specifies if the material uses a texture
  64448. * @param texture defines the texture to check against the material
  64449. * @returns a boolean specifying if the material uses the texture
  64450. */
  64451. ShaderMaterial.prototype.hasTexture = function (texture) {
  64452. if (_super.prototype.hasTexture.call(this, texture)) {
  64453. return true;
  64454. }
  64455. for (var name in this._textures) {
  64456. if (this._textures[name] === texture) {
  64457. return true;
  64458. }
  64459. }
  64460. for (var name in this._textureArrays) {
  64461. var array = this._textureArrays[name];
  64462. for (var index = 0; index < array.length; index++) {
  64463. if (array[index] === texture) {
  64464. return true;
  64465. }
  64466. }
  64467. }
  64468. return false;
  64469. };
  64470. /**
  64471. * Makes a duplicate of the material, and gives it a new name
  64472. * @param name defines the new name for the duplicated material
  64473. * @returns the cloned material
  64474. */
  64475. ShaderMaterial.prototype.clone = function (name) {
  64476. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64477. return newShaderMaterial;
  64478. };
  64479. /**
  64480. * Disposes the material
  64481. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64482. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64483. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64484. */
  64485. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64486. if (forceDisposeTextures) {
  64487. var name;
  64488. for (name in this._textures) {
  64489. this._textures[name].dispose();
  64490. }
  64491. for (name in this._textureArrays) {
  64492. var array = this._textureArrays[name];
  64493. for (var index = 0; index < array.length; index++) {
  64494. array[index].dispose();
  64495. }
  64496. }
  64497. }
  64498. this._textures = {};
  64499. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64500. };
  64501. /**
  64502. * Serializes this material in a JSON representation
  64503. * @returns the serialized material object
  64504. */
  64505. ShaderMaterial.prototype.serialize = function () {
  64506. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64507. serializationObject.customType = "BABYLON.ShaderMaterial";
  64508. serializationObject.options = this._options;
  64509. serializationObject.shaderPath = this._shaderPath;
  64510. var name;
  64511. // Texture
  64512. serializationObject.textures = {};
  64513. for (name in this._textures) {
  64514. serializationObject.textures[name] = this._textures[name].serialize();
  64515. }
  64516. // Texture arrays
  64517. serializationObject.textureArrays = {};
  64518. for (name in this._textureArrays) {
  64519. serializationObject.textureArrays[name] = [];
  64520. var array = this._textureArrays[name];
  64521. for (var index = 0; index < array.length; index++) {
  64522. serializationObject.textureArrays[name].push(array[index].serialize());
  64523. }
  64524. }
  64525. // Float
  64526. serializationObject.floats = {};
  64527. for (name in this._floats) {
  64528. serializationObject.floats[name] = this._floats[name];
  64529. }
  64530. // Float s
  64531. serializationObject.FloatArrays = {};
  64532. for (name in this._floatsArrays) {
  64533. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64534. }
  64535. // Color3
  64536. serializationObject.colors3 = {};
  64537. for (name in this._colors3) {
  64538. serializationObject.colors3[name] = this._colors3[name].asArray();
  64539. }
  64540. // Color3 array
  64541. serializationObject.colors3Arrays = {};
  64542. for (name in this._colors3Arrays) {
  64543. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64544. }
  64545. // Color4
  64546. serializationObject.colors4 = {};
  64547. for (name in this._colors4) {
  64548. serializationObject.colors4[name] = this._colors4[name].asArray();
  64549. }
  64550. // Vector2
  64551. serializationObject.vectors2 = {};
  64552. for (name in this._vectors2) {
  64553. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64554. }
  64555. // Vector3
  64556. serializationObject.vectors3 = {};
  64557. for (name in this._vectors3) {
  64558. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64559. }
  64560. // Vector4
  64561. serializationObject.vectors4 = {};
  64562. for (name in this._vectors4) {
  64563. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64564. }
  64565. // Matrix
  64566. serializationObject.matrices = {};
  64567. for (name in this._matrices) {
  64568. serializationObject.matrices[name] = this._matrices[name].asArray();
  64569. }
  64570. // Matrix 3x3
  64571. serializationObject.matrices3x3 = {};
  64572. for (name in this._matrices3x3) {
  64573. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64574. }
  64575. // Matrix 2x2
  64576. serializationObject.matrices2x2 = {};
  64577. for (name in this._matrices2x2) {
  64578. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64579. }
  64580. // Vector2Array
  64581. serializationObject.vectors2Arrays = {};
  64582. for (name in this._vectors2Arrays) {
  64583. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64584. }
  64585. // Vector3Array
  64586. serializationObject.vectors3Arrays = {};
  64587. for (name in this._vectors3Arrays) {
  64588. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64589. }
  64590. return serializationObject;
  64591. };
  64592. /**
  64593. * Creates a shader material from parsed shader material data
  64594. * @param source defines the JSON represnetation of the material
  64595. * @param scene defines the hosting scene
  64596. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64597. * @returns a new material
  64598. */
  64599. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64600. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64601. var name;
  64602. // Texture
  64603. for (name in source.textures) {
  64604. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64605. }
  64606. // Texture arrays
  64607. for (name in source.textureArrays) {
  64608. var array = source.textureArrays[name];
  64609. var textureArray = new Array();
  64610. for (var index = 0; index < array.length; index++) {
  64611. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64612. }
  64613. material.setTextureArray(name, textureArray);
  64614. }
  64615. // Float
  64616. for (name in source.floats) {
  64617. material.setFloat(name, source.floats[name]);
  64618. }
  64619. // Float s
  64620. for (name in source.floatsArrays) {
  64621. material.setFloats(name, source.floatsArrays[name]);
  64622. }
  64623. // Color3
  64624. for (name in source.colors3) {
  64625. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64626. }
  64627. // Color3 arrays
  64628. for (name in source.colors3Arrays) {
  64629. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64630. if (i % 3 === 0) {
  64631. arr.push([num]);
  64632. }
  64633. else {
  64634. arr[arr.length - 1].push(num);
  64635. }
  64636. return arr;
  64637. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64638. material.setColor3Array(name, colors);
  64639. }
  64640. // Color4
  64641. for (name in source.colors4) {
  64642. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64643. }
  64644. // Vector2
  64645. for (name in source.vectors2) {
  64646. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64647. }
  64648. // Vector3
  64649. for (name in source.vectors3) {
  64650. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64651. }
  64652. // Vector4
  64653. for (name in source.vectors4) {
  64654. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64655. }
  64656. // Matrix
  64657. for (name in source.matrices) {
  64658. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64659. }
  64660. // Matrix 3x3
  64661. for (name in source.matrices3x3) {
  64662. material.setMatrix3x3(name, source.matrices3x3[name]);
  64663. }
  64664. // Matrix 2x2
  64665. for (name in source.matrices2x2) {
  64666. material.setMatrix2x2(name, source.matrices2x2[name]);
  64667. }
  64668. // Vector2Array
  64669. for (name in source.vectors2Arrays) {
  64670. material.setArray2(name, source.vectors2Arrays[name]);
  64671. }
  64672. // Vector3Array
  64673. for (name in source.vectors3Arrays) {
  64674. material.setArray3(name, source.vectors3Arrays[name]);
  64675. }
  64676. return material;
  64677. };
  64678. return ShaderMaterial;
  64679. }(BABYLON.Material));
  64680. BABYLON.ShaderMaterial = ShaderMaterial;
  64681. })(BABYLON || (BABYLON = {}));
  64682. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64683. var BABYLON;
  64684. (function (BABYLON) {
  64685. /**
  64686. * Mesh representing the gorund
  64687. */
  64688. var GroundMesh = /** @class */ (function (_super) {
  64689. __extends(GroundMesh, _super);
  64690. function GroundMesh(name, scene) {
  64691. var _this = _super.call(this, name, scene) || this;
  64692. /** If octree should be generated */
  64693. _this.generateOctree = false;
  64694. return _this;
  64695. }
  64696. /**
  64697. * "GroundMesh"
  64698. * @returns "GroundMesh"
  64699. */
  64700. GroundMesh.prototype.getClassName = function () {
  64701. return "GroundMesh";
  64702. };
  64703. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64704. /**
  64705. * The minimum of x and y subdivisions
  64706. */
  64707. get: function () {
  64708. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64709. },
  64710. enumerable: true,
  64711. configurable: true
  64712. });
  64713. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64714. /**
  64715. * X subdivisions
  64716. */
  64717. get: function () {
  64718. return this._subdivisionsX;
  64719. },
  64720. enumerable: true,
  64721. configurable: true
  64722. });
  64723. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64724. /**
  64725. * Y subdivisions
  64726. */
  64727. get: function () {
  64728. return this._subdivisionsY;
  64729. },
  64730. enumerable: true,
  64731. configurable: true
  64732. });
  64733. /**
  64734. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64735. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64736. * @param chunksCount the number of subdivisions for x and y
  64737. * @param octreeBlocksSize (Default: 32)
  64738. */
  64739. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64740. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64741. this._subdivisionsX = chunksCount;
  64742. this._subdivisionsY = chunksCount;
  64743. this.subdivide(chunksCount);
  64744. // Call the octree system optimization if it is defined.
  64745. var thisAsAny = this;
  64746. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64747. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64748. }
  64749. };
  64750. /**
  64751. * Returns a height (y) value in the Worl system :
  64752. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64753. * @param x x coordinate
  64754. * @param z z coordinate
  64755. * @returns the ground y position if (x, z) are outside the ground surface.
  64756. */
  64757. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64758. var world = this.getWorldMatrix();
  64759. var invMat = BABYLON.Tmp.Matrix[5];
  64760. world.invertToRef(invMat);
  64761. var tmpVect = BABYLON.Tmp.Vector3[8];
  64762. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64763. x = tmpVect.x;
  64764. z = tmpVect.z;
  64765. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64766. return this.position.y;
  64767. }
  64768. if (!this._heightQuads || this._heightQuads.length == 0) {
  64769. this._initHeightQuads();
  64770. this._computeHeightQuads();
  64771. }
  64772. var facet = this._getFacetAt(x, z);
  64773. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64774. // return y in the World system
  64775. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64776. return tmpVect.y;
  64777. };
  64778. /**
  64779. * Returns a normalized vector (Vector3) orthogonal to the ground
  64780. * at the ground coordinates (x, z) expressed in the World system.
  64781. * @param x x coordinate
  64782. * @param z z coordinate
  64783. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64784. */
  64785. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64786. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64787. this.getNormalAtCoordinatesToRef(x, z, normal);
  64788. return normal;
  64789. };
  64790. /**
  64791. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64792. * at the ground coordinates (x, z) expressed in the World system.
  64793. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64794. * @param x x coordinate
  64795. * @param z z coordinate
  64796. * @param ref vector to store the result
  64797. * @returns the GroundMesh.
  64798. */
  64799. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64800. var world = this.getWorldMatrix();
  64801. var tmpMat = BABYLON.Tmp.Matrix[5];
  64802. world.invertToRef(tmpMat);
  64803. var tmpVect = BABYLON.Tmp.Vector3[8];
  64804. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64805. x = tmpVect.x;
  64806. z = tmpVect.z;
  64807. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64808. return this;
  64809. }
  64810. if (!this._heightQuads || this._heightQuads.length == 0) {
  64811. this._initHeightQuads();
  64812. this._computeHeightQuads();
  64813. }
  64814. var facet = this._getFacetAt(x, z);
  64815. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64816. return this;
  64817. };
  64818. /**
  64819. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64820. * if the ground has been updated.
  64821. * This can be used in the render loop.
  64822. * @returns the GroundMesh.
  64823. */
  64824. GroundMesh.prototype.updateCoordinateHeights = function () {
  64825. if (!this._heightQuads || this._heightQuads.length == 0) {
  64826. this._initHeightQuads();
  64827. }
  64828. this._computeHeightQuads();
  64829. return this;
  64830. };
  64831. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64832. GroundMesh.prototype._getFacetAt = function (x, z) {
  64833. // retrieve col and row from x, z coordinates in the ground local system
  64834. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64835. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64836. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64837. var facet;
  64838. if (z < quad.slope.x * x + quad.slope.y) {
  64839. facet = quad.facet1;
  64840. }
  64841. else {
  64842. facet = quad.facet2;
  64843. }
  64844. return facet;
  64845. };
  64846. // Creates and populates the heightMap array with "facet" elements :
  64847. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64848. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64849. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64850. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64851. // Returns the GroundMesh.
  64852. GroundMesh.prototype._initHeightQuads = function () {
  64853. var subdivisionsX = this._subdivisionsX;
  64854. var subdivisionsY = this._subdivisionsY;
  64855. this._heightQuads = new Array();
  64856. for (var row = 0; row < subdivisionsY; row++) {
  64857. for (var col = 0; col < subdivisionsX; col++) {
  64858. 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) };
  64859. this._heightQuads[row * subdivisionsX + col] = quad;
  64860. }
  64861. }
  64862. return this;
  64863. };
  64864. // Compute each quad element values and update the the heightMap array :
  64865. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64866. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64867. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64868. // Returns the GroundMesh.
  64869. GroundMesh.prototype._computeHeightQuads = function () {
  64870. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64871. if (!positions) {
  64872. return this;
  64873. }
  64874. var v1 = BABYLON.Tmp.Vector3[3];
  64875. var v2 = BABYLON.Tmp.Vector3[2];
  64876. var v3 = BABYLON.Tmp.Vector3[1];
  64877. var v4 = BABYLON.Tmp.Vector3[0];
  64878. var v1v2 = BABYLON.Tmp.Vector3[4];
  64879. var v1v3 = BABYLON.Tmp.Vector3[5];
  64880. var v1v4 = BABYLON.Tmp.Vector3[6];
  64881. var norm1 = BABYLON.Tmp.Vector3[7];
  64882. var norm2 = BABYLON.Tmp.Vector3[8];
  64883. var i = 0;
  64884. var j = 0;
  64885. var k = 0;
  64886. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64887. var h = 0;
  64888. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64889. var d2 = 0;
  64890. var subdivisionsX = this._subdivisionsX;
  64891. var subdivisionsY = this._subdivisionsY;
  64892. for (var row = 0; row < subdivisionsY; row++) {
  64893. for (var col = 0; col < subdivisionsX; col++) {
  64894. i = col * 3;
  64895. j = row * (subdivisionsX + 1) * 3;
  64896. k = (row + 1) * (subdivisionsX + 1) * 3;
  64897. v1.x = positions[j + i];
  64898. v1.y = positions[j + i + 1];
  64899. v1.z = positions[j + i + 2];
  64900. v2.x = positions[j + i + 3];
  64901. v2.y = positions[j + i + 4];
  64902. v2.z = positions[j + i + 5];
  64903. v3.x = positions[k + i];
  64904. v3.y = positions[k + i + 1];
  64905. v3.z = positions[k + i + 2];
  64906. v4.x = positions[k + i + 3];
  64907. v4.y = positions[k + i + 4];
  64908. v4.z = positions[k + i + 5];
  64909. // 2D slope V1V4
  64910. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64911. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64912. // facet equations :
  64913. // we compute each facet normal vector
  64914. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64915. // we compute the value d by applying the equation to v1 which belongs to the plane
  64916. // then we store the facet equation in a Vector4
  64917. v2.subtractToRef(v1, v1v2);
  64918. v3.subtractToRef(v1, v1v3);
  64919. v4.subtractToRef(v1, v1v4);
  64920. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64921. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64922. norm1.normalize();
  64923. norm2.normalize();
  64924. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64925. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64926. var quad = this._heightQuads[row * subdivisionsX + col];
  64927. quad.slope.copyFromFloats(cd, h);
  64928. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64929. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64930. }
  64931. }
  64932. return this;
  64933. };
  64934. /**
  64935. * Serializes this ground mesh
  64936. * @param serializationObject object to write serialization to
  64937. */
  64938. GroundMesh.prototype.serialize = function (serializationObject) {
  64939. _super.prototype.serialize.call(this, serializationObject);
  64940. serializationObject.subdivisionsX = this._subdivisionsX;
  64941. serializationObject.subdivisionsY = this._subdivisionsY;
  64942. serializationObject.minX = this._minX;
  64943. serializationObject.maxX = this._maxX;
  64944. serializationObject.minZ = this._minZ;
  64945. serializationObject.maxZ = this._maxZ;
  64946. serializationObject.width = this._width;
  64947. serializationObject.height = this._height;
  64948. };
  64949. /**
  64950. * Parses a serialized ground mesh
  64951. * @param parsedMesh the serialized mesh
  64952. * @param scene the scene to create the ground mesh in
  64953. * @returns the created ground mesh
  64954. */
  64955. GroundMesh.Parse = function (parsedMesh, scene) {
  64956. var result = new GroundMesh(parsedMesh.name, scene);
  64957. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64958. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64959. result._minX = parsedMesh.minX;
  64960. result._maxX = parsedMesh.maxX;
  64961. result._minZ = parsedMesh.minZ;
  64962. result._maxZ = parsedMesh.maxZ;
  64963. result._width = parsedMesh.width;
  64964. result._height = parsedMesh.height;
  64965. return result;
  64966. };
  64967. return GroundMesh;
  64968. }(BABYLON.Mesh));
  64969. BABYLON.GroundMesh = GroundMesh;
  64970. })(BABYLON || (BABYLON = {}));
  64971. //# sourceMappingURL=babylon.groundMesh.js.map
  64972. var BABYLON;
  64973. (function (BABYLON) {
  64974. /**
  64975. * Creates an instance based on a source mesh.
  64976. */
  64977. var InstancedMesh = /** @class */ (function (_super) {
  64978. __extends(InstancedMesh, _super);
  64979. function InstancedMesh(name, source) {
  64980. var _this = _super.call(this, name, source.getScene()) || this;
  64981. /** @hidden */
  64982. _this._indexInSourceMeshInstanceArray = -1;
  64983. source.addInstance(_this);
  64984. _this._sourceMesh = source;
  64985. _this.position.copyFrom(source.position);
  64986. _this.rotation.copyFrom(source.rotation);
  64987. _this.scaling.copyFrom(source.scaling);
  64988. if (source.rotationQuaternion) {
  64989. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64990. }
  64991. _this.infiniteDistance = source.infiniteDistance;
  64992. _this.setPivotMatrix(source.getPivotMatrix());
  64993. _this.refreshBoundingInfo();
  64994. _this._syncSubMeshes();
  64995. return _this;
  64996. }
  64997. /**
  64998. * Returns the string "InstancedMesh".
  64999. */
  65000. InstancedMesh.prototype.getClassName = function () {
  65001. return "InstancedMesh";
  65002. };
  65003. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65004. // Methods
  65005. /**
  65006. * If the source mesh receives shadows
  65007. */
  65008. get: function () {
  65009. return this._sourceMesh.receiveShadows;
  65010. },
  65011. enumerable: true,
  65012. configurable: true
  65013. });
  65014. Object.defineProperty(InstancedMesh.prototype, "material", {
  65015. /**
  65016. * The material of the source mesh
  65017. */
  65018. get: function () {
  65019. return this._sourceMesh.material;
  65020. },
  65021. enumerable: true,
  65022. configurable: true
  65023. });
  65024. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65025. /**
  65026. * Visibility of the source mesh
  65027. */
  65028. get: function () {
  65029. return this._sourceMesh.visibility;
  65030. },
  65031. enumerable: true,
  65032. configurable: true
  65033. });
  65034. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65035. /**
  65036. * Skeleton of the source mesh
  65037. */
  65038. get: function () {
  65039. return this._sourceMesh.skeleton;
  65040. },
  65041. enumerable: true,
  65042. configurable: true
  65043. });
  65044. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65045. /**
  65046. * Rendering ground id of the source mesh
  65047. */
  65048. get: function () {
  65049. return this._sourceMesh.renderingGroupId;
  65050. },
  65051. set: function (value) {
  65052. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65053. return;
  65054. }
  65055. //no-op with warning
  65056. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65057. },
  65058. enumerable: true,
  65059. configurable: true
  65060. });
  65061. /**
  65062. * Returns the total number of vertices (integer).
  65063. */
  65064. InstancedMesh.prototype.getTotalVertices = function () {
  65065. return this._sourceMesh.getTotalVertices();
  65066. };
  65067. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65068. /**
  65069. * The source mesh of the instance
  65070. */
  65071. get: function () {
  65072. return this._sourceMesh;
  65073. },
  65074. enumerable: true,
  65075. configurable: true
  65076. });
  65077. /**
  65078. * Is this node ready to be used/rendered
  65079. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65080. * @return {boolean} is it ready
  65081. */
  65082. InstancedMesh.prototype.isReady = function (completeCheck) {
  65083. if (completeCheck === void 0) { completeCheck = false; }
  65084. return this._sourceMesh.isReady(completeCheck, true);
  65085. };
  65086. /**
  65087. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65088. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65089. * @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.
  65090. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65091. */
  65092. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65093. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65094. };
  65095. /**
  65096. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65097. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65098. * The `data` are either a numeric array either a Float32Array.
  65099. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65100. * 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).
  65101. * Note that a new underlying VertexBuffer object is created each call.
  65102. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65103. *
  65104. * Possible `kind` values :
  65105. * - BABYLON.VertexBuffer.PositionKind
  65106. * - BABYLON.VertexBuffer.UVKind
  65107. * - BABYLON.VertexBuffer.UV2Kind
  65108. * - BABYLON.VertexBuffer.UV3Kind
  65109. * - BABYLON.VertexBuffer.UV4Kind
  65110. * - BABYLON.VertexBuffer.UV5Kind
  65111. * - BABYLON.VertexBuffer.UV6Kind
  65112. * - BABYLON.VertexBuffer.ColorKind
  65113. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65114. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65115. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65116. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65117. *
  65118. * Returns the Mesh.
  65119. */
  65120. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65121. if (this.sourceMesh) {
  65122. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65123. }
  65124. return this.sourceMesh;
  65125. };
  65126. /**
  65127. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65128. * If the mesh has no geometry, it is simply returned as it is.
  65129. * The `data` are either a numeric array either a Float32Array.
  65130. * No new underlying VertexBuffer object is created.
  65131. * 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.
  65132. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65133. *
  65134. * Possible `kind` values :
  65135. * - BABYLON.VertexBuffer.PositionKind
  65136. * - BABYLON.VertexBuffer.UVKind
  65137. * - BABYLON.VertexBuffer.UV2Kind
  65138. * - BABYLON.VertexBuffer.UV3Kind
  65139. * - BABYLON.VertexBuffer.UV4Kind
  65140. * - BABYLON.VertexBuffer.UV5Kind
  65141. * - BABYLON.VertexBuffer.UV6Kind
  65142. * - BABYLON.VertexBuffer.ColorKind
  65143. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65144. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65145. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65146. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65147. *
  65148. * Returns the Mesh.
  65149. */
  65150. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65151. if (this.sourceMesh) {
  65152. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65153. }
  65154. return this.sourceMesh;
  65155. };
  65156. /**
  65157. * Sets the mesh indices.
  65158. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65159. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65160. * This method creates a new index buffer each call.
  65161. * Returns the Mesh.
  65162. */
  65163. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65164. if (totalVertices === void 0) { totalVertices = null; }
  65165. if (this.sourceMesh) {
  65166. this.sourceMesh.setIndices(indices, totalVertices);
  65167. }
  65168. return this.sourceMesh;
  65169. };
  65170. /**
  65171. * Boolean : True if the mesh owns the requested kind of data.
  65172. */
  65173. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65174. return this._sourceMesh.isVerticesDataPresent(kind);
  65175. };
  65176. /**
  65177. * Returns an array of indices (IndicesArray).
  65178. */
  65179. InstancedMesh.prototype.getIndices = function () {
  65180. return this._sourceMesh.getIndices();
  65181. };
  65182. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65183. get: function () {
  65184. return this._sourceMesh._positions;
  65185. },
  65186. enumerable: true,
  65187. configurable: true
  65188. });
  65189. /**
  65190. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65191. * This means the mesh underlying bounding box and sphere are recomputed.
  65192. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65193. * @returns the current mesh
  65194. */
  65195. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65196. if (applySkeleton === void 0) { applySkeleton = false; }
  65197. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65198. return this;
  65199. }
  65200. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65201. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65202. return this;
  65203. };
  65204. /** @hidden */
  65205. InstancedMesh.prototype._preActivate = function () {
  65206. if (this._currentLOD) {
  65207. this._currentLOD._preActivate();
  65208. }
  65209. return this;
  65210. };
  65211. /** @hidden */
  65212. InstancedMesh.prototype._activate = function (renderId) {
  65213. if (this._currentLOD) {
  65214. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65215. }
  65216. return this;
  65217. };
  65218. /**
  65219. * Returns the current associated LOD AbstractMesh.
  65220. */
  65221. InstancedMesh.prototype.getLOD = function (camera) {
  65222. if (!camera) {
  65223. return this;
  65224. }
  65225. var boundingInfo = this.getBoundingInfo();
  65226. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65227. if (this._currentLOD === this.sourceMesh) {
  65228. return this;
  65229. }
  65230. return this._currentLOD;
  65231. };
  65232. /** @hidden */
  65233. InstancedMesh.prototype._syncSubMeshes = function () {
  65234. this.releaseSubMeshes();
  65235. if (this._sourceMesh.subMeshes) {
  65236. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65237. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65238. }
  65239. }
  65240. return this;
  65241. };
  65242. /** @hidden */
  65243. InstancedMesh.prototype._generatePointsArray = function () {
  65244. return this._sourceMesh._generatePointsArray();
  65245. };
  65246. /**
  65247. * Creates a new InstancedMesh from the current mesh.
  65248. * - name (string) : the cloned mesh name
  65249. * - newParent (optional Node) : the optional Node to parent the clone to.
  65250. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65251. *
  65252. * Returns the clone.
  65253. */
  65254. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65255. var result = this._sourceMesh.createInstance(name);
  65256. // Deep copy
  65257. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65258. // Bounding info
  65259. this.refreshBoundingInfo();
  65260. // Parent
  65261. if (newParent) {
  65262. result.parent = newParent;
  65263. }
  65264. if (!doNotCloneChildren) {
  65265. // Children
  65266. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65267. var mesh = this.getScene().meshes[index];
  65268. if (mesh.parent === this) {
  65269. mesh.clone(mesh.name, result);
  65270. }
  65271. }
  65272. }
  65273. result.computeWorldMatrix(true);
  65274. return result;
  65275. };
  65276. /**
  65277. * Disposes the InstancedMesh.
  65278. * Returns nothing.
  65279. */
  65280. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65281. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65282. // Remove from mesh
  65283. this._sourceMesh.removeInstance(this);
  65284. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65285. };
  65286. return InstancedMesh;
  65287. }(BABYLON.AbstractMesh));
  65288. BABYLON.InstancedMesh = InstancedMesh;
  65289. })(BABYLON || (BABYLON = {}));
  65290. //# sourceMappingURL=babylon.instancedMesh.js.map
  65291. var BABYLON;
  65292. (function (BABYLON) {
  65293. /**
  65294. * Line mesh
  65295. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65296. */
  65297. var LinesMesh = /** @class */ (function (_super) {
  65298. __extends(LinesMesh, _super);
  65299. /**
  65300. * Creates a new LinesMesh
  65301. * @param name defines the name
  65302. * @param scene defines the hosting scene
  65303. * @param parent defines the parent mesh if any
  65304. * @param source defines the optional source LinesMesh used to clone data from
  65305. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65306. * When false, achieved by calling a clone(), also passing False.
  65307. * This will make creation of children, recursive.
  65308. * @param useVertexColor defines if this LinesMesh supports vertex color
  65309. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65310. */
  65311. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65312. /**
  65313. * If vertex color should be applied to the mesh
  65314. */
  65315. useVertexColor,
  65316. /**
  65317. * If vertex alpha should be applied to the mesh
  65318. */
  65319. useVertexAlpha) {
  65320. if (scene === void 0) { scene = null; }
  65321. if (parent === void 0) { parent = null; }
  65322. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65323. _this.useVertexColor = useVertexColor;
  65324. _this.useVertexAlpha = useVertexAlpha;
  65325. /**
  65326. * Color of the line (Default: White)
  65327. */
  65328. _this.color = new BABYLON.Color3(1, 1, 1);
  65329. /**
  65330. * Alpha of the line (Default: 1)
  65331. */
  65332. _this.alpha = 1;
  65333. if (source) {
  65334. _this.color = source.color.clone();
  65335. _this.alpha = source.alpha;
  65336. _this.useVertexColor = source.useVertexColor;
  65337. _this.useVertexAlpha = source.useVertexAlpha;
  65338. }
  65339. _this.intersectionThreshold = 0.1;
  65340. var defines = [];
  65341. var options = {
  65342. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65343. uniforms: ["world", "viewProjection"],
  65344. needAlphaBlending: true,
  65345. defines: defines
  65346. };
  65347. if (useVertexAlpha === false) {
  65348. options.needAlphaBlending = false;
  65349. }
  65350. if (!useVertexColor) {
  65351. options.uniforms.push("color");
  65352. }
  65353. else {
  65354. options.defines.push("#define VERTEXCOLOR");
  65355. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65356. }
  65357. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65358. return _this;
  65359. }
  65360. /**
  65361. * Returns the string "LineMesh"
  65362. */
  65363. LinesMesh.prototype.getClassName = function () {
  65364. return "LinesMesh";
  65365. };
  65366. Object.defineProperty(LinesMesh.prototype, "material", {
  65367. /**
  65368. * @hidden
  65369. */
  65370. get: function () {
  65371. return this._colorShader;
  65372. },
  65373. /**
  65374. * @hidden
  65375. */
  65376. set: function (value) {
  65377. // Do nothing
  65378. },
  65379. enumerable: true,
  65380. configurable: true
  65381. });
  65382. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65383. /**
  65384. * @hidden
  65385. */
  65386. get: function () {
  65387. return false;
  65388. },
  65389. enumerable: true,
  65390. configurable: true
  65391. });
  65392. /** @hidden */
  65393. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65394. if (!this._geometry) {
  65395. return this;
  65396. }
  65397. // VBOs
  65398. this._geometry._bind(this._colorShader.getEffect());
  65399. // Color
  65400. if (!this.useVertexColor) {
  65401. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65402. }
  65403. return this;
  65404. };
  65405. /** @hidden */
  65406. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65407. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65408. return this;
  65409. }
  65410. var engine = this.getScene().getEngine();
  65411. // Draw order
  65412. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65413. return this;
  65414. };
  65415. /**
  65416. * Disposes of the line mesh
  65417. * @param doNotRecurse If children should be disposed
  65418. */
  65419. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65420. this._colorShader.dispose(false, false, true);
  65421. _super.prototype.dispose.call(this, doNotRecurse);
  65422. };
  65423. /**
  65424. * Returns a new LineMesh object cloned from the current one.
  65425. */
  65426. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65427. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65428. };
  65429. /**
  65430. * Creates a new InstancedLinesMesh object from the mesh model.
  65431. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65432. * @param name defines the name of the new instance
  65433. * @returns a new InstancedLinesMesh
  65434. */
  65435. LinesMesh.prototype.createInstance = function (name) {
  65436. return new InstancedLinesMesh(name, this);
  65437. };
  65438. return LinesMesh;
  65439. }(BABYLON.Mesh));
  65440. BABYLON.LinesMesh = LinesMesh;
  65441. /**
  65442. * Creates an instance based on a source LinesMesh
  65443. */
  65444. var InstancedLinesMesh = /** @class */ (function (_super) {
  65445. __extends(InstancedLinesMesh, _super);
  65446. function InstancedLinesMesh(name, source) {
  65447. var _this = _super.call(this, name, source) || this;
  65448. _this.intersectionThreshold = source.intersectionThreshold;
  65449. return _this;
  65450. }
  65451. /**
  65452. * Returns the string "InstancedLinesMesh".
  65453. */
  65454. InstancedLinesMesh.prototype.getClassName = function () {
  65455. return "InstancedLinesMesh";
  65456. };
  65457. return InstancedLinesMesh;
  65458. }(BABYLON.InstancedMesh));
  65459. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65460. })(BABYLON || (BABYLON = {}));
  65461. //# sourceMappingURL=babylon.linesMesh.js.map
  65462. var BABYLON;
  65463. (function (BABYLON) {
  65464. /**
  65465. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65466. * The underlying implementation relies on an associative array to ensure the best performances.
  65467. * The value can be anything including 'null' but except 'undefined'
  65468. */
  65469. var StringDictionary = /** @class */ (function () {
  65470. function StringDictionary() {
  65471. this._count = 0;
  65472. this._data = {};
  65473. }
  65474. /**
  65475. * This will clear this dictionary and copy the content from the 'source' one.
  65476. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65477. * @param source the dictionary to take the content from and copy to this dictionary
  65478. */
  65479. StringDictionary.prototype.copyFrom = function (source) {
  65480. var _this = this;
  65481. this.clear();
  65482. source.forEach(function (t, v) { return _this.add(t, v); });
  65483. };
  65484. /**
  65485. * Get a value based from its key
  65486. * @param key the given key to get the matching value from
  65487. * @return the value if found, otherwise undefined is returned
  65488. */
  65489. StringDictionary.prototype.get = function (key) {
  65490. var val = this._data[key];
  65491. if (val !== undefined) {
  65492. return val;
  65493. }
  65494. return undefined;
  65495. };
  65496. /**
  65497. * Get a value from its key or add it if it doesn't exist.
  65498. * This method will ensure you that a given key/data will be present in the dictionary.
  65499. * @param key the given key to get the matching value from
  65500. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65501. * The factory will only be invoked if there's no data for the given key.
  65502. * @return the value corresponding to the key.
  65503. */
  65504. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65505. var val = this.get(key);
  65506. if (val !== undefined) {
  65507. return val;
  65508. }
  65509. val = factory(key);
  65510. if (val) {
  65511. this.add(key, val);
  65512. }
  65513. return val;
  65514. };
  65515. /**
  65516. * Get a value from its key if present in the dictionary otherwise add it
  65517. * @param key the key to get the value from
  65518. * @param val if there's no such key/value pair in the dictionary add it with this value
  65519. * @return the value corresponding to the key
  65520. */
  65521. StringDictionary.prototype.getOrAdd = function (key, val) {
  65522. var curVal = this.get(key);
  65523. if (curVal !== undefined) {
  65524. return curVal;
  65525. }
  65526. this.add(key, val);
  65527. return val;
  65528. };
  65529. /**
  65530. * Check if there's a given key in the dictionary
  65531. * @param key the key to check for
  65532. * @return true if the key is present, false otherwise
  65533. */
  65534. StringDictionary.prototype.contains = function (key) {
  65535. return this._data[key] !== undefined;
  65536. };
  65537. /**
  65538. * Add a new key and its corresponding value
  65539. * @param key the key to add
  65540. * @param value the value corresponding to the key
  65541. * @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
  65542. */
  65543. StringDictionary.prototype.add = function (key, value) {
  65544. if (this._data[key] !== undefined) {
  65545. return false;
  65546. }
  65547. this._data[key] = value;
  65548. ++this._count;
  65549. return true;
  65550. };
  65551. /**
  65552. * Update a specific value associated to a key
  65553. * @param key defines the key to use
  65554. * @param value defines the value to store
  65555. * @returns true if the value was updated (or false if the key was not found)
  65556. */
  65557. StringDictionary.prototype.set = function (key, value) {
  65558. if (this._data[key] === undefined) {
  65559. return false;
  65560. }
  65561. this._data[key] = value;
  65562. return true;
  65563. };
  65564. /**
  65565. * Get the element of the given key and remove it from the dictionary
  65566. * @param key defines the key to search
  65567. * @returns the value associated with the key or null if not found
  65568. */
  65569. StringDictionary.prototype.getAndRemove = function (key) {
  65570. var val = this.get(key);
  65571. if (val !== undefined) {
  65572. delete this._data[key];
  65573. --this._count;
  65574. return val;
  65575. }
  65576. return null;
  65577. };
  65578. /**
  65579. * Remove a key/value from the dictionary.
  65580. * @param key the key to remove
  65581. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65582. */
  65583. StringDictionary.prototype.remove = function (key) {
  65584. if (this.contains(key)) {
  65585. delete this._data[key];
  65586. --this._count;
  65587. return true;
  65588. }
  65589. return false;
  65590. };
  65591. /**
  65592. * Clear the whole content of the dictionary
  65593. */
  65594. StringDictionary.prototype.clear = function () {
  65595. this._data = {};
  65596. this._count = 0;
  65597. };
  65598. Object.defineProperty(StringDictionary.prototype, "count", {
  65599. /**
  65600. * Gets the current count
  65601. */
  65602. get: function () {
  65603. return this._count;
  65604. },
  65605. enumerable: true,
  65606. configurable: true
  65607. });
  65608. /**
  65609. * Execute a callback on each key/val of the dictionary.
  65610. * Note that you can remove any element in this dictionary in the callback implementation
  65611. * @param callback the callback to execute on a given key/value pair
  65612. */
  65613. StringDictionary.prototype.forEach = function (callback) {
  65614. for (var cur in this._data) {
  65615. var val = this._data[cur];
  65616. callback(cur, val);
  65617. }
  65618. };
  65619. /**
  65620. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65621. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65622. * Note that you can remove any element in this dictionary in the callback implementation
  65623. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65624. * @returns the first item
  65625. */
  65626. StringDictionary.prototype.first = function (callback) {
  65627. for (var cur in this._data) {
  65628. var val = this._data[cur];
  65629. var res = callback(cur, val);
  65630. if (res) {
  65631. return res;
  65632. }
  65633. }
  65634. return null;
  65635. };
  65636. return StringDictionary;
  65637. }());
  65638. BABYLON.StringDictionary = StringDictionary;
  65639. })(BABYLON || (BABYLON = {}));
  65640. //# sourceMappingURL=babylon.stringDictionary.js.map
  65641. var BABYLON;
  65642. (function (BABYLON) {
  65643. var Debug;
  65644. (function (Debug) {
  65645. /**
  65646. * Class used to render a debug view of a given skeleton
  65647. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65648. */
  65649. var SkeletonViewer = /** @class */ (function () {
  65650. /**
  65651. * Creates a new SkeletonViewer
  65652. * @param skeleton defines the skeleton to render
  65653. * @param mesh defines the mesh attached to the skeleton
  65654. * @param scene defines the hosting scene
  65655. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65656. * @param renderingGroupId defines the rendering group id to use with the viewer
  65657. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65658. */
  65659. function SkeletonViewer(
  65660. /** defines the skeleton to render */
  65661. skeleton,
  65662. /** defines the mesh attached to the skeleton */
  65663. mesh, scene,
  65664. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65665. autoUpdateBonesMatrices,
  65666. /** defines the rendering group id to use with the viewer */
  65667. renderingGroupId,
  65668. /** defines an optional utility layer to render the helper on */
  65669. utilityLayerRenderer) {
  65670. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65671. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65672. this.skeleton = skeleton;
  65673. this.mesh = mesh;
  65674. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65675. this.renderingGroupId = renderingGroupId;
  65676. this.utilityLayerRenderer = utilityLayerRenderer;
  65677. /** Gets or sets the color used to render the skeleton */
  65678. this.color = BABYLON.Color3.White();
  65679. this._debugLines = new Array();
  65680. this._isEnabled = false;
  65681. this._scene = scene;
  65682. this.update();
  65683. this._renderFunction = this.update.bind(this);
  65684. }
  65685. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65686. /**
  65687. * Returns the mesh used to render the bones
  65688. */
  65689. get: function () {
  65690. return this._debugMesh;
  65691. },
  65692. enumerable: true,
  65693. configurable: true
  65694. });
  65695. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65696. get: function () {
  65697. return this._isEnabled;
  65698. },
  65699. /** Gets or sets a boolean indicating if the viewer is enabled */
  65700. set: function (value) {
  65701. if (this._isEnabled === value) {
  65702. return;
  65703. }
  65704. this._isEnabled = value;
  65705. if (value) {
  65706. this._scene.registerBeforeRender(this._renderFunction);
  65707. }
  65708. else {
  65709. this._scene.unregisterBeforeRender(this._renderFunction);
  65710. }
  65711. },
  65712. enumerable: true,
  65713. configurable: true
  65714. });
  65715. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65716. if (x === void 0) { x = 0; }
  65717. if (y === void 0) { y = 0; }
  65718. if (z === void 0) { z = 0; }
  65719. var tmat = BABYLON.Tmp.Matrix[0];
  65720. var parentBone = bone.getParent();
  65721. tmat.copyFrom(bone.getLocalMatrix());
  65722. if (x !== 0 || y !== 0 || z !== 0) {
  65723. var tmat2 = BABYLON.Tmp.Matrix[1];
  65724. BABYLON.Matrix.IdentityToRef(tmat2);
  65725. tmat2.setTranslationFromFloats(x, y, z);
  65726. tmat2.multiplyToRef(tmat, tmat);
  65727. }
  65728. if (parentBone) {
  65729. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65730. }
  65731. tmat.multiplyToRef(meshMat, tmat);
  65732. position.x = tmat.m[12];
  65733. position.y = tmat.m[13];
  65734. position.z = tmat.m[14];
  65735. };
  65736. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65737. var len = bones.length;
  65738. var meshPos = this.mesh.position;
  65739. for (var i = 0; i < len; i++) {
  65740. var bone = bones[i];
  65741. var points = this._debugLines[i];
  65742. if (!points) {
  65743. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65744. this._debugLines[i] = points;
  65745. }
  65746. this._getBonePosition(points[0], bone, meshMat);
  65747. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65748. points[0].subtractInPlace(meshPos);
  65749. points[1].subtractInPlace(meshPos);
  65750. }
  65751. };
  65752. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65753. var len = bones.length;
  65754. var boneNum = 0;
  65755. var meshPos = this.mesh.position;
  65756. for (var i = len - 1; i >= 0; i--) {
  65757. var childBone = bones[i];
  65758. var parentBone = childBone.getParent();
  65759. if (!parentBone) {
  65760. continue;
  65761. }
  65762. var points = this._debugLines[boneNum];
  65763. if (!points) {
  65764. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65765. this._debugLines[boneNum] = points;
  65766. }
  65767. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65768. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65769. points[0].subtractInPlace(meshPos);
  65770. points[1].subtractInPlace(meshPos);
  65771. boneNum++;
  65772. }
  65773. };
  65774. /** Update the viewer to sync with current skeleton state */
  65775. SkeletonViewer.prototype.update = function () {
  65776. if (this.autoUpdateBonesMatrices) {
  65777. this.skeleton.computeAbsoluteTransforms();
  65778. }
  65779. if (this.skeleton.bones[0].length === undefined) {
  65780. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65781. }
  65782. else {
  65783. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65784. }
  65785. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  65786. if (!this._debugMesh) {
  65787. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  65788. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65789. }
  65790. else {
  65791. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  65792. }
  65793. this._debugMesh.position.copyFrom(this.mesh.position);
  65794. this._debugMesh.color = this.color;
  65795. };
  65796. /** Release associated resources */
  65797. SkeletonViewer.prototype.dispose = function () {
  65798. if (this._debugMesh) {
  65799. this.isEnabled = false;
  65800. this._debugMesh.dispose();
  65801. this._debugMesh = null;
  65802. }
  65803. };
  65804. return SkeletonViewer;
  65805. }());
  65806. Debug.SkeletonViewer = SkeletonViewer;
  65807. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65808. })(BABYLON || (BABYLON = {}));
  65809. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65810. /**
  65811. * Module Debug contains the (visual) components to debug a scene correctly
  65812. */
  65813. var BABYLON;
  65814. (function (BABYLON) {
  65815. var Debug;
  65816. (function (Debug) {
  65817. /**
  65818. * The Axes viewer will show 3 axes in a specific point in space
  65819. */
  65820. var AxesViewer = /** @class */ (function () {
  65821. /**
  65822. * Creates a new AxesViewer
  65823. * @param scene defines the hosting scene
  65824. * @param scaleLines defines a number used to scale line length (1 by default)
  65825. */
  65826. function AxesViewer(scene, scaleLines) {
  65827. if (scaleLines === void 0) { scaleLines = 1; }
  65828. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65829. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65830. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65831. /**
  65832. * Gets or sets a number used to scale line length
  65833. */
  65834. this.scaleLines = 1;
  65835. this.scaleLines = scaleLines;
  65836. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65837. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65838. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65839. this._xmesh.renderingGroupId = 2;
  65840. this._ymesh.renderingGroupId = 2;
  65841. this._zmesh.renderingGroupId = 2;
  65842. this._xmesh.material.checkReadyOnlyOnce = true;
  65843. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65844. this._ymesh.material.checkReadyOnlyOnce = true;
  65845. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65846. this._zmesh.material.checkReadyOnlyOnce = true;
  65847. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65848. this.scene = scene;
  65849. }
  65850. /**
  65851. * Force the viewer to update
  65852. * @param position defines the position of the viewer
  65853. * @param xaxis defines the x axis of the viewer
  65854. * @param yaxis defines the y axis of the viewer
  65855. * @param zaxis defines the z axis of the viewer
  65856. */
  65857. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65858. var scaleLines = this.scaleLines;
  65859. if (this._xmesh) {
  65860. this._xmesh.position.copyFrom(position);
  65861. }
  65862. if (this._ymesh) {
  65863. this._ymesh.position.copyFrom(position);
  65864. }
  65865. if (this._zmesh) {
  65866. this._zmesh.position.copyFrom(position);
  65867. }
  65868. var point2 = this._xline[1];
  65869. point2.x = xaxis.x * scaleLines;
  65870. point2.y = xaxis.y * scaleLines;
  65871. point2.z = xaxis.z * scaleLines;
  65872. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65873. point2 = this._yline[1];
  65874. point2.x = yaxis.x * scaleLines;
  65875. point2.y = yaxis.y * scaleLines;
  65876. point2.z = yaxis.z * scaleLines;
  65877. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65878. point2 = this._zline[1];
  65879. point2.x = zaxis.x * scaleLines;
  65880. point2.y = zaxis.y * scaleLines;
  65881. point2.z = zaxis.z * scaleLines;
  65882. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65883. };
  65884. /** Releases resources */
  65885. AxesViewer.prototype.dispose = function () {
  65886. if (this._xmesh) {
  65887. this._xmesh.dispose();
  65888. }
  65889. if (this._ymesh) {
  65890. this._ymesh.dispose();
  65891. }
  65892. if (this._zmesh) {
  65893. this._zmesh.dispose();
  65894. }
  65895. this._xmesh = null;
  65896. this._ymesh = null;
  65897. this._zmesh = null;
  65898. this.scene = null;
  65899. };
  65900. return AxesViewer;
  65901. }());
  65902. Debug.AxesViewer = AxesViewer;
  65903. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65904. })(BABYLON || (BABYLON = {}));
  65905. //# sourceMappingURL=babylon.axesViewer.js.map
  65906. var BABYLON;
  65907. (function (BABYLON) {
  65908. var Debug;
  65909. (function (Debug) {
  65910. /**
  65911. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65912. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65913. */
  65914. var BoneAxesViewer = /** @class */ (function (_super) {
  65915. __extends(BoneAxesViewer, _super);
  65916. /**
  65917. * Creates a new BoneAxesViewer
  65918. * @param scene defines the hosting scene
  65919. * @param bone defines the target bone
  65920. * @param mesh defines the target mesh
  65921. * @param scaleLines defines a scaling factor for line length (1 by default)
  65922. */
  65923. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65924. if (scaleLines === void 0) { scaleLines = 1; }
  65925. var _this = _super.call(this, scene, scaleLines) || this;
  65926. /** Gets current position */
  65927. _this.pos = BABYLON.Vector3.Zero();
  65928. /** Gets direction of X axis */
  65929. _this.xaxis = BABYLON.Vector3.Zero();
  65930. /** Gets direction of Y axis */
  65931. _this.yaxis = BABYLON.Vector3.Zero();
  65932. /** Gets direction of Z axis */
  65933. _this.zaxis = BABYLON.Vector3.Zero();
  65934. _this.mesh = mesh;
  65935. _this.bone = bone;
  65936. return _this;
  65937. }
  65938. /**
  65939. * Force the viewer to update
  65940. */
  65941. BoneAxesViewer.prototype.update = function () {
  65942. if (!this.mesh || !this.bone) {
  65943. return;
  65944. }
  65945. var bone = this.bone;
  65946. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65947. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65948. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65949. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65950. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65951. };
  65952. /** Releases resources */
  65953. BoneAxesViewer.prototype.dispose = function () {
  65954. if (this.mesh) {
  65955. this.mesh = null;
  65956. this.bone = null;
  65957. _super.prototype.dispose.call(this);
  65958. }
  65959. };
  65960. return BoneAxesViewer;
  65961. }(Debug.AxesViewer));
  65962. Debug.BoneAxesViewer = BoneAxesViewer;
  65963. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65964. })(BABYLON || (BABYLON = {}));
  65965. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65966. var BABYLON;
  65967. (function (BABYLON) {
  65968. /**
  65969. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65970. * in order to better appreciate the issue one might have.
  65971. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65972. */
  65973. var RayHelper = /** @class */ (function () {
  65974. /**
  65975. * Instantiate a new ray helper.
  65976. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65977. * in order to better appreciate the issue one might have.
  65978. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65979. * @param ray Defines the ray we are currently tryin to visualize
  65980. */
  65981. function RayHelper(ray) {
  65982. this.ray = ray;
  65983. }
  65984. /**
  65985. * Helper function to create a colored helper in a scene in one line.
  65986. * @param ray Defines the ray we are currently tryin to visualize
  65987. * @param scene Defines the scene the ray is used in
  65988. * @param color Defines the color we want to see the ray in
  65989. * @returns The newly created ray helper.
  65990. */
  65991. RayHelper.CreateAndShow = function (ray, scene, color) {
  65992. var helper = new RayHelper(ray);
  65993. helper.show(scene, color);
  65994. return helper;
  65995. };
  65996. /**
  65997. * Shows the ray we are willing to debug.
  65998. * @param scene Defines the scene the ray needs to be rendered in
  65999. * @param color Defines the color the ray needs to be rendered in
  66000. */
  66001. RayHelper.prototype.show = function (scene, color) {
  66002. if (!this._renderFunction && this.ray) {
  66003. var ray = this.ray;
  66004. this._renderFunction = this._render.bind(this);
  66005. this._scene = scene;
  66006. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66007. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66008. if (this._renderFunction) {
  66009. this._scene.registerBeforeRender(this._renderFunction);
  66010. }
  66011. }
  66012. if (color && this._renderLine) {
  66013. this._renderLine.color.copyFrom(color);
  66014. }
  66015. };
  66016. /**
  66017. * Hides the ray we are debugging.
  66018. */
  66019. RayHelper.prototype.hide = function () {
  66020. if (this._renderFunction && this._scene) {
  66021. this._scene.unregisterBeforeRender(this._renderFunction);
  66022. this._scene = null;
  66023. this._renderFunction = null;
  66024. if (this._renderLine) {
  66025. this._renderLine.dispose();
  66026. this._renderLine = null;
  66027. }
  66028. this._renderPoints = [];
  66029. }
  66030. };
  66031. RayHelper.prototype._render = function () {
  66032. var ray = this.ray;
  66033. if (!ray) {
  66034. return;
  66035. }
  66036. var point = this._renderPoints[1];
  66037. var len = Math.min(ray.length, 1000000);
  66038. point.copyFrom(ray.direction);
  66039. point.scaleInPlace(len);
  66040. point.addInPlace(ray.origin);
  66041. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66042. };
  66043. /**
  66044. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66045. * @param mesh Defines the mesh we want the helper attached to
  66046. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66047. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66048. * @param length Defines the length of the ray
  66049. */
  66050. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66051. this._attachedToMesh = mesh;
  66052. var ray = this.ray;
  66053. if (!ray) {
  66054. return;
  66055. }
  66056. if (!ray.direction) {
  66057. ray.direction = BABYLON.Vector3.Zero();
  66058. }
  66059. if (!ray.origin) {
  66060. ray.origin = BABYLON.Vector3.Zero();
  66061. }
  66062. if (length) {
  66063. ray.length = length;
  66064. }
  66065. if (!meshSpaceOrigin) {
  66066. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66067. }
  66068. if (!meshSpaceDirection) {
  66069. // -1 so that this will work with Mesh.lookAt
  66070. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66071. }
  66072. if (!this._meshSpaceDirection) {
  66073. this._meshSpaceDirection = meshSpaceDirection.clone();
  66074. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66075. }
  66076. else {
  66077. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66078. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66079. }
  66080. if (!this._updateToMeshFunction) {
  66081. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66082. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66083. }
  66084. this._updateToMesh();
  66085. };
  66086. /**
  66087. * Detach the ray helper from the mesh it has previously been attached to.
  66088. */
  66089. RayHelper.prototype.detachFromMesh = function () {
  66090. if (this._attachedToMesh) {
  66091. if (this._updateToMeshFunction) {
  66092. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66093. }
  66094. this._attachedToMesh = null;
  66095. this._updateToMeshFunction = null;
  66096. }
  66097. };
  66098. RayHelper.prototype._updateToMesh = function () {
  66099. var ray = this.ray;
  66100. if (!this._attachedToMesh || !ray) {
  66101. return;
  66102. }
  66103. if (this._attachedToMesh._isDisposed) {
  66104. this.detachFromMesh();
  66105. return;
  66106. }
  66107. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66108. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66109. };
  66110. /**
  66111. * Dispose the helper and release its associated resources.
  66112. */
  66113. RayHelper.prototype.dispose = function () {
  66114. this.hide();
  66115. this.detachFromMesh();
  66116. this.ray = null;
  66117. };
  66118. return RayHelper;
  66119. }());
  66120. BABYLON.RayHelper = RayHelper;
  66121. })(BABYLON || (BABYLON = {}));
  66122. //# sourceMappingURL=babylon.rayHelper.js.map
  66123. var BABYLON;
  66124. (function (BABYLON) {
  66125. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66126. get: function () {
  66127. if (!this._debugLayer) {
  66128. this._debugLayer = new DebugLayer(this);
  66129. }
  66130. return this._debugLayer;
  66131. },
  66132. enumerable: true,
  66133. configurable: true
  66134. });
  66135. /**
  66136. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66137. * what is happening in your scene
  66138. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66139. */
  66140. var DebugLayer = /** @class */ (function () {
  66141. /**
  66142. * Instantiates a new debug layer.
  66143. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66144. * what is happening in your scene
  66145. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66146. * @param scene Defines the scene to inspect
  66147. */
  66148. function DebugLayer(scene) {
  66149. var _this = this;
  66150. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66151. /**
  66152. * Observable triggered when a property is changed through the inspector.
  66153. */
  66154. this.onPropertyChangedObservable = new BABYLON.Observable();
  66155. this._scene = scene;
  66156. this._scene.onDisposeObservable.add(function () {
  66157. // Debug layer
  66158. if (_this._scene._debugLayer) {
  66159. _this._scene._debugLayer.hide();
  66160. }
  66161. });
  66162. }
  66163. /** Creates the inspector window. */
  66164. DebugLayer.prototype._createInspector = function (config) {
  66165. if (config === void 0) { config = {}; }
  66166. var popup = config.popup || false;
  66167. var initialTab = config.initialTab || 0;
  66168. var parentElement = config.parentElement || null;
  66169. if (!this._inspector) {
  66170. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66171. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  66172. } // else nothing to do as instance is already created
  66173. };
  66174. /**
  66175. * Get if the inspector is visible or not.
  66176. * @returns true if visible otherwise, false
  66177. */
  66178. DebugLayer.prototype.isVisible = function () {
  66179. if (!this._inspector) {
  66180. return false;
  66181. }
  66182. return true;
  66183. };
  66184. /**
  66185. * Hide the inspector and close its window.
  66186. */
  66187. DebugLayer.prototype.hide = function () {
  66188. if (this._inspector) {
  66189. try {
  66190. this._inspector.dispose();
  66191. }
  66192. catch (e) {
  66193. // If the inspector has been removed directly from the inspector tool
  66194. }
  66195. this.onPropertyChangedObservable.clear();
  66196. this._inspector = null;
  66197. }
  66198. };
  66199. /**
  66200. *
  66201. * Launch the debugLayer.
  66202. *
  66203. * initialTab:
  66204. * | Value | Tab Name |
  66205. * | --- | --- |
  66206. * | 0 | Scene |
  66207. * | 1 | Console |
  66208. * | 2 | Stats |
  66209. * | 3 | Textures |
  66210. * | 4 | Mesh |
  66211. * | 5 | Light |
  66212. * | 6 | Material |
  66213. * | 7 | GLTF |
  66214. * | 8 | GUI |
  66215. * | 9 | Physics |
  66216. * | 10 | Camera |
  66217. * | 11 | Audio |
  66218. *
  66219. * @param config Define the configuration of the inspector
  66220. */
  66221. DebugLayer.prototype.show = function (config) {
  66222. if (config === void 0) { config = {}; }
  66223. if (typeof this.BJSINSPECTOR == 'undefined') {
  66224. // Load inspector and add it to the DOM
  66225. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66226. }
  66227. else {
  66228. // Otherwise creates the inspector
  66229. this._createInspector(config);
  66230. }
  66231. };
  66232. /**
  66233. * Gets the active tab
  66234. * @return the index of the active tab or -1 if the inspector is hidden
  66235. */
  66236. DebugLayer.prototype.getActiveTab = function () {
  66237. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  66238. };
  66239. /**
  66240. * Define the url to get the inspector script from.
  66241. * By default it uses the babylonjs CDN.
  66242. * @ignoreNaming
  66243. */
  66244. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66245. return DebugLayer;
  66246. }());
  66247. BABYLON.DebugLayer = DebugLayer;
  66248. })(BABYLON || (BABYLON = {}));
  66249. //# sourceMappingURL=babylon.debugLayer.js.map
  66250. var BABYLON;
  66251. (function (BABYLON) {
  66252. var Debug;
  66253. (function (Debug) {
  66254. /**
  66255. * Used to show the physics impostor around the specific mesh
  66256. */
  66257. var PhysicsViewer = /** @class */ (function () {
  66258. /**
  66259. * Creates a new PhysicsViewer
  66260. * @param scene defines the hosting scene
  66261. */
  66262. function PhysicsViewer(scene) {
  66263. /** @hidden */
  66264. this._impostors = [];
  66265. /** @hidden */
  66266. this._meshes = [];
  66267. /** @hidden */
  66268. this._numMeshes = 0;
  66269. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66270. var physicEngine = this._scene.getPhysicsEngine();
  66271. if (physicEngine) {
  66272. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66273. }
  66274. }
  66275. /** @hidden */
  66276. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66277. var plugin = this._physicsEnginePlugin;
  66278. for (var i = 0; i < this._numMeshes; i++) {
  66279. var impostor = this._impostors[i];
  66280. if (!impostor) {
  66281. continue;
  66282. }
  66283. if (impostor.isDisposed) {
  66284. this.hideImpostor(this._impostors[i--]);
  66285. }
  66286. else {
  66287. var mesh = this._meshes[i];
  66288. if (mesh && plugin) {
  66289. plugin.syncMeshWithImpostor(mesh, impostor);
  66290. }
  66291. }
  66292. }
  66293. };
  66294. /**
  66295. * Renders a specified physic impostor
  66296. * @param impostor defines the impostor to render
  66297. */
  66298. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66299. if (!this._scene) {
  66300. return;
  66301. }
  66302. for (var i = 0; i < this._numMeshes; i++) {
  66303. if (this._impostors[i] == impostor) {
  66304. return;
  66305. }
  66306. }
  66307. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66308. if (debugMesh) {
  66309. this._impostors[this._numMeshes] = impostor;
  66310. this._meshes[this._numMeshes] = debugMesh;
  66311. if (this._numMeshes === 0) {
  66312. this._renderFunction = this._updateDebugMeshes.bind(this);
  66313. this._scene.registerBeforeRender(this._renderFunction);
  66314. }
  66315. this._numMeshes++;
  66316. }
  66317. };
  66318. /**
  66319. * Hides a specified physic impostor
  66320. * @param impostor defines the impostor to hide
  66321. */
  66322. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66323. if (!impostor || !this._scene) {
  66324. return;
  66325. }
  66326. var removed = false;
  66327. for (var i = 0; i < this._numMeshes; i++) {
  66328. if (this._impostors[i] == impostor) {
  66329. var mesh = this._meshes[i];
  66330. if (!mesh) {
  66331. continue;
  66332. }
  66333. this._scene.removeMesh(mesh);
  66334. mesh.dispose();
  66335. this._numMeshes--;
  66336. if (this._numMeshes > 0) {
  66337. this._meshes[i] = this._meshes[this._numMeshes];
  66338. this._impostors[i] = this._impostors[this._numMeshes];
  66339. this._meshes[this._numMeshes] = null;
  66340. this._impostors[this._numMeshes] = null;
  66341. }
  66342. else {
  66343. this._meshes[0] = null;
  66344. this._impostors[0] = null;
  66345. }
  66346. removed = true;
  66347. break;
  66348. }
  66349. }
  66350. if (removed && this._numMeshes === 0) {
  66351. this._scene.unregisterBeforeRender(this._renderFunction);
  66352. }
  66353. };
  66354. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66355. if (!this._debugMaterial) {
  66356. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66357. this._debugMaterial.wireframe = true;
  66358. }
  66359. return this._debugMaterial;
  66360. };
  66361. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66362. if (!this._debugBoxMesh) {
  66363. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66364. this._debugBoxMesh.renderingGroupId = 1;
  66365. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66366. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66367. scene.removeMesh(this._debugBoxMesh);
  66368. }
  66369. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66370. };
  66371. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66372. if (!this._debugSphereMesh) {
  66373. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66374. this._debugSphereMesh.renderingGroupId = 1;
  66375. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66376. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66377. scene.removeMesh(this._debugSphereMesh);
  66378. }
  66379. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66380. };
  66381. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66382. var mesh = null;
  66383. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66384. mesh = this._getDebugBoxMesh(scene);
  66385. impostor.getBoxSizeToRef(mesh.scaling);
  66386. }
  66387. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66388. mesh = this._getDebugSphereMesh(scene);
  66389. var radius = impostor.getRadius();
  66390. mesh.scaling.x = radius * 2;
  66391. mesh.scaling.y = radius * 2;
  66392. mesh.scaling.z = radius * 2;
  66393. }
  66394. return mesh;
  66395. };
  66396. /** Releases all resources */
  66397. PhysicsViewer.prototype.dispose = function () {
  66398. for (var i = 0; i < this._numMeshes; i++) {
  66399. this.hideImpostor(this._impostors[i]);
  66400. }
  66401. if (this._debugBoxMesh) {
  66402. this._debugBoxMesh.dispose();
  66403. }
  66404. if (this._debugSphereMesh) {
  66405. this._debugSphereMesh.dispose();
  66406. }
  66407. if (this._debugMaterial) {
  66408. this._debugMaterial.dispose();
  66409. }
  66410. this._impostors.length = 0;
  66411. this._scene = null;
  66412. this._physicsEnginePlugin = null;
  66413. };
  66414. return PhysicsViewer;
  66415. }());
  66416. Debug.PhysicsViewer = PhysicsViewer;
  66417. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66418. })(BABYLON || (BABYLON = {}));
  66419. //# sourceMappingURL=babylon.physicsViewer.js.map
  66420. var BABYLON;
  66421. (function (BABYLON) {
  66422. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66423. get: function () {
  66424. return this._forceShowBoundingBoxes || false;
  66425. },
  66426. set: function (value) {
  66427. this._forceShowBoundingBoxes = value;
  66428. // Lazyly creates a BB renderer if needed.
  66429. if (value) {
  66430. this.getBoundingBoxRenderer();
  66431. }
  66432. },
  66433. enumerable: true,
  66434. configurable: true
  66435. });
  66436. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66437. if (!this._boundingBoxRenderer) {
  66438. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66439. }
  66440. return this._boundingBoxRenderer;
  66441. };
  66442. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66443. get: function () {
  66444. return this._showBoundingBox || false;
  66445. },
  66446. set: function (value) {
  66447. this._showBoundingBox = value;
  66448. // Lazyly creates a BB renderer if needed.
  66449. if (value) {
  66450. this.getScene().getBoundingBoxRenderer();
  66451. }
  66452. },
  66453. enumerable: true,
  66454. configurable: true
  66455. });
  66456. /**
  66457. * Component responsible of rendering the bounding box of the meshes in a scene.
  66458. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66459. */
  66460. var BoundingBoxRenderer = /** @class */ (function () {
  66461. /**
  66462. * Instantiates a new bounding box renderer in a scene.
  66463. * @param scene the scene the renderer renders in
  66464. */
  66465. function BoundingBoxRenderer(scene) {
  66466. /**
  66467. * The component name helpfull to identify the component in the list of scene components.
  66468. */
  66469. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66470. /**
  66471. * Color of the bounding box lines placed in front of an object
  66472. */
  66473. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66474. /**
  66475. * Color of the bounding box lines placed behind an object
  66476. */
  66477. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66478. /**
  66479. * Defines if the renderer should show the back lines or not
  66480. */
  66481. this.showBackLines = true;
  66482. /**
  66483. * @hidden
  66484. */
  66485. this.renderList = new BABYLON.SmartArray(32);
  66486. this._vertexBuffers = {};
  66487. this.scene = scene;
  66488. scene._addComponent(this);
  66489. }
  66490. /**
  66491. * Registers the component in a given scene
  66492. */
  66493. BoundingBoxRenderer.prototype.register = function () {
  66494. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66495. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66496. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66497. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66498. };
  66499. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66500. if (mesh.showSubMeshesBoundingBox) {
  66501. var boundingInfo = subMesh.getBoundingInfo();
  66502. if (boundingInfo !== null && boundingInfo !== undefined) {
  66503. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66504. this.renderList.push(boundingInfo.boundingBox);
  66505. }
  66506. }
  66507. };
  66508. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66509. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66510. var boundingInfo = sourceMesh.getBoundingInfo();
  66511. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66512. this.renderList.push(boundingInfo.boundingBox);
  66513. }
  66514. };
  66515. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66516. if (this._colorShader) {
  66517. return;
  66518. }
  66519. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66520. attributes: [BABYLON.VertexBuffer.PositionKind],
  66521. uniforms: ["world", "viewProjection", "color"]
  66522. });
  66523. var engine = this.scene.getEngine();
  66524. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66525. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66526. this._createIndexBuffer();
  66527. };
  66528. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66529. var engine = this.scene.getEngine();
  66530. 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]);
  66531. };
  66532. /**
  66533. * Rebuilds the elements related to this component in case of
  66534. * context lost for instance.
  66535. */
  66536. BoundingBoxRenderer.prototype.rebuild = function () {
  66537. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66538. if (vb) {
  66539. vb._rebuild();
  66540. }
  66541. this._createIndexBuffer();
  66542. };
  66543. /**
  66544. * @hidden
  66545. */
  66546. BoundingBoxRenderer.prototype.reset = function () {
  66547. this.renderList.reset();
  66548. };
  66549. /**
  66550. * Render the bounding boxes of a specific rendering group
  66551. * @param renderingGroupId defines the rendering group to render
  66552. */
  66553. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66554. if (this.renderList.length === 0) {
  66555. return;
  66556. }
  66557. this._prepareRessources();
  66558. if (!this._colorShader.isReady()) {
  66559. return;
  66560. }
  66561. var engine = this.scene.getEngine();
  66562. engine.setDepthWrite(false);
  66563. this._colorShader._preBind();
  66564. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66565. var boundingBox = this.renderList.data[boundingBoxIndex];
  66566. if (boundingBox._tag !== renderingGroupId) {
  66567. continue;
  66568. }
  66569. var min = boundingBox.minimum;
  66570. var max = boundingBox.maximum;
  66571. var diff = max.subtract(min);
  66572. var median = min.add(diff.scale(0.5));
  66573. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66574. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66575. .multiply(boundingBox.getWorldMatrix());
  66576. // VBOs
  66577. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66578. if (this.showBackLines) {
  66579. // Back
  66580. engine.setDepthFunctionToGreaterOrEqual();
  66581. this.scene.resetCachedMaterial();
  66582. this._colorShader.setColor4("color", this.backColor.toColor4());
  66583. this._colorShader.bind(worldMatrix);
  66584. // Draw order
  66585. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66586. }
  66587. // Front
  66588. engine.setDepthFunctionToLess();
  66589. this.scene.resetCachedMaterial();
  66590. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66591. this._colorShader.bind(worldMatrix);
  66592. // Draw order
  66593. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66594. }
  66595. this._colorShader.unbind();
  66596. engine.setDepthFunctionToLessOrEqual();
  66597. engine.setDepthWrite(true);
  66598. };
  66599. /**
  66600. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66601. * @param mesh Define the mesh to render the occlusion bounding box for
  66602. */
  66603. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66604. this._prepareRessources();
  66605. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66606. return;
  66607. }
  66608. var engine = this.scene.getEngine();
  66609. engine.setDepthWrite(false);
  66610. engine.setColorWrite(false);
  66611. this._colorShader._preBind();
  66612. var boundingBox = mesh._boundingInfo.boundingBox;
  66613. var min = boundingBox.minimum;
  66614. var max = boundingBox.maximum;
  66615. var diff = max.subtract(min);
  66616. var median = min.add(diff.scale(0.5));
  66617. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66618. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66619. .multiply(boundingBox.getWorldMatrix());
  66620. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66621. engine.setDepthFunctionToLess();
  66622. this.scene.resetCachedMaterial();
  66623. this._colorShader.bind(worldMatrix);
  66624. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66625. this._colorShader.unbind();
  66626. engine.setDepthFunctionToLessOrEqual();
  66627. engine.setDepthWrite(true);
  66628. engine.setColorWrite(true);
  66629. };
  66630. /**
  66631. * Dispose and release the resources attached to this renderer.
  66632. */
  66633. BoundingBoxRenderer.prototype.dispose = function () {
  66634. if (!this._colorShader) {
  66635. return;
  66636. }
  66637. this.renderList.dispose();
  66638. this._colorShader.dispose();
  66639. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66640. if (buffer) {
  66641. buffer.dispose();
  66642. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66643. }
  66644. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66645. };
  66646. return BoundingBoxRenderer;
  66647. }());
  66648. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66649. })(BABYLON || (BABYLON = {}));
  66650. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66651. var BABYLON;
  66652. (function (BABYLON) {
  66653. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66654. return this._gl.createTransformFeedback();
  66655. };
  66656. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66657. this._gl.deleteTransformFeedback(value);
  66658. };
  66659. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66660. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66661. };
  66662. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66663. if (usePoints === void 0) { usePoints = true; }
  66664. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66665. };
  66666. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66667. this._gl.endTransformFeedback();
  66668. };
  66669. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66670. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66671. };
  66672. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66673. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66674. };
  66675. })(BABYLON || (BABYLON = {}));
  66676. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66677. var BABYLON;
  66678. (function (BABYLON) {
  66679. /**
  66680. * This represents a GPU particle system in Babylon
  66681. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66682. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66683. */
  66684. var GPUParticleSystem = /** @class */ (function (_super) {
  66685. __extends(GPUParticleSystem, _super);
  66686. /**
  66687. * Instantiates a GPU particle system.
  66688. * 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.
  66689. * @param name The name of the particle system
  66690. * @param options The options used to create the system
  66691. * @param scene The scene the particle system belongs to
  66692. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66693. */
  66694. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66695. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66696. var _this = _super.call(this, name) || this;
  66697. /**
  66698. * The layer mask we are rendering the particles through.
  66699. */
  66700. _this.layerMask = 0x0FFFFFFF;
  66701. _this._accumulatedCount = 0;
  66702. _this._targetIndex = 0;
  66703. _this._currentRenderId = -1;
  66704. _this._started = false;
  66705. _this._stopped = false;
  66706. _this._timeDelta = 0;
  66707. _this._actualFrame = 0;
  66708. _this._rawTextureWidth = 256;
  66709. /**
  66710. * An event triggered when the system is disposed.
  66711. */
  66712. _this.onDisposeObservable = new BABYLON.Observable();
  66713. /**
  66714. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66715. * to override the particles.
  66716. */
  66717. _this.forceDepthWrite = false;
  66718. _this._preWarmDone = false;
  66719. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66720. // Setup the default processing configuration to the scene.
  66721. _this._attachImageProcessingConfiguration(null);
  66722. _this._engine = _this._scene.getEngine();
  66723. if (!options.randomTextureSize) {
  66724. delete options.randomTextureSize;
  66725. }
  66726. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66727. var optionsAsNumber = options;
  66728. if (isFinite(optionsAsNumber)) {
  66729. fullOptions.capacity = optionsAsNumber;
  66730. }
  66731. _this._capacity = fullOptions.capacity;
  66732. _this._activeCount = fullOptions.capacity;
  66733. _this._currentActiveCount = 0;
  66734. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66735. _this._scene.particleSystems.push(_this);
  66736. _this._updateEffectOptions = {
  66737. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66738. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66739. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66740. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66741. uniformBuffersNames: [],
  66742. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66743. defines: "",
  66744. fallbacks: null,
  66745. onCompiled: null,
  66746. onError: null,
  66747. indexParameters: null,
  66748. maxSimultaneousLights: 0,
  66749. transformFeedbackVaryings: []
  66750. };
  66751. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66752. // Random data
  66753. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66754. var d = [];
  66755. for (var i = 0; i < maxTextureSize; ++i) {
  66756. d.push(Math.random());
  66757. d.push(Math.random());
  66758. d.push(Math.random());
  66759. d.push(Math.random());
  66760. }
  66761. _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);
  66762. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66763. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66764. d = [];
  66765. for (var i = 0; i < maxTextureSize; ++i) {
  66766. d.push(Math.random());
  66767. d.push(Math.random());
  66768. d.push(Math.random());
  66769. d.push(Math.random());
  66770. }
  66771. _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);
  66772. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66773. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66774. _this._randomTextureSize = maxTextureSize;
  66775. return _this;
  66776. }
  66777. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66778. /**
  66779. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66780. */
  66781. get: function () {
  66782. if (!BABYLON.Engine.LastCreatedEngine) {
  66783. return false;
  66784. }
  66785. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66786. },
  66787. enumerable: true,
  66788. configurable: true
  66789. });
  66790. /**
  66791. * Gets the maximum number of particles active at the same time.
  66792. * @returns The max number of active particles.
  66793. */
  66794. GPUParticleSystem.prototype.getCapacity = function () {
  66795. return this._capacity;
  66796. };
  66797. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66798. /**
  66799. * Gets or set the number of active particles
  66800. */
  66801. get: function () {
  66802. return this._activeCount;
  66803. },
  66804. set: function (value) {
  66805. this._activeCount = Math.min(value, this._capacity);
  66806. },
  66807. enumerable: true,
  66808. configurable: true
  66809. });
  66810. /**
  66811. * Is this system ready to be used/rendered
  66812. * @return true if the system is ready
  66813. */
  66814. GPUParticleSystem.prototype.isReady = function () {
  66815. if (!this._updateEffect) {
  66816. this._recreateUpdateEffect();
  66817. this._recreateRenderEffect();
  66818. return false;
  66819. }
  66820. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66821. return false;
  66822. }
  66823. return true;
  66824. };
  66825. /**
  66826. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66827. * @returns True if it has been started, otherwise false.
  66828. */
  66829. GPUParticleSystem.prototype.isStarted = function () {
  66830. return this._started;
  66831. };
  66832. /**
  66833. * Starts the particle system and begins to emit
  66834. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66835. */
  66836. GPUParticleSystem.prototype.start = function (delay) {
  66837. var _this = this;
  66838. if (delay === void 0) { delay = this.startDelay; }
  66839. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66840. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66841. }
  66842. if (delay) {
  66843. setTimeout(function () {
  66844. _this.start(0);
  66845. }, delay);
  66846. return;
  66847. }
  66848. this._started = true;
  66849. this._stopped = false;
  66850. this._preWarmDone = false;
  66851. // Animations
  66852. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66853. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66854. }
  66855. };
  66856. /**
  66857. * Stops the particle system.
  66858. */
  66859. GPUParticleSystem.prototype.stop = function () {
  66860. this._stopped = true;
  66861. };
  66862. /**
  66863. * Remove all active particles
  66864. */
  66865. GPUParticleSystem.prototype.reset = function () {
  66866. this._releaseBuffers();
  66867. this._releaseVAOs();
  66868. this._currentActiveCount = 0;
  66869. this._targetIndex = 0;
  66870. };
  66871. /**
  66872. * Returns the string "GPUParticleSystem"
  66873. * @returns a string containing the class name
  66874. */
  66875. GPUParticleSystem.prototype.getClassName = function () {
  66876. return "GPUParticleSystem";
  66877. };
  66878. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66879. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66880. this._releaseBuffers();
  66881. return this;
  66882. };
  66883. /**
  66884. * Adds a new color gradient
  66885. * @param gradient defines the gradient to use (between 0 and 1)
  66886. * @param color1 defines the color to affect to the specified gradient
  66887. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66888. * @returns the current particle system
  66889. */
  66890. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66891. if (!this._colorGradients) {
  66892. this._colorGradients = [];
  66893. }
  66894. var colorGradient = new BABYLON.ColorGradient();
  66895. colorGradient.gradient = gradient;
  66896. colorGradient.color1 = color1;
  66897. this._colorGradients.push(colorGradient);
  66898. this._colorGradients.sort(function (a, b) {
  66899. if (a.gradient < b.gradient) {
  66900. return -1;
  66901. }
  66902. else if (a.gradient > b.gradient) {
  66903. return 1;
  66904. }
  66905. return 0;
  66906. });
  66907. if (this._colorGradientsTexture) {
  66908. this._colorGradientsTexture.dispose();
  66909. this._colorGradientsTexture = null;
  66910. }
  66911. this._releaseBuffers();
  66912. return this;
  66913. };
  66914. /**
  66915. * Remove a specific color gradient
  66916. * @param gradient defines the gradient to remove
  66917. * @returns the current particle system
  66918. */
  66919. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66920. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66921. this._colorGradientsTexture = null;
  66922. return this;
  66923. };
  66924. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66925. var valueGradient = new BABYLON.FactorGradient();
  66926. valueGradient.gradient = gradient;
  66927. valueGradient.factor1 = factor;
  66928. factorGradients.push(valueGradient);
  66929. factorGradients.sort(function (a, b) {
  66930. if (a.gradient < b.gradient) {
  66931. return -1;
  66932. }
  66933. else if (a.gradient > b.gradient) {
  66934. return 1;
  66935. }
  66936. return 0;
  66937. });
  66938. this._releaseBuffers();
  66939. };
  66940. /**
  66941. * Adds a new size gradient
  66942. * @param gradient defines the gradient to use (between 0 and 1)
  66943. * @param factor defines the size factor to affect to the specified gradient
  66944. * @returns the current particle system
  66945. */
  66946. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66947. if (!this._sizeGradients) {
  66948. this._sizeGradients = [];
  66949. }
  66950. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66951. if (this._sizeGradientsTexture) {
  66952. this._sizeGradientsTexture.dispose();
  66953. this._sizeGradientsTexture = null;
  66954. }
  66955. this._releaseBuffers();
  66956. return this;
  66957. };
  66958. /**
  66959. * Remove a specific size gradient
  66960. * @param gradient defines the gradient to remove
  66961. * @returns the current particle system
  66962. */
  66963. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66964. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66965. this._sizeGradientsTexture = null;
  66966. return this;
  66967. };
  66968. /**
  66969. * Adds a new angular speed gradient
  66970. * @param gradient defines the gradient to use (between 0 and 1)
  66971. * @param factor defines the angular speed to affect to the specified gradient
  66972. * @returns the current particle system
  66973. */
  66974. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66975. if (!this._angularSpeedGradients) {
  66976. this._angularSpeedGradients = [];
  66977. }
  66978. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66979. if (this._angularSpeedGradientsTexture) {
  66980. this._angularSpeedGradientsTexture.dispose();
  66981. this._angularSpeedGradientsTexture = null;
  66982. }
  66983. this._releaseBuffers();
  66984. return this;
  66985. };
  66986. /**
  66987. * Remove a specific angular speed gradient
  66988. * @param gradient defines the gradient to remove
  66989. * @returns the current particle system
  66990. */
  66991. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66992. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66993. this._angularSpeedGradientsTexture = null;
  66994. return this;
  66995. };
  66996. /**
  66997. * Adds a new velocity gradient
  66998. * @param gradient defines the gradient to use (between 0 and 1)
  66999. * @param factor defines the velocity to affect to the specified gradient
  67000. * @returns the current particle system
  67001. */
  67002. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67003. if (!this._velocityGradients) {
  67004. this._velocityGradients = [];
  67005. }
  67006. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67007. if (this._velocityGradientsTexture) {
  67008. this._velocityGradientsTexture.dispose();
  67009. this._velocityGradientsTexture = null;
  67010. }
  67011. this._releaseBuffers();
  67012. return this;
  67013. };
  67014. /**
  67015. * Remove a specific velocity gradient
  67016. * @param gradient defines the gradient to remove
  67017. * @returns the current particle system
  67018. */
  67019. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67020. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67021. this._velocityGradientsTexture = null;
  67022. return this;
  67023. };
  67024. /**
  67025. * Adds a new limit velocity gradient
  67026. * @param gradient defines the gradient to use (between 0 and 1)
  67027. * @param factor defines the limit velocity value to affect to the specified gradient
  67028. * @returns the current particle system
  67029. */
  67030. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67031. if (!this._limitVelocityGradients) {
  67032. this._limitVelocityGradients = [];
  67033. }
  67034. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67035. if (this._limitVelocityGradientsTexture) {
  67036. this._limitVelocityGradientsTexture.dispose();
  67037. this._limitVelocityGradientsTexture = null;
  67038. }
  67039. this._releaseBuffers();
  67040. return this;
  67041. };
  67042. /**
  67043. * Remove a specific limit velocity gradient
  67044. * @param gradient defines the gradient to remove
  67045. * @returns the current particle system
  67046. */
  67047. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67048. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67049. this._limitVelocityGradientsTexture = null;
  67050. return this;
  67051. };
  67052. /**
  67053. * Adds a new drag gradient
  67054. * @param gradient defines the gradient to use (between 0 and 1)
  67055. * @param factor defines the drag value to affect to the specified gradient
  67056. * @returns the current particle system
  67057. */
  67058. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67059. if (!this._dragGradients) {
  67060. this._dragGradients = [];
  67061. }
  67062. this._addFactorGradient(this._dragGradients, gradient, factor);
  67063. if (this._dragGradientsTexture) {
  67064. this._dragGradientsTexture.dispose();
  67065. this._dragGradientsTexture = null;
  67066. }
  67067. this._releaseBuffers();
  67068. return this;
  67069. };
  67070. /**
  67071. * Remove a specific drag gradient
  67072. * @param gradient defines the gradient to remove
  67073. * @returns the current particle system
  67074. */
  67075. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67076. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67077. this._dragGradientsTexture = null;
  67078. return this;
  67079. };
  67080. /**
  67081. * Not supported by GPUParticleSystem
  67082. * @param gradient defines the gradient to use (between 0 and 1)
  67083. * @param factor defines the emit rate value to affect to the specified gradient
  67084. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67085. * @returns the current particle system
  67086. */
  67087. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67088. // Do nothing as emit rate is not supported by GPUParticleSystem
  67089. return this;
  67090. };
  67091. /**
  67092. * Not supported by GPUParticleSystem
  67093. * @param gradient defines the gradient to remove
  67094. * @returns the current particle system
  67095. */
  67096. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67097. // Do nothing as emit rate is not supported by GPUParticleSystem
  67098. return this;
  67099. };
  67100. /**
  67101. * Not supported by GPUParticleSystem
  67102. * @param gradient defines the gradient to use (between 0 and 1)
  67103. * @param factor defines the start size value to affect to the specified gradient
  67104. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67105. * @returns the current particle system
  67106. */
  67107. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67108. // Do nothing as start size is not supported by GPUParticleSystem
  67109. return this;
  67110. };
  67111. /**
  67112. * Not supported by GPUParticleSystem
  67113. * @param gradient defines the gradient to remove
  67114. * @returns the current particle system
  67115. */
  67116. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67117. // Do nothing as start size is not supported by GPUParticleSystem
  67118. return this;
  67119. };
  67120. /**
  67121. * Not supported by GPUParticleSystem
  67122. * @param gradient defines the gradient to use (between 0 and 1)
  67123. * @param min defines the color remap minimal range
  67124. * @param max defines the color remap maximal range
  67125. * @returns the current particle system
  67126. */
  67127. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67128. // Do nothing as start size is not supported by GPUParticleSystem
  67129. return this;
  67130. };
  67131. /**
  67132. * Not supported by GPUParticleSystem
  67133. * @param gradient defines the gradient to remove
  67134. * @returns the current particle system
  67135. */
  67136. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67137. // Do nothing as start size is not supported by GPUParticleSystem
  67138. return this;
  67139. };
  67140. /**
  67141. * Not supported by GPUParticleSystem
  67142. * @param gradient defines the gradient to use (between 0 and 1)
  67143. * @param min defines the alpha remap minimal range
  67144. * @param max defines the alpha remap maximal range
  67145. * @returns the current particle system
  67146. */
  67147. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67148. // Do nothing as start size is not supported by GPUParticleSystem
  67149. return this;
  67150. };
  67151. /**
  67152. * Not supported by GPUParticleSystem
  67153. * @param gradient defines the gradient to remove
  67154. * @returns the current particle system
  67155. */
  67156. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67157. // Do nothing as start size is not supported by GPUParticleSystem
  67158. return this;
  67159. };
  67160. /**
  67161. * Not supported by GPUParticleSystem
  67162. * @param gradient defines the gradient to use (between 0 and 1)
  67163. * @param color defines the color to affect to the specified gradient
  67164. * @returns the current particle system
  67165. */
  67166. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67167. //Not supported by GPUParticleSystem
  67168. return this;
  67169. };
  67170. /**
  67171. * Not supported by GPUParticleSystem
  67172. * @param gradient defines the gradient to remove
  67173. * @returns the current particle system
  67174. */
  67175. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67176. //Not supported by GPUParticleSystem
  67177. return this;
  67178. };
  67179. /**
  67180. * Not supported by GPUParticleSystem
  67181. * @returns the list of ramp gradients
  67182. */
  67183. GPUParticleSystem.prototype.getRampGradients = function () {
  67184. return null;
  67185. };
  67186. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67187. /**
  67188. * Not supported by GPUParticleSystem
  67189. * Gets or sets a boolean indicating that ramp gradients must be used
  67190. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67191. */
  67192. get: function () {
  67193. //Not supported by GPUParticleSystem
  67194. return false;
  67195. },
  67196. set: function (value) {
  67197. //Not supported by GPUParticleSystem
  67198. },
  67199. enumerable: true,
  67200. configurable: true
  67201. });
  67202. /**
  67203. * Not supported by GPUParticleSystem
  67204. * @param gradient defines the gradient to use (between 0 and 1)
  67205. * @param factor defines the life time factor to affect to the specified gradient
  67206. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67207. * @returns the current particle system
  67208. */
  67209. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67210. //Not supported by GPUParticleSystem
  67211. return this;
  67212. };
  67213. /**
  67214. * Not supported by GPUParticleSystem
  67215. * @param gradient defines the gradient to remove
  67216. * @returns the current particle system
  67217. */
  67218. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67219. //Not supported by GPUParticleSystem
  67220. return this;
  67221. };
  67222. GPUParticleSystem.prototype._reset = function () {
  67223. this._releaseBuffers();
  67224. };
  67225. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67226. var updateVertexBuffers = {};
  67227. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67228. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67229. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67230. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67231. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67232. var offset = 12;
  67233. if (!this._colorGradientsTexture) {
  67234. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67235. offset += 4;
  67236. }
  67237. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67238. offset += 3;
  67239. if (!this._isBillboardBased) {
  67240. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67241. offset += 3;
  67242. }
  67243. if (this._angularSpeedGradientsTexture) {
  67244. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67245. offset += 1;
  67246. }
  67247. else {
  67248. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67249. offset += 2;
  67250. }
  67251. if (this._isAnimationSheetEnabled) {
  67252. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67253. offset += 1;
  67254. if (this.spriteRandomStartCell) {
  67255. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67256. offset += 1;
  67257. }
  67258. }
  67259. if (this.noiseTexture) {
  67260. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67261. offset += 3;
  67262. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67263. offset += 3;
  67264. }
  67265. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67266. this._engine.bindArrayBuffer(null);
  67267. return vao;
  67268. };
  67269. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67270. var renderVertexBuffers = {};
  67271. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67272. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67273. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67274. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67275. var offset = 12;
  67276. if (!this._colorGradientsTexture) {
  67277. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67278. offset += 4;
  67279. }
  67280. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67281. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67282. }
  67283. offset += 3; // Direction
  67284. if (!this._isBillboardBased) {
  67285. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67286. offset += 3;
  67287. }
  67288. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67289. if (this._angularSpeedGradientsTexture) {
  67290. offset++;
  67291. }
  67292. else {
  67293. offset += 2;
  67294. }
  67295. if (this._isAnimationSheetEnabled) {
  67296. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67297. offset += 1;
  67298. if (this.spriteRandomStartCell) {
  67299. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67300. offset += 1;
  67301. }
  67302. }
  67303. if (this.noiseTexture) {
  67304. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67305. offset += 3;
  67306. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67307. offset += 3;
  67308. }
  67309. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67310. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67311. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67312. this._engine.bindArrayBuffer(null);
  67313. return vao;
  67314. };
  67315. GPUParticleSystem.prototype._initialize = function (force) {
  67316. if (force === void 0) { force = false; }
  67317. if (this._buffer0 && !force) {
  67318. return;
  67319. }
  67320. var engine = this._scene.getEngine();
  67321. var data = new Array();
  67322. this._attributesStrideSize = 21;
  67323. this._targetIndex = 0;
  67324. if (!this.isBillboardBased) {
  67325. this._attributesStrideSize += 3;
  67326. }
  67327. if (this._colorGradientsTexture) {
  67328. this._attributesStrideSize -= 4;
  67329. }
  67330. if (this._angularSpeedGradientsTexture) {
  67331. this._attributesStrideSize -= 1;
  67332. }
  67333. if (this._isAnimationSheetEnabled) {
  67334. this._attributesStrideSize += 1;
  67335. if (this.spriteRandomStartCell) {
  67336. this._attributesStrideSize += 1;
  67337. }
  67338. }
  67339. if (this.noiseTexture) {
  67340. this._attributesStrideSize += 6;
  67341. }
  67342. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67343. // position
  67344. data.push(0.0);
  67345. data.push(0.0);
  67346. data.push(0.0);
  67347. // Age and life
  67348. data.push(0.0); // create the particle as a dead one to create a new one at start
  67349. data.push(0.0);
  67350. // Seed
  67351. data.push(Math.random());
  67352. data.push(Math.random());
  67353. data.push(Math.random());
  67354. data.push(Math.random());
  67355. // Size
  67356. data.push(0.0);
  67357. data.push(0.0);
  67358. data.push(0.0);
  67359. if (!this._colorGradientsTexture) {
  67360. // color
  67361. data.push(0.0);
  67362. data.push(0.0);
  67363. data.push(0.0);
  67364. data.push(0.0);
  67365. }
  67366. // direction
  67367. data.push(0.0);
  67368. data.push(0.0);
  67369. data.push(0.0);
  67370. if (!this.isBillboardBased) {
  67371. // initialDirection
  67372. data.push(0.0);
  67373. data.push(0.0);
  67374. data.push(0.0);
  67375. }
  67376. // angle
  67377. data.push(0.0);
  67378. if (!this._angularSpeedGradientsTexture) {
  67379. data.push(0.0);
  67380. }
  67381. if (this._isAnimationSheetEnabled) {
  67382. data.push(0.0);
  67383. if (this.spriteRandomStartCell) {
  67384. data.push(0.0);
  67385. }
  67386. }
  67387. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67388. data.push(Math.random());
  67389. data.push(Math.random());
  67390. data.push(Math.random());
  67391. data.push(Math.random());
  67392. data.push(Math.random());
  67393. data.push(Math.random());
  67394. }
  67395. }
  67396. // Sprite data
  67397. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67398. -0.5, 0.5, 0, 1,
  67399. -0.5, -0.5, 0, 0,
  67400. 0.5, -0.5, 1, 0]);
  67401. // Buffers
  67402. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67403. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67404. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67405. // Update VAO
  67406. this._updateVAO = [];
  67407. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67408. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67409. // Render VAO
  67410. this._renderVAO = [];
  67411. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67412. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67413. // Links
  67414. this._sourceBuffer = this._buffer0;
  67415. this._targetBuffer = this._buffer1;
  67416. };
  67417. /** @hidden */
  67418. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67419. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67420. if (this._isBillboardBased) {
  67421. defines += "\n#define BILLBOARD";
  67422. }
  67423. if (this._colorGradientsTexture) {
  67424. defines += "\n#define COLORGRADIENTS";
  67425. }
  67426. if (this._sizeGradientsTexture) {
  67427. defines += "\n#define SIZEGRADIENTS";
  67428. }
  67429. if (this._angularSpeedGradientsTexture) {
  67430. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67431. }
  67432. if (this._velocityGradientsTexture) {
  67433. defines += "\n#define VELOCITYGRADIENTS";
  67434. }
  67435. if (this._limitVelocityGradientsTexture) {
  67436. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67437. }
  67438. if (this._dragGradientsTexture) {
  67439. defines += "\n#define DRAGGRADIENTS";
  67440. }
  67441. if (this.isAnimationSheetEnabled) {
  67442. defines += "\n#define ANIMATESHEET";
  67443. if (this.spriteRandomStartCell) {
  67444. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67445. }
  67446. }
  67447. if (this.noiseTexture) {
  67448. defines += "\n#define NOISE";
  67449. }
  67450. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67451. return;
  67452. }
  67453. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67454. if (!this._colorGradientsTexture) {
  67455. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67456. }
  67457. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67458. if (!this._isBillboardBased) {
  67459. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67460. }
  67461. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67462. if (this.isAnimationSheetEnabled) {
  67463. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67464. if (this.spriteRandomStartCell) {
  67465. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67466. }
  67467. }
  67468. if (this.noiseTexture) {
  67469. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67470. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67471. }
  67472. this._updateEffectOptions.defines = defines;
  67473. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67474. };
  67475. /** @hidden */
  67476. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67477. var defines = "";
  67478. if (this._scene.clipPlane) {
  67479. defines = "\n#define CLIPPLANE";
  67480. }
  67481. if (this._scene.clipPlane2) {
  67482. defines = "\n#define CLIPPLANE2";
  67483. }
  67484. if (this._scene.clipPlane3) {
  67485. defines = "\n#define CLIPPLANE3";
  67486. }
  67487. if (this._scene.clipPlane4) {
  67488. defines = "\n#define CLIPPLANE4";
  67489. }
  67490. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67491. defines = "\n#define BLENDMULTIPLYMODE";
  67492. }
  67493. if (this._isBillboardBased) {
  67494. defines += "\n#define BILLBOARD";
  67495. switch (this.billboardMode) {
  67496. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67497. defines += "\n#define BILLBOARDY";
  67498. break;
  67499. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67500. defines += "\n#define BILLBOARDSTRETCHED";
  67501. break;
  67502. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67503. default:
  67504. break;
  67505. }
  67506. }
  67507. if (this._colorGradientsTexture) {
  67508. defines += "\n#define COLORGRADIENTS";
  67509. }
  67510. if (this.isAnimationSheetEnabled) {
  67511. defines += "\n#define ANIMATESHEET";
  67512. }
  67513. if (this._imageProcessingConfiguration) {
  67514. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67515. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67516. }
  67517. if (this._renderEffect && this._renderEffect.defines === defines) {
  67518. return;
  67519. }
  67520. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67521. var samplers = ["textureSampler", "colorGradientSampler"];
  67522. if (BABYLON.ImageProcessingConfiguration) {
  67523. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67524. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67525. }
  67526. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67527. };
  67528. /**
  67529. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67530. * @param preWarm defines if we are in the pre-warmimg phase
  67531. */
  67532. GPUParticleSystem.prototype.animate = function (preWarm) {
  67533. if (preWarm === void 0) { preWarm = false; }
  67534. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67535. this._actualFrame += this._timeDelta;
  67536. if (!this._stopped) {
  67537. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67538. this.stop();
  67539. }
  67540. }
  67541. };
  67542. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67543. var texture = this[textureName];
  67544. if (!factorGradients || !factorGradients.length || texture) {
  67545. return;
  67546. }
  67547. var data = new Float32Array(this._rawTextureWidth);
  67548. for (var x = 0; x < this._rawTextureWidth; x++) {
  67549. var ratio = x / this._rawTextureWidth;
  67550. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67551. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67552. });
  67553. }
  67554. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67555. };
  67556. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67557. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67558. };
  67559. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67560. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67561. };
  67562. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67563. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67564. };
  67565. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67566. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67567. };
  67568. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67569. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67570. };
  67571. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67572. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67573. return;
  67574. }
  67575. var data = new Uint8Array(this._rawTextureWidth * 4);
  67576. var tmpColor = BABYLON.Tmp.Color4[0];
  67577. for (var x = 0; x < this._rawTextureWidth; x++) {
  67578. var ratio = x / this._rawTextureWidth;
  67579. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67580. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67581. data[x * 4] = tmpColor.r * 255;
  67582. data[x * 4 + 1] = tmpColor.g * 255;
  67583. data[x * 4 + 2] = tmpColor.b * 255;
  67584. data[x * 4 + 3] = tmpColor.a * 255;
  67585. });
  67586. }
  67587. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67588. };
  67589. /**
  67590. * Renders the particle system in its current state
  67591. * @param preWarm defines if the system should only update the particles but not render them
  67592. * @returns the current number of particles
  67593. */
  67594. GPUParticleSystem.prototype.render = function (preWarm) {
  67595. if (preWarm === void 0) { preWarm = false; }
  67596. if (!this._started) {
  67597. return 0;
  67598. }
  67599. this._createColorGradientTexture();
  67600. this._createSizeGradientTexture();
  67601. this._createAngularSpeedGradientTexture();
  67602. this._createVelocityGradientTexture();
  67603. this._createLimitVelocityGradientTexture();
  67604. this._createDragGradientTexture();
  67605. this._recreateUpdateEffect();
  67606. this._recreateRenderEffect();
  67607. if (!this.isReady()) {
  67608. return 0;
  67609. }
  67610. if (!preWarm) {
  67611. if (!this._preWarmDone && this.preWarmCycles) {
  67612. for (var index = 0; index < this.preWarmCycles; index++) {
  67613. this.animate(true);
  67614. this.render(true);
  67615. }
  67616. this._preWarmDone = true;
  67617. }
  67618. if (this._currentRenderId === this._scene.getFrameId()) {
  67619. return 0;
  67620. }
  67621. this._currentRenderId = this._scene.getFrameId();
  67622. }
  67623. // Get everything ready to render
  67624. this._initialize();
  67625. this._accumulatedCount += this.emitRate * this._timeDelta;
  67626. if (this._accumulatedCount > 1) {
  67627. var intPart = this._accumulatedCount | 0;
  67628. this._accumulatedCount -= intPart;
  67629. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67630. }
  67631. if (!this._currentActiveCount) {
  67632. return 0;
  67633. }
  67634. // Enable update effect
  67635. this._engine.enableEffect(this._updateEffect);
  67636. this._engine.setState(false);
  67637. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67638. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67639. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67640. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67641. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67642. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67643. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67644. if (!this._colorGradientsTexture) {
  67645. this._updateEffect.setDirectColor4("color1", this.color1);
  67646. this._updateEffect.setDirectColor4("color2", this.color2);
  67647. }
  67648. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67649. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67650. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67651. this._updateEffect.setVector3("gravity", this.gravity);
  67652. if (this._sizeGradientsTexture) {
  67653. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67654. }
  67655. if (this._angularSpeedGradientsTexture) {
  67656. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67657. }
  67658. if (this._velocityGradientsTexture) {
  67659. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67660. }
  67661. if (this._limitVelocityGradientsTexture) {
  67662. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67663. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67664. }
  67665. if (this._dragGradientsTexture) {
  67666. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67667. }
  67668. if (this.particleEmitterType) {
  67669. this.particleEmitterType.applyToShader(this._updateEffect);
  67670. }
  67671. if (this._isAnimationSheetEnabled) {
  67672. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67673. }
  67674. if (this.noiseTexture) {
  67675. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67676. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67677. }
  67678. var emitterWM;
  67679. if (this.emitter.position) {
  67680. var emitterMesh = this.emitter;
  67681. emitterWM = emitterMesh.getWorldMatrix();
  67682. }
  67683. else {
  67684. var emitterPosition = this.emitter;
  67685. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67686. }
  67687. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67688. // Bind source VAO
  67689. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67690. // Update
  67691. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67692. this._engine.setRasterizerState(false);
  67693. this._engine.beginTransformFeedback(true);
  67694. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67695. this._engine.endTransformFeedback();
  67696. this._engine.setRasterizerState(true);
  67697. this._engine.bindTransformFeedbackBuffer(null);
  67698. if (!preWarm) {
  67699. // Enable render effect
  67700. this._engine.enableEffect(this._renderEffect);
  67701. var viewMatrix = this._scene.getViewMatrix();
  67702. this._renderEffect.setMatrix("view", viewMatrix);
  67703. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67704. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67705. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67706. if (this._colorGradientsTexture) {
  67707. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67708. }
  67709. else {
  67710. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67711. }
  67712. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67713. var baseSize = this.particleTexture.getBaseSize();
  67714. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67715. }
  67716. if (this._isBillboardBased) {
  67717. var camera = this._scene.activeCamera;
  67718. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67719. }
  67720. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67721. var invView = viewMatrix.clone();
  67722. invView.invert();
  67723. this._renderEffect.setMatrix("invView", invView);
  67724. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67725. }
  67726. // image processing
  67727. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67728. this._imageProcessingConfiguration.bind(this._renderEffect);
  67729. }
  67730. // Draw order
  67731. switch (this.blendMode) {
  67732. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67733. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67734. break;
  67735. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67736. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67737. break;
  67738. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67739. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67740. break;
  67741. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67742. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67743. break;
  67744. }
  67745. if (this.forceDepthWrite) {
  67746. this._engine.setDepthWrite(true);
  67747. }
  67748. // Bind source VAO
  67749. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67750. // Render
  67751. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67752. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67753. }
  67754. // Switch VAOs
  67755. this._targetIndex++;
  67756. if (this._targetIndex === 2) {
  67757. this._targetIndex = 0;
  67758. }
  67759. // Switch buffers
  67760. var tmpBuffer = this._sourceBuffer;
  67761. this._sourceBuffer = this._targetBuffer;
  67762. this._targetBuffer = tmpBuffer;
  67763. return this._currentActiveCount;
  67764. };
  67765. /**
  67766. * Rebuilds the particle system
  67767. */
  67768. GPUParticleSystem.prototype.rebuild = function () {
  67769. this._initialize(true);
  67770. };
  67771. GPUParticleSystem.prototype._releaseBuffers = function () {
  67772. if (this._buffer0) {
  67773. this._buffer0.dispose();
  67774. this._buffer0 = null;
  67775. }
  67776. if (this._buffer1) {
  67777. this._buffer1.dispose();
  67778. this._buffer1 = null;
  67779. }
  67780. if (this._spriteBuffer) {
  67781. this._spriteBuffer.dispose();
  67782. this._spriteBuffer = null;
  67783. }
  67784. };
  67785. GPUParticleSystem.prototype._releaseVAOs = function () {
  67786. if (!this._updateVAO) {
  67787. return;
  67788. }
  67789. for (var index = 0; index < this._updateVAO.length; index++) {
  67790. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67791. }
  67792. this._updateVAO = [];
  67793. for (var index = 0; index < this._renderVAO.length; index++) {
  67794. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67795. }
  67796. this._renderVAO = [];
  67797. };
  67798. /**
  67799. * Disposes the particle system and free the associated resources
  67800. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67801. */
  67802. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67803. if (disposeTexture === void 0) { disposeTexture = true; }
  67804. var index = this._scene.particleSystems.indexOf(this);
  67805. if (index > -1) {
  67806. this._scene.particleSystems.splice(index, 1);
  67807. }
  67808. this._releaseBuffers();
  67809. this._releaseVAOs();
  67810. if (this._colorGradientsTexture) {
  67811. this._colorGradientsTexture.dispose();
  67812. this._colorGradientsTexture = null;
  67813. }
  67814. if (this._sizeGradientsTexture) {
  67815. this._sizeGradientsTexture.dispose();
  67816. this._sizeGradientsTexture = null;
  67817. }
  67818. if (this._angularSpeedGradientsTexture) {
  67819. this._angularSpeedGradientsTexture.dispose();
  67820. this._angularSpeedGradientsTexture = null;
  67821. }
  67822. if (this._velocityGradientsTexture) {
  67823. this._velocityGradientsTexture.dispose();
  67824. this._velocityGradientsTexture = null;
  67825. }
  67826. if (this._limitVelocityGradientsTexture) {
  67827. this._limitVelocityGradientsTexture.dispose();
  67828. this._limitVelocityGradientsTexture = null;
  67829. }
  67830. if (this._dragGradientsTexture) {
  67831. this._dragGradientsTexture.dispose();
  67832. this._dragGradientsTexture = null;
  67833. }
  67834. if (this._randomTexture) {
  67835. this._randomTexture.dispose();
  67836. this._randomTexture = null;
  67837. }
  67838. if (this._randomTexture2) {
  67839. this._randomTexture2.dispose();
  67840. this._randomTexture2 = null;
  67841. }
  67842. if (disposeTexture && this.particleTexture) {
  67843. this.particleTexture.dispose();
  67844. this.particleTexture = null;
  67845. }
  67846. if (disposeTexture && this.noiseTexture) {
  67847. this.noiseTexture.dispose();
  67848. this.noiseTexture = null;
  67849. }
  67850. // Callback
  67851. this.onDisposeObservable.notifyObservers(this);
  67852. this.onDisposeObservable.clear();
  67853. };
  67854. /**
  67855. * Clones the particle system.
  67856. * @param name The name of the cloned object
  67857. * @param newEmitter The new emitter to use
  67858. * @returns the cloned particle system
  67859. */
  67860. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67861. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67862. BABYLON.Tools.DeepCopy(this, result);
  67863. if (newEmitter === undefined) {
  67864. newEmitter = this.emitter;
  67865. }
  67866. result.emitter = newEmitter;
  67867. if (this.particleTexture) {
  67868. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67869. }
  67870. return result;
  67871. };
  67872. /**
  67873. * Serializes the particle system to a JSON object.
  67874. * @returns the JSON object
  67875. */
  67876. GPUParticleSystem.prototype.serialize = function () {
  67877. var serializationObject = {};
  67878. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67879. serializationObject.activeParticleCount = this.activeParticleCount;
  67880. return serializationObject;
  67881. };
  67882. /**
  67883. * Parses a JSON object to create a GPU particle system.
  67884. * @param parsedParticleSystem The JSON object to parse
  67885. * @param scene The scene to create the particle system in
  67886. * @param rootUrl The root url to use to load external dependencies like texture
  67887. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67888. * @returns the parsed GPU particle system
  67889. */
  67890. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67891. if (doNotStart === void 0) { doNotStart = false; }
  67892. var name = parsedParticleSystem.name;
  67893. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67894. if (parsedParticleSystem.activeParticleCount) {
  67895. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67896. }
  67897. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67898. // Auto start
  67899. if (parsedParticleSystem.preventAutoStart) {
  67900. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67901. }
  67902. if (!doNotStart && !particleSystem.preventAutoStart) {
  67903. particleSystem.start();
  67904. }
  67905. return particleSystem;
  67906. };
  67907. return GPUParticleSystem;
  67908. }(BABYLON.BaseParticleSystem));
  67909. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67910. })(BABYLON || (BABYLON = {}));
  67911. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67912. var BABYLON;
  67913. (function (BABYLON) {
  67914. /**
  67915. * Represents one particle of a solid particle system.
  67916. */
  67917. var SolidParticle = /** @class */ (function () {
  67918. /**
  67919. * Creates a Solid Particle object.
  67920. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67921. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67922. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67923. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67924. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67925. * @param shapeId (integer) is the model shape identifier in the SPS.
  67926. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67927. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67928. */
  67929. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67930. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67931. /**
  67932. * particle global index
  67933. */
  67934. this.idx = 0;
  67935. /**
  67936. * The color of the particle
  67937. */
  67938. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67939. /**
  67940. * The world space position of the particle.
  67941. */
  67942. this.position = BABYLON.Vector3.Zero();
  67943. /**
  67944. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67945. */
  67946. this.rotation = BABYLON.Vector3.Zero();
  67947. /**
  67948. * The scaling of the particle.
  67949. */
  67950. this.scaling = BABYLON.Vector3.One();
  67951. /**
  67952. * The uvs of the particle.
  67953. */
  67954. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67955. /**
  67956. * The current speed of the particle.
  67957. */
  67958. this.velocity = BABYLON.Vector3.Zero();
  67959. /**
  67960. * The pivot point in the particle local space.
  67961. */
  67962. this.pivot = BABYLON.Vector3.Zero();
  67963. /**
  67964. * Must the particle be translated from its pivot point in its local space ?
  67965. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67966. * Default : false
  67967. */
  67968. this.translateFromPivot = false;
  67969. /**
  67970. * Is the particle active or not ?
  67971. */
  67972. this.alive = true;
  67973. /**
  67974. * Is the particle visible or not ?
  67975. */
  67976. this.isVisible = true;
  67977. /**
  67978. * Index of this particle in the global "positions" array (Internal use)
  67979. * @hidden
  67980. */
  67981. this._pos = 0;
  67982. /**
  67983. * @hidden Index of this particle in the global "indices" array (Internal use)
  67984. */
  67985. this._ind = 0;
  67986. /**
  67987. * ModelShape id of this particle
  67988. */
  67989. this.shapeId = 0;
  67990. /**
  67991. * Index of the particle in its shape id (Internal use)
  67992. */
  67993. this.idxInShape = 0;
  67994. /**
  67995. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67996. */
  67997. this._stillInvisible = false;
  67998. /**
  67999. * @hidden Last computed particle rotation matrix
  68000. */
  68001. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68002. /**
  68003. * Parent particle Id, if any.
  68004. * Default null.
  68005. */
  68006. this.parentId = null;
  68007. /**
  68008. * @hidden Internal global position in the SPS.
  68009. */
  68010. this._globalPosition = BABYLON.Vector3.Zero();
  68011. this.idx = particleIndex;
  68012. this._pos = positionIndex;
  68013. this._ind = indiceIndex;
  68014. this._model = model;
  68015. this.shapeId = shapeId;
  68016. this.idxInShape = idxInShape;
  68017. this._sps = sps;
  68018. if (modelBoundingInfo) {
  68019. this._modelBoundingInfo = modelBoundingInfo;
  68020. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68021. }
  68022. }
  68023. Object.defineProperty(SolidParticle.prototype, "scale", {
  68024. /**
  68025. * Legacy support, changed scale to scaling
  68026. */
  68027. get: function () {
  68028. return this.scaling;
  68029. },
  68030. /**
  68031. * Legacy support, changed scale to scaling
  68032. */
  68033. set: function (scale) {
  68034. this.scaling = scale;
  68035. },
  68036. enumerable: true,
  68037. configurable: true
  68038. });
  68039. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68040. /**
  68041. * Legacy support, changed quaternion to rotationQuaternion
  68042. */
  68043. get: function () {
  68044. return this.rotationQuaternion;
  68045. },
  68046. /**
  68047. * Legacy support, changed quaternion to rotationQuaternion
  68048. */
  68049. set: function (q) {
  68050. this.rotationQuaternion = q;
  68051. },
  68052. enumerable: true,
  68053. configurable: true
  68054. });
  68055. /**
  68056. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68057. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68058. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68059. * @returns true if it intersects
  68060. */
  68061. SolidParticle.prototype.intersectsMesh = function (target) {
  68062. if (!this._boundingInfo || !target._boundingInfo) {
  68063. return false;
  68064. }
  68065. if (this._sps._bSphereOnly) {
  68066. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68067. }
  68068. return this._boundingInfo.intersects(target._boundingInfo, false);
  68069. };
  68070. /**
  68071. * get the rotation matrix of the particle
  68072. * @hidden
  68073. */
  68074. SolidParticle.prototype.getRotationMatrix = function (m) {
  68075. var quaternion;
  68076. if (this.rotationQuaternion) {
  68077. quaternion = this.rotationQuaternion;
  68078. }
  68079. else {
  68080. quaternion = BABYLON.Tmp.Quaternion[0];
  68081. var rotation = this.rotation;
  68082. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68083. }
  68084. quaternion.toRotationMatrix(m);
  68085. };
  68086. return SolidParticle;
  68087. }());
  68088. BABYLON.SolidParticle = SolidParticle;
  68089. /**
  68090. * Represents the shape of the model used by one particle of a solid particle system.
  68091. * SPS internal tool, don't use it manually.
  68092. */
  68093. var ModelShape = /** @class */ (function () {
  68094. /**
  68095. * 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.
  68096. * SPS internal tool, don't use it manually.
  68097. * @hidden
  68098. */
  68099. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68100. /**
  68101. * length of the shape in the model indices array (internal use)
  68102. * @hidden
  68103. */
  68104. this._indicesLength = 0;
  68105. this.shapeID = id;
  68106. this._shape = shape;
  68107. this._indicesLength = indicesLength;
  68108. this._shapeUV = shapeUV;
  68109. this._positionFunction = posFunction;
  68110. this._vertexFunction = vtxFunction;
  68111. }
  68112. return ModelShape;
  68113. }());
  68114. BABYLON.ModelShape = ModelShape;
  68115. /**
  68116. * Represents a Depth Sorted Particle in the solid particle system.
  68117. */
  68118. var DepthSortedParticle = /** @class */ (function () {
  68119. function DepthSortedParticle() {
  68120. /**
  68121. * Index of the particle in the "indices" array
  68122. */
  68123. this.ind = 0;
  68124. /**
  68125. * Length of the particle shape in the "indices" array
  68126. */
  68127. this.indicesLength = 0;
  68128. /**
  68129. * Squared distance from the particle to the camera
  68130. */
  68131. this.sqDistance = 0.0;
  68132. }
  68133. return DepthSortedParticle;
  68134. }());
  68135. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68136. })(BABYLON || (BABYLON = {}));
  68137. //# sourceMappingURL=babylon.solidParticle.js.map
  68138. var BABYLON;
  68139. (function (BABYLON) {
  68140. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68141. /**
  68142. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68143. *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.
  68144. * The SPS is also a particle system. It provides some methods to manage the particles.
  68145. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68146. *
  68147. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68148. */
  68149. var SolidParticleSystem = /** @class */ (function () {
  68150. /**
  68151. * Creates a SPS (Solid Particle System) object.
  68152. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68153. * @param scene (Scene) is the scene in which the SPS is added.
  68154. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68155. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68156. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68157. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68158. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68159. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68160. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68161. */
  68162. function SolidParticleSystem(name, scene, options) {
  68163. /**
  68164. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68165. * Example : var p = SPS.particles[i];
  68166. */
  68167. this.particles = new Array();
  68168. /**
  68169. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68170. */
  68171. this.nbParticles = 0;
  68172. /**
  68173. * If the particles must ever face the camera (default false). Useful for planar particles.
  68174. */
  68175. this.billboard = false;
  68176. /**
  68177. * Recompute normals when adding a shape
  68178. */
  68179. this.recomputeNormals = true;
  68180. /**
  68181. * This a counter ofr your own usage. It's not set by any SPS functions.
  68182. */
  68183. this.counter = 0;
  68184. /**
  68185. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68186. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68187. */
  68188. this.vars = {};
  68189. /**
  68190. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68191. * @hidden
  68192. */
  68193. this._bSphereOnly = false;
  68194. /**
  68195. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68196. * @hidden
  68197. */
  68198. this._bSphereRadiusFactor = 1.0;
  68199. this._positions = new Array();
  68200. this._indices = new Array();
  68201. this._normals = new Array();
  68202. this._colors = new Array();
  68203. this._uvs = new Array();
  68204. this._index = 0; // indices index
  68205. this._updatable = true;
  68206. this._pickable = false;
  68207. this._isVisibilityBoxLocked = false;
  68208. this._alwaysVisible = false;
  68209. this._depthSort = false;
  68210. this._shapeCounter = 0;
  68211. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68212. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68213. this._computeParticleColor = true;
  68214. this._computeParticleTexture = true;
  68215. this._computeParticleRotation = true;
  68216. this._computeParticleVertex = false;
  68217. this._computeBoundingBox = false;
  68218. this._depthSortParticles = true;
  68219. this._mustUnrotateFixedNormals = false;
  68220. this._particlesIntersect = false;
  68221. this._needs32Bits = false;
  68222. this.name = name;
  68223. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68224. this._camera = scene.activeCamera;
  68225. this._pickable = options ? options.isPickable : false;
  68226. this._depthSort = options ? options.enableDepthSort : false;
  68227. this._particlesIntersect = options ? options.particleIntersection : false;
  68228. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68229. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68230. if (options && options.updatable !== undefined) {
  68231. this._updatable = options.updatable;
  68232. }
  68233. else {
  68234. this._updatable = true;
  68235. }
  68236. if (this._pickable) {
  68237. this.pickedParticles = [];
  68238. }
  68239. if (this._depthSort) {
  68240. this.depthSortedParticles = [];
  68241. }
  68242. }
  68243. /**
  68244. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68245. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68246. * @returns the created mesh
  68247. */
  68248. SolidParticleSystem.prototype.buildMesh = function () {
  68249. if (this.nbParticles === 0) {
  68250. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68251. this.addShape(triangle, 1);
  68252. triangle.dispose();
  68253. }
  68254. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68255. this._positions32 = new Float32Array(this._positions);
  68256. this._uvs32 = new Float32Array(this._uvs);
  68257. this._colors32 = new Float32Array(this._colors);
  68258. if (this.recomputeNormals) {
  68259. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68260. }
  68261. this._normals32 = new Float32Array(this._normals);
  68262. this._fixedNormal32 = new Float32Array(this._normals);
  68263. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68264. this._unrotateFixedNormals();
  68265. }
  68266. var vertexData = new BABYLON.VertexData();
  68267. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68268. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68269. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68270. if (this._uvs32.length > 0) {
  68271. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68272. }
  68273. if (this._colors32.length > 0) {
  68274. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68275. }
  68276. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68277. vertexData.applyToMesh(mesh, this._updatable);
  68278. this.mesh = mesh;
  68279. this.mesh.isPickable = this._pickable;
  68280. // free memory
  68281. if (!this._depthSort) {
  68282. this._indices = null;
  68283. }
  68284. this._positions = null;
  68285. this._normals = null;
  68286. this._uvs = null;
  68287. this._colors = null;
  68288. if (!this._updatable) {
  68289. this.particles.length = 0;
  68290. }
  68291. return mesh;
  68292. };
  68293. /**
  68294. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68295. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68296. * Thus the particles generated from `digest()` have their property `position` set yet.
  68297. * @param mesh ( Mesh ) is the mesh to be digested
  68298. * @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
  68299. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68300. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68301. * @returns the current SPS
  68302. */
  68303. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68304. var size = (options && options.facetNb) || 1;
  68305. var number = (options && options.number) || 0;
  68306. var delta = (options && options.delta) || 0;
  68307. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68308. var meshInd = mesh.getIndices();
  68309. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68310. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68311. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68312. var f = 0; // facet counter
  68313. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68314. // compute size from number
  68315. if (number) {
  68316. number = (number > totalFacets) ? totalFacets : number;
  68317. size = Math.round(totalFacets / number);
  68318. delta = 0;
  68319. }
  68320. else {
  68321. size = (size > totalFacets) ? totalFacets : size;
  68322. }
  68323. var facetPos = []; // submesh positions
  68324. var facetInd = []; // submesh indices
  68325. var facetUV = []; // submesh UV
  68326. var facetCol = []; // submesh colors
  68327. var barycenter = BABYLON.Vector3.Zero();
  68328. var sizeO = size;
  68329. while (f < totalFacets) {
  68330. size = sizeO + Math.floor((1 + delta) * Math.random());
  68331. if (f > totalFacets - size) {
  68332. size = totalFacets - f;
  68333. }
  68334. // reset temp arrays
  68335. facetPos.length = 0;
  68336. facetInd.length = 0;
  68337. facetUV.length = 0;
  68338. facetCol.length = 0;
  68339. // iterate over "size" facets
  68340. var fi = 0;
  68341. for (var j = f * 3; j < (f + size) * 3; j++) {
  68342. facetInd.push(fi);
  68343. var i = meshInd[j];
  68344. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68345. if (meshUV) {
  68346. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68347. }
  68348. if (meshCol) {
  68349. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68350. }
  68351. fi++;
  68352. }
  68353. // create a model shape for each single particle
  68354. var idx = this.nbParticles;
  68355. var shape = this._posToShape(facetPos);
  68356. var shapeUV = this._uvsToShapeUV(facetUV);
  68357. // compute the barycenter of the shape
  68358. var v;
  68359. for (v = 0; v < shape.length; v++) {
  68360. barycenter.addInPlace(shape[v]);
  68361. }
  68362. barycenter.scaleInPlace(1 / shape.length);
  68363. // shift the shape from its barycenter to the origin
  68364. for (v = 0; v < shape.length; v++) {
  68365. shape[v].subtractInPlace(barycenter);
  68366. }
  68367. var bInfo;
  68368. if (this._particlesIntersect) {
  68369. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68370. }
  68371. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68372. // add the particle in the SPS
  68373. var currentPos = this._positions.length;
  68374. var currentInd = this._indices.length;
  68375. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68376. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68377. // initialize the particle position
  68378. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68379. this._index += shape.length;
  68380. idx++;
  68381. this.nbParticles++;
  68382. this._shapeCounter++;
  68383. f += size;
  68384. }
  68385. return this;
  68386. };
  68387. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68388. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68389. var index = 0;
  68390. var idx = 0;
  68391. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68392. var quaternion = BABYLON.Tmp.Quaternion[0];
  68393. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68394. for (var p = 0; p < this.particles.length; p++) {
  68395. var particle = this.particles[p];
  68396. var shape = particle._model._shape;
  68397. // computing the inverse of the rotation matrix from the quaternion
  68398. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68399. if (particle.rotationQuaternion) {
  68400. particle.rotationQuaternion.conjugateToRef(quaternion);
  68401. }
  68402. else {
  68403. var rotation = particle.rotation;
  68404. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68405. quaternion.conjugateInPlace();
  68406. }
  68407. quaternion.toRotationMatrix(invertedRotMatrix);
  68408. for (var pt = 0; pt < shape.length; pt++) {
  68409. idx = index + pt * 3;
  68410. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68411. tmpNormal.toArray(this._fixedNormal32, idx);
  68412. }
  68413. index = idx + 3;
  68414. }
  68415. };
  68416. //reset copy
  68417. SolidParticleSystem.prototype._resetCopy = function () {
  68418. var copy = this._copy;
  68419. copy.position.setAll(0);
  68420. copy.rotation.setAll(0);
  68421. copy.rotationQuaternion = null;
  68422. copy.scaling.setAll(1);
  68423. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68424. copy.color = null;
  68425. copy.translateFromPivot = false;
  68426. };
  68427. // _meshBuilder : inserts the shape model in the global SPS mesh
  68428. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68429. var i;
  68430. var u = 0;
  68431. var c = 0;
  68432. var n = 0;
  68433. this._resetCopy();
  68434. var copy = this._copy;
  68435. if (options && options.positionFunction) { // call to custom positionFunction
  68436. options.positionFunction(copy, idx, idxInShape);
  68437. this._mustUnrotateFixedNormals = true;
  68438. }
  68439. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68440. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68441. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68442. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68443. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68444. copy.getRotationMatrix(rotMatrix);
  68445. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68446. if (copy.translateFromPivot) {
  68447. pivotBackTranslation.setAll(0.0);
  68448. }
  68449. else {
  68450. pivotBackTranslation.copyFrom(scaledPivot);
  68451. }
  68452. for (i = 0; i < shape.length; i++) {
  68453. tmpVertex.copyFrom(shape[i]);
  68454. if (options && options.vertexFunction) {
  68455. options.vertexFunction(copy, tmpVertex, i);
  68456. }
  68457. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68458. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68459. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68460. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68461. if (meshUV) {
  68462. var copyUvs = copy.uvs;
  68463. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68464. u += 2;
  68465. }
  68466. if (copy.color) {
  68467. this._color = copy.color;
  68468. }
  68469. else {
  68470. var color = this._color;
  68471. if (meshCol && meshCol[c] !== undefined) {
  68472. color.r = meshCol[c];
  68473. color.g = meshCol[c + 1];
  68474. color.b = meshCol[c + 2];
  68475. color.a = meshCol[c + 3];
  68476. }
  68477. else {
  68478. color.r = 1.0;
  68479. color.g = 1.0;
  68480. color.b = 1.0;
  68481. color.a = 1.0;
  68482. }
  68483. }
  68484. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68485. c += 4;
  68486. if (!this.recomputeNormals && meshNor) {
  68487. tmpVertex.x = meshNor[n];
  68488. tmpVertex.y = meshNor[n + 1];
  68489. tmpVertex.z = meshNor[n + 2];
  68490. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68491. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68492. n += 3;
  68493. }
  68494. }
  68495. for (i = 0; i < meshInd.length; i++) {
  68496. var current_ind = p + meshInd[i];
  68497. indices.push(current_ind);
  68498. if (current_ind > 65535) {
  68499. this._needs32Bits = true;
  68500. }
  68501. }
  68502. if (this._pickable) {
  68503. var nbfaces = meshInd.length / 3;
  68504. for (i = 0; i < nbfaces; i++) {
  68505. this.pickedParticles.push({ idx: idx, faceId: i });
  68506. }
  68507. }
  68508. if (this._depthSort) {
  68509. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68510. }
  68511. return copy;
  68512. };
  68513. // returns a shape array from positions array
  68514. SolidParticleSystem.prototype._posToShape = function (positions) {
  68515. var shape = [];
  68516. for (var i = 0; i < positions.length; i += 3) {
  68517. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68518. }
  68519. return shape;
  68520. };
  68521. // returns a shapeUV array from a Vector4 uvs
  68522. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68523. var shapeUV = [];
  68524. if (uvs) {
  68525. for (var i = 0; i < uvs.length; i++) {
  68526. shapeUV.push(uvs[i]);
  68527. }
  68528. }
  68529. return shapeUV;
  68530. };
  68531. // adds a new particle object in the particles array
  68532. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68533. if (bInfo === void 0) { bInfo = null; }
  68534. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68535. this.particles.push(sp);
  68536. return sp;
  68537. };
  68538. /**
  68539. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68540. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68541. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68542. * @param nb (positive integer) the number of particles to be created from this model
  68543. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68544. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68545. * @returns the number of shapes in the system
  68546. */
  68547. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68548. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68549. var meshInd = mesh.getIndices();
  68550. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68551. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68552. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68553. var bbInfo;
  68554. if (this._particlesIntersect) {
  68555. bbInfo = mesh.getBoundingInfo();
  68556. }
  68557. var shape = this._posToShape(meshPos);
  68558. var shapeUV = this._uvsToShapeUV(meshUV);
  68559. var posfunc = options ? options.positionFunction : null;
  68560. var vtxfunc = options ? options.vertexFunction : null;
  68561. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68562. // particles
  68563. var sp;
  68564. var currentCopy;
  68565. var idx = this.nbParticles;
  68566. for (var i = 0; i < nb; i++) {
  68567. var currentPos = this._positions.length;
  68568. var currentInd = this._indices.length;
  68569. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68570. if (this._updatable) {
  68571. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68572. sp.position.copyFrom(currentCopy.position);
  68573. sp.rotation.copyFrom(currentCopy.rotation);
  68574. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68575. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68576. }
  68577. if (currentCopy.color && sp.color) {
  68578. sp.color.copyFrom(currentCopy.color);
  68579. }
  68580. sp.scaling.copyFrom(currentCopy.scaling);
  68581. sp.uvs.copyFrom(currentCopy.uvs);
  68582. }
  68583. this._index += shape.length;
  68584. idx++;
  68585. }
  68586. this.nbParticles += nb;
  68587. this._shapeCounter++;
  68588. return this._shapeCounter - 1;
  68589. };
  68590. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68591. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68592. this._resetCopy();
  68593. var copy = this._copy;
  68594. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68595. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68596. }
  68597. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68598. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68599. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68600. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68601. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68602. copy.getRotationMatrix(rotMatrix);
  68603. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68604. if (copy.translateFromPivot) {
  68605. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68606. }
  68607. else {
  68608. pivotBackTranslation.copyFrom(scaledPivot);
  68609. }
  68610. var shape = particle._model._shape;
  68611. for (var pt = 0; pt < shape.length; pt++) {
  68612. tmpVertex.copyFrom(shape[pt]);
  68613. if (particle._model._vertexFunction) {
  68614. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68615. }
  68616. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68617. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68618. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68619. }
  68620. particle.position.setAll(0.0);
  68621. particle.rotation.setAll(0.0);
  68622. particle.rotationQuaternion = null;
  68623. particle.scaling.setAll(1.0);
  68624. particle.uvs.setAll(0.0);
  68625. particle.pivot.setAll(0.0);
  68626. particle.translateFromPivot = false;
  68627. particle.parentId = null;
  68628. };
  68629. /**
  68630. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68631. * @returns the SPS.
  68632. */
  68633. SolidParticleSystem.prototype.rebuildMesh = function () {
  68634. for (var p = 0; p < this.particles.length; p++) {
  68635. this._rebuildParticle(this.particles[p]);
  68636. }
  68637. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68638. return this;
  68639. };
  68640. /**
  68641. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68642. * This method calls `updateParticle()` for each particle of the SPS.
  68643. * For an animated SPS, it is usually called within the render loop.
  68644. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68645. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68646. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68647. * @returns the SPS.
  68648. */
  68649. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68650. if (start === void 0) { start = 0; }
  68651. if (end === void 0) { end = this.nbParticles - 1; }
  68652. if (update === void 0) { update = true; }
  68653. if (!this._updatable) {
  68654. return this;
  68655. }
  68656. // custom beforeUpdate
  68657. this.beforeUpdateParticles(start, end, update);
  68658. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68659. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68660. var mesh = this.mesh;
  68661. var colors32 = this._colors32;
  68662. var positions32 = this._positions32;
  68663. var normals32 = this._normals32;
  68664. var uvs32 = this._uvs32;
  68665. var indices32 = this._indices32;
  68666. var indices = this._indices;
  68667. var fixedNormal32 = this._fixedNormal32;
  68668. var tempVectors = BABYLON.Tmp.Vector3;
  68669. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68670. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68671. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68672. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68673. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68674. var camInvertedPosition = tempVectors[10].setAll(0);
  68675. // cases when the World Matrix is to be computed first
  68676. if (this.billboard || this._depthSort) {
  68677. this.mesh.computeWorldMatrix(true);
  68678. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68679. }
  68680. // if the particles will always face the camera
  68681. if (this.billboard) {
  68682. // compute the camera position and un-rotate it by the current mesh rotation
  68683. var tmpVertex = tempVectors[0];
  68684. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68685. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68686. camAxisZ.normalize();
  68687. // same for camera up vector extracted from the cam view matrix
  68688. var view = this._camera.getViewMatrix(true);
  68689. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68690. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68691. camAxisY.normalize();
  68692. camAxisX.normalize();
  68693. }
  68694. // if depthSort, compute the camera global position in the mesh local system
  68695. if (this._depthSort) {
  68696. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68697. }
  68698. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68699. var idx = 0; // current position index in the global array positions32
  68700. var index = 0; // position start index in the global array positions32 of the current particle
  68701. var colidx = 0; // current color index in the global array colors32
  68702. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68703. var uvidx = 0; // current uv index in the global array uvs32
  68704. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68705. var pt = 0; // current index in the particle model shape
  68706. if (this.mesh.isFacetDataEnabled) {
  68707. this._computeBoundingBox = true;
  68708. }
  68709. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68710. if (this._computeBoundingBox) {
  68711. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68712. var boundingInfo = this.mesh._boundingInfo;
  68713. if (boundingInfo) {
  68714. minimum.copyFrom(boundingInfo.minimum);
  68715. maximum.copyFrom(boundingInfo.maximum);
  68716. }
  68717. }
  68718. }
  68719. // particle loop
  68720. index = this.particles[start]._pos;
  68721. var vpos = (index / 3) | 0;
  68722. colorIndex = vpos * 4;
  68723. uvIndex = vpos * 2;
  68724. for (var p = start; p <= end; p++) {
  68725. var particle = this.particles[p];
  68726. // call to custom user function to update the particle properties
  68727. this.updateParticle(particle);
  68728. var shape = particle._model._shape;
  68729. var shapeUV = particle._model._shapeUV;
  68730. var particleRotationMatrix = particle._rotationMatrix;
  68731. var particlePosition = particle.position;
  68732. var particleRotation = particle.rotation;
  68733. var particleScaling = particle.scaling;
  68734. var particleGlobalPosition = particle._globalPosition;
  68735. // camera-particle distance for depth sorting
  68736. if (this._depthSort && this._depthSortParticles) {
  68737. var dsp = this.depthSortedParticles[p];
  68738. dsp.ind = particle._ind;
  68739. dsp.indicesLength = particle._model._indicesLength;
  68740. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68741. }
  68742. // skip the computations for inactive or already invisible particles
  68743. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68744. // increment indexes for the next particle
  68745. pt = shape.length;
  68746. index += pt * 3;
  68747. colorIndex += pt * 4;
  68748. uvIndex += pt * 2;
  68749. continue;
  68750. }
  68751. if (particle.isVisible) {
  68752. particle._stillInvisible = false; // un-mark permanent invisibility
  68753. var scaledPivot = tempVectors[12];
  68754. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68755. // particle rotation matrix
  68756. if (this.billboard) {
  68757. particleRotation.x = 0.0;
  68758. particleRotation.y = 0.0;
  68759. }
  68760. if (this._computeParticleRotation || this.billboard) {
  68761. particle.getRotationMatrix(rotMatrix);
  68762. }
  68763. var particleHasParent = (particle.parentId !== null);
  68764. if (particleHasParent) {
  68765. var parent_1 = this.particles[particle.parentId];
  68766. var parentRotationMatrix = parent_1._rotationMatrix;
  68767. var parentGlobalPosition = parent_1._globalPosition;
  68768. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68769. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68770. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68771. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68772. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68773. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68774. if (this._computeParticleRotation || this.billboard) {
  68775. var rotMatrixValues = rotMatrix.m;
  68776. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68777. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68778. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68779. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68780. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68781. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68782. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68783. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68784. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68785. }
  68786. }
  68787. else {
  68788. particleGlobalPosition.x = particlePosition.x;
  68789. particleGlobalPosition.y = particlePosition.y;
  68790. particleGlobalPosition.z = particlePosition.z;
  68791. if (this._computeParticleRotation || this.billboard) {
  68792. var rotMatrixValues = rotMatrix.m;
  68793. particleRotationMatrix[0] = rotMatrixValues[0];
  68794. particleRotationMatrix[1] = rotMatrixValues[1];
  68795. particleRotationMatrix[2] = rotMatrixValues[2];
  68796. particleRotationMatrix[3] = rotMatrixValues[4];
  68797. particleRotationMatrix[4] = rotMatrixValues[5];
  68798. particleRotationMatrix[5] = rotMatrixValues[6];
  68799. particleRotationMatrix[6] = rotMatrixValues[8];
  68800. particleRotationMatrix[7] = rotMatrixValues[9];
  68801. particleRotationMatrix[8] = rotMatrixValues[10];
  68802. }
  68803. }
  68804. var pivotBackTranslation = tempVectors[11];
  68805. if (particle.translateFromPivot) {
  68806. pivotBackTranslation.setAll(0.0);
  68807. }
  68808. else {
  68809. pivotBackTranslation.copyFrom(scaledPivot);
  68810. }
  68811. // particle vertex loop
  68812. for (pt = 0; pt < shape.length; pt++) {
  68813. idx = index + pt * 3;
  68814. colidx = colorIndex + pt * 4;
  68815. uvidx = uvIndex + pt * 2;
  68816. var tmpVertex = tempVectors[0];
  68817. tmpVertex.copyFrom(shape[pt]);
  68818. if (this._computeParticleVertex) {
  68819. this.updateParticleVertex(particle, tmpVertex, pt);
  68820. }
  68821. // positions
  68822. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68823. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68824. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68825. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68826. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68827. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68828. rotatedX += pivotBackTranslation.x;
  68829. rotatedY += pivotBackTranslation.y;
  68830. rotatedZ += pivotBackTranslation.z;
  68831. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68832. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68833. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68834. if (this._computeBoundingBox) {
  68835. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68836. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68837. }
  68838. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68839. if (!this._computeParticleVertex) {
  68840. var normalx = fixedNormal32[idx];
  68841. var normaly = fixedNormal32[idx + 1];
  68842. var normalz = fixedNormal32[idx + 2];
  68843. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68844. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68845. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68846. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68847. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68848. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68849. }
  68850. if (this._computeParticleColor && particle.color) {
  68851. var color = particle.color;
  68852. var colors32_1 = this._colors32;
  68853. colors32_1[colidx] = color.r;
  68854. colors32_1[colidx + 1] = color.g;
  68855. colors32_1[colidx + 2] = color.b;
  68856. colors32_1[colidx + 3] = color.a;
  68857. }
  68858. if (this._computeParticleTexture) {
  68859. var uvs = particle.uvs;
  68860. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68861. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68862. }
  68863. }
  68864. }
  68865. // particle just set invisible : scaled to zero and positioned at the origin
  68866. else {
  68867. particle._stillInvisible = true; // mark the particle as invisible
  68868. for (pt = 0; pt < shape.length; pt++) {
  68869. idx = index + pt * 3;
  68870. colidx = colorIndex + pt * 4;
  68871. uvidx = uvIndex + pt * 2;
  68872. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68873. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68874. if (this._computeParticleColor && particle.color) {
  68875. var color = particle.color;
  68876. colors32[colidx] = color.r;
  68877. colors32[colidx + 1] = color.g;
  68878. colors32[colidx + 2] = color.b;
  68879. colors32[colidx + 3] = color.a;
  68880. }
  68881. if (this._computeParticleTexture) {
  68882. var uvs = particle.uvs;
  68883. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68884. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68885. }
  68886. }
  68887. }
  68888. // if the particle intersections must be computed : update the bbInfo
  68889. if (this._particlesIntersect) {
  68890. var bInfo = particle._boundingInfo;
  68891. var bBox = bInfo.boundingBox;
  68892. var bSphere = bInfo.boundingSphere;
  68893. var modelBoundingInfo = particle._modelBoundingInfo;
  68894. if (!this._bSphereOnly) {
  68895. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68896. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68897. var tempMin = tempVectors[1];
  68898. var tempMax = tempVectors[2];
  68899. tempMin.setAll(Number.MAX_VALUE);
  68900. tempMax.setAll(-Number.MAX_VALUE);
  68901. for (var b = 0; b < 8; b++) {
  68902. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68903. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68904. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68905. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68906. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68907. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68908. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68909. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68910. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68911. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68912. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68913. }
  68914. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68915. }
  68916. // place and scale the particle bouding sphere in the SPS local system, then update it
  68917. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68918. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68919. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68920. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68921. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68922. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68923. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68924. }
  68925. // increment indexes for the next particle
  68926. index = idx + 3;
  68927. colorIndex = colidx + 4;
  68928. uvIndex = uvidx + 2;
  68929. }
  68930. // if the VBO must be updated
  68931. if (update) {
  68932. if (this._computeParticleColor) {
  68933. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68934. }
  68935. if (this._computeParticleTexture) {
  68936. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68937. }
  68938. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68939. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68940. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68941. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68942. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68943. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68944. for (var i = 0; i < normals32.length; i++) {
  68945. fixedNormal32[i] = normals32[i];
  68946. }
  68947. }
  68948. if (!mesh.areNormalsFrozen) {
  68949. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68950. }
  68951. }
  68952. if (this._depthSort && this._depthSortParticles) {
  68953. var depthSortedParticles = this.depthSortedParticles;
  68954. depthSortedParticles.sort(depthSortFunction);
  68955. var dspl = depthSortedParticles.length;
  68956. var sid = 0;
  68957. for (var sorted = 0; sorted < dspl; sorted++) {
  68958. var lind = depthSortedParticles[sorted].indicesLength;
  68959. var sind = depthSortedParticles[sorted].ind;
  68960. for (var i = 0; i < lind; i++) {
  68961. indices32[sid] = indices[sind + i];
  68962. sid++;
  68963. }
  68964. }
  68965. mesh.updateIndices(indices32);
  68966. }
  68967. }
  68968. if (this._computeBoundingBox) {
  68969. if (mesh._boundingInfo) {
  68970. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68971. }
  68972. else {
  68973. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68974. }
  68975. }
  68976. this.afterUpdateParticles(start, end, update);
  68977. return this;
  68978. };
  68979. /**
  68980. * Disposes the SPS.
  68981. */
  68982. SolidParticleSystem.prototype.dispose = function () {
  68983. this.mesh.dispose();
  68984. this.vars = null;
  68985. // drop references to internal big arrays for the GC
  68986. this._positions = null;
  68987. this._indices = null;
  68988. this._normals = null;
  68989. this._uvs = null;
  68990. this._colors = null;
  68991. this._indices32 = null;
  68992. this._positions32 = null;
  68993. this._normals32 = null;
  68994. this._fixedNormal32 = null;
  68995. this._uvs32 = null;
  68996. this._colors32 = null;
  68997. this.pickedParticles = null;
  68998. };
  68999. /**
  69000. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69001. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69002. * @returns the SPS.
  69003. */
  69004. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69005. if (!this._isVisibilityBoxLocked) {
  69006. this.mesh.refreshBoundingInfo();
  69007. }
  69008. return this;
  69009. };
  69010. /**
  69011. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69012. * @param size the size (float) of the visibility box
  69013. * note : this doesn't lock the SPS mesh bounding box.
  69014. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69015. */
  69016. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69017. var vis = size / 2;
  69018. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69019. };
  69020. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69021. /**
  69022. * Gets whether the SPS as always visible or not
  69023. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69024. */
  69025. get: function () {
  69026. return this._alwaysVisible;
  69027. },
  69028. /**
  69029. * Sets the SPS as always visible or not
  69030. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69031. */
  69032. set: function (val) {
  69033. this._alwaysVisible = val;
  69034. this.mesh.alwaysSelectAsActiveMesh = val;
  69035. },
  69036. enumerable: true,
  69037. configurable: true
  69038. });
  69039. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69040. /**
  69041. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69042. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69043. */
  69044. get: function () {
  69045. return this._isVisibilityBoxLocked;
  69046. },
  69047. /**
  69048. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69049. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69050. */
  69051. set: function (val) {
  69052. this._isVisibilityBoxLocked = val;
  69053. var boundingInfo = this.mesh.getBoundingInfo();
  69054. boundingInfo.isLocked = val;
  69055. },
  69056. enumerable: true,
  69057. configurable: true
  69058. });
  69059. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69060. /**
  69061. * Gets if `setParticles()` computes the particle rotations or not.
  69062. * Default value : true. The SPS is faster when it's set to false.
  69063. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69064. */
  69065. get: function () {
  69066. return this._computeParticleRotation;
  69067. },
  69068. /**
  69069. * Tells to `setParticles()` to compute the particle rotations or not.
  69070. * Default value : true. The SPS is faster when it's set to false.
  69071. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69072. */
  69073. set: function (val) {
  69074. this._computeParticleRotation = val;
  69075. },
  69076. enumerable: true,
  69077. configurable: true
  69078. });
  69079. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69080. /**
  69081. * Gets if `setParticles()` computes the particle colors or not.
  69082. * Default value : true. The SPS is faster when it's set to false.
  69083. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69084. */
  69085. get: function () {
  69086. return this._computeParticleColor;
  69087. },
  69088. /**
  69089. * Tells to `setParticles()` to compute the particle colors or not.
  69090. * Default value : true. The SPS is faster when it's set to false.
  69091. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69092. */
  69093. set: function (val) {
  69094. this._computeParticleColor = val;
  69095. },
  69096. enumerable: true,
  69097. configurable: true
  69098. });
  69099. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69100. /**
  69101. * Gets if `setParticles()` computes the particle textures or not.
  69102. * Default value : true. The SPS is faster when it's set to false.
  69103. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69104. */
  69105. get: function () {
  69106. return this._computeParticleTexture;
  69107. },
  69108. set: function (val) {
  69109. this._computeParticleTexture = val;
  69110. },
  69111. enumerable: true,
  69112. configurable: true
  69113. });
  69114. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69115. /**
  69116. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69117. * Default value : false. The SPS is faster when it's set to false.
  69118. * Note : the particle custom vertex positions aren't stored values.
  69119. */
  69120. get: function () {
  69121. return this._computeParticleVertex;
  69122. },
  69123. /**
  69124. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69125. * Default value : false. The SPS is faster when it's set to false.
  69126. * Note : the particle custom vertex positions aren't stored values.
  69127. */
  69128. set: function (val) {
  69129. this._computeParticleVertex = val;
  69130. },
  69131. enumerable: true,
  69132. configurable: true
  69133. });
  69134. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69135. /**
  69136. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69137. */
  69138. get: function () {
  69139. return this._computeBoundingBox;
  69140. },
  69141. /**
  69142. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69143. */
  69144. set: function (val) {
  69145. this._computeBoundingBox = val;
  69146. },
  69147. enumerable: true,
  69148. configurable: true
  69149. });
  69150. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69151. /**
  69152. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69153. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69154. * Default : `true`
  69155. */
  69156. get: function () {
  69157. return this._depthSortParticles;
  69158. },
  69159. /**
  69160. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69161. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69162. * Default : `true`
  69163. */
  69164. set: function (val) {
  69165. this._depthSortParticles = val;
  69166. },
  69167. enumerable: true,
  69168. configurable: true
  69169. });
  69170. // =======================================================================
  69171. // Particle behavior logic
  69172. // these following methods may be overwritten by the user to fit his needs
  69173. /**
  69174. * This function does nothing. It may be overwritten to set all the particle first values.
  69175. * The SPS doesn't call this function, you may have to call it by your own.
  69176. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69177. */
  69178. SolidParticleSystem.prototype.initParticles = function () {
  69179. };
  69180. /**
  69181. * This function does nothing. It may be overwritten to recycle a particle.
  69182. * The SPS doesn't call this function, you may have to call it by your own.
  69183. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69184. * @param particle The particle to recycle
  69185. * @returns the recycled particle
  69186. */
  69187. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69188. return particle;
  69189. };
  69190. /**
  69191. * Updates a particle : this function should be overwritten by the user.
  69192. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69193. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69194. * @example : just set a particle position or velocity and recycle conditions
  69195. * @param particle The particle to update
  69196. * @returns the updated particle
  69197. */
  69198. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69199. return particle;
  69200. };
  69201. /**
  69202. * Updates a vertex of a particle : it can be overwritten by the user.
  69203. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69204. * @param particle the current particle
  69205. * @param vertex the current index of the current particle
  69206. * @param pt the index of the current vertex in the particle shape
  69207. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69208. * @example : just set a vertex particle position
  69209. * @returns the updated vertex
  69210. */
  69211. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69212. return vertex;
  69213. };
  69214. /**
  69215. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69216. * This does nothing and may be overwritten by the user.
  69217. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69218. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69219. * @param update the boolean update value actually passed to setParticles()
  69220. */
  69221. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69222. };
  69223. /**
  69224. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69225. * This will be passed three parameters.
  69226. * This does nothing and may be overwritten by the user.
  69227. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69228. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69229. * @param update the boolean update value actually passed to setParticles()
  69230. */
  69231. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69232. };
  69233. return SolidParticleSystem;
  69234. }());
  69235. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69236. })(BABYLON || (BABYLON = {}));
  69237. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69238. var BABYLON;
  69239. (function (BABYLON) {
  69240. /**
  69241. * Class containing static functions to help procedurally build meshes
  69242. */
  69243. var MeshBuilder = /** @class */ (function () {
  69244. function MeshBuilder() {
  69245. }
  69246. MeshBuilder.updateSideOrientation = function (orientation) {
  69247. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69248. return BABYLON.Mesh.DOUBLESIDE;
  69249. }
  69250. if (orientation === undefined || orientation === null) {
  69251. return BABYLON.Mesh.FRONTSIDE;
  69252. }
  69253. return orientation;
  69254. };
  69255. /**
  69256. * Creates a box mesh
  69257. * * The parameter `size` sets the size (float) of each box side (default 1)
  69258. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69259. * * 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)
  69260. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69261. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69262. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69263. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69264. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69265. * @param name defines the name of the mesh
  69266. * @param options defines the options used to create the mesh
  69267. * @param scene defines the hosting scene
  69268. * @returns the box mesh
  69269. */
  69270. MeshBuilder.CreateBox = function (name, options, scene) {
  69271. if (scene === void 0) { scene = null; }
  69272. var box = new BABYLON.Mesh(name, scene);
  69273. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69274. box._originalBuilderSideOrientation = options.sideOrientation;
  69275. var vertexData = BABYLON.VertexData.CreateBox(options);
  69276. vertexData.applyToMesh(box, options.updatable);
  69277. return box;
  69278. };
  69279. /**
  69280. * Creates a sphere mesh
  69281. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69282. * * 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`)
  69283. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69284. * * 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
  69285. * * 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)
  69286. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69287. * * 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
  69288. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69289. * @param name defines the name of the mesh
  69290. * @param options defines the options used to create the mesh
  69291. * @param scene defines the hosting scene
  69292. * @returns the sphere mesh
  69293. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69294. */
  69295. MeshBuilder.CreateSphere = function (name, options, scene) {
  69296. var sphere = new BABYLON.Mesh(name, scene);
  69297. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69298. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69299. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69300. vertexData.applyToMesh(sphere, options.updatable);
  69301. return sphere;
  69302. };
  69303. /**
  69304. * Creates a plane polygonal mesh. By default, this is a disc
  69305. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69306. * * 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
  69307. * * 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
  69308. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69309. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69311. * @param name defines the name of the mesh
  69312. * @param options defines the options used to create the mesh
  69313. * @param scene defines the hosting scene
  69314. * @returns the plane polygonal mesh
  69315. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69316. */
  69317. MeshBuilder.CreateDisc = function (name, options, scene) {
  69318. if (scene === void 0) { scene = null; }
  69319. var disc = new BABYLON.Mesh(name, scene);
  69320. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69321. disc._originalBuilderSideOrientation = options.sideOrientation;
  69322. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69323. vertexData.applyToMesh(disc, options.updatable);
  69324. return disc;
  69325. };
  69326. /**
  69327. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69328. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69329. * * 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`)
  69330. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69331. * * 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
  69332. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69333. * * 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
  69334. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69335. * @param name defines the name of the mesh
  69336. * @param options defines the options used to create the mesh
  69337. * @param scene defines the hosting scene
  69338. * @returns the icosahedron mesh
  69339. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69340. */
  69341. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69342. var sphere = new BABYLON.Mesh(name, scene);
  69343. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69344. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69345. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69346. vertexData.applyToMesh(sphere, options.updatable);
  69347. return sphere;
  69348. };
  69349. /**
  69350. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69351. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69352. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69353. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69354. * * 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
  69355. * * 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
  69356. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  69357. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69358. * * 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
  69359. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69360. * * 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
  69361. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69362. * * 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
  69363. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69365. * @param name defines the name of the mesh
  69366. * @param options defines the options used to create the mesh
  69367. * @param scene defines the hosting scene
  69368. * @returns the ribbon mesh
  69369. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69370. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69371. */
  69372. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69373. if (scene === void 0) { scene = null; }
  69374. var pathArray = options.pathArray;
  69375. var closeArray = options.closeArray;
  69376. var closePath = options.closePath;
  69377. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69378. var instance = options.instance;
  69379. var updatable = options.updatable;
  69380. if (instance) { // existing ribbon instance update
  69381. // positionFunction : ribbon case
  69382. // only pathArray and sideOrientation parameters are taken into account for positions update
  69383. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69384. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69385. var positionFunction = function (positions) {
  69386. var minlg = pathArray[0].length;
  69387. var mesh = instance;
  69388. var i = 0;
  69389. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69390. for (var si = 1; si <= ns; ++si) {
  69391. for (var p = 0; p < pathArray.length; ++p) {
  69392. var path = pathArray[p];
  69393. var l = path.length;
  69394. minlg = (minlg < l) ? minlg : l;
  69395. for (var j = 0; j < minlg; ++j) {
  69396. var pathPoint = path[j];
  69397. positions[i] = pathPoint.x;
  69398. positions[i + 1] = pathPoint.y;
  69399. positions[i + 2] = pathPoint.z;
  69400. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69401. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69402. i += 3;
  69403. }
  69404. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69405. var pathPoint = path[0];
  69406. positions[i] = pathPoint.x;
  69407. positions[i + 1] = pathPoint.y;
  69408. positions[i + 2] = pathPoint.z;
  69409. i += 3;
  69410. }
  69411. }
  69412. }
  69413. };
  69414. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69415. positionFunction(positions);
  69416. if (instance._boundingInfo) {
  69417. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69418. }
  69419. else {
  69420. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69421. }
  69422. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69423. if (options.colors) {
  69424. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69425. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69426. var color = options.colors[c];
  69427. colors[colorIndex] = color.r;
  69428. colors[colorIndex + 1] = color.g;
  69429. colors[colorIndex + 2] = color.b;
  69430. colors[colorIndex + 3] = color.a;
  69431. }
  69432. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69433. }
  69434. if (options.uvs) {
  69435. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69436. for (var i = 0; i < options.uvs.length; i++) {
  69437. uvs[i * 2] = options.uvs[i].x;
  69438. uvs[i * 2 + 1] = options.uvs[i].y;
  69439. }
  69440. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69441. }
  69442. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69443. var indices = instance.getIndices();
  69444. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69445. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69446. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69447. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69448. var indexFirst = 0;
  69449. var indexLast = 0;
  69450. for (var p = 0; p < pathArray.length; p++) {
  69451. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69452. if (p + 1 < pathArray.length) {
  69453. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69454. }
  69455. else {
  69456. indexLast = normals.length - 3;
  69457. }
  69458. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69459. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69460. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69461. normals[indexLast] = normals[indexFirst];
  69462. normals[indexLast + 1] = normals[indexFirst + 1];
  69463. normals[indexLast + 2] = normals[indexFirst + 2];
  69464. }
  69465. }
  69466. if (!(instance.areNormalsFrozen)) {
  69467. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69468. }
  69469. }
  69470. return instance;
  69471. }
  69472. else { // new ribbon creation
  69473. var ribbon = new BABYLON.Mesh(name, scene);
  69474. ribbon._originalBuilderSideOrientation = sideOrientation;
  69475. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69476. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69477. if (closePath) {
  69478. ribbon._creationDataStorage.idx = vertexData._idx;
  69479. }
  69480. ribbon._creationDataStorage.closePath = closePath;
  69481. ribbon._creationDataStorage.closeArray = closeArray;
  69482. vertexData.applyToMesh(ribbon, updatable);
  69483. return ribbon;
  69484. }
  69485. };
  69486. /**
  69487. * Creates a cylinder or a cone mesh
  69488. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69489. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69490. * * 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.
  69491. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69492. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69493. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69494. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69495. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69496. * * 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).
  69497. * * 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
  69498. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69499. * * 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
  69500. * * 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.
  69501. * * If `enclose` is false, a ring surface is one element.
  69502. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69503. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69504. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69505. * * 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
  69506. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69507. * @param name defines the name of the mesh
  69508. * @param options defines the options used to create the mesh
  69509. * @param scene defines the hosting scene
  69510. * @returns the cylinder mesh
  69511. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69512. */
  69513. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69514. var cylinder = new BABYLON.Mesh(name, scene);
  69515. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69516. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69517. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69518. vertexData.applyToMesh(cylinder, options.updatable);
  69519. return cylinder;
  69520. };
  69521. /**
  69522. * Creates a torus mesh
  69523. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69524. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69525. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69526. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69527. * * 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
  69528. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69529. * @param name defines the name of the mesh
  69530. * @param options defines the options used to create the mesh
  69531. * @param scene defines the hosting scene
  69532. * @returns the torus mesh
  69533. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69534. */
  69535. MeshBuilder.CreateTorus = function (name, options, scene) {
  69536. var torus = new BABYLON.Mesh(name, scene);
  69537. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69538. torus._originalBuilderSideOrientation = options.sideOrientation;
  69539. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69540. vertexData.applyToMesh(torus, options.updatable);
  69541. return torus;
  69542. };
  69543. /**
  69544. * Creates a torus knot mesh
  69545. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69546. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69547. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69548. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69549. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69550. * * 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
  69551. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69552. * @param name defines the name of the mesh
  69553. * @param options defines the options used to create the mesh
  69554. * @param scene defines the hosting scene
  69555. * @returns the torus knot mesh
  69556. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69557. */
  69558. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69559. var torusKnot = new BABYLON.Mesh(name, scene);
  69560. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69561. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69562. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69563. vertexData.applyToMesh(torusKnot, options.updatable);
  69564. return torusKnot;
  69565. };
  69566. /**
  69567. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69568. * * 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
  69569. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69570. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69571. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69572. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69573. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69574. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69575. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69577. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69578. * @param name defines the name of the new line system
  69579. * @param options defines the options used to create the line system
  69580. * @param scene defines the hosting scene
  69581. * @returns a new line system mesh
  69582. */
  69583. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69584. var instance = options.instance;
  69585. var lines = options.lines;
  69586. var colors = options.colors;
  69587. if (instance) { // lines update
  69588. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69589. var vertexColor;
  69590. var lineColors;
  69591. if (colors) {
  69592. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69593. }
  69594. var i = 0;
  69595. var c = 0;
  69596. for (var l = 0; l < lines.length; l++) {
  69597. var points = lines[l];
  69598. for (var p = 0; p < points.length; p++) {
  69599. positions[i] = points[p].x;
  69600. positions[i + 1] = points[p].y;
  69601. positions[i + 2] = points[p].z;
  69602. if (colors && vertexColor) {
  69603. lineColors = colors[l];
  69604. vertexColor[c] = lineColors[p].r;
  69605. vertexColor[c + 1] = lineColors[p].g;
  69606. vertexColor[c + 2] = lineColors[p].b;
  69607. vertexColor[c + 3] = lineColors[p].a;
  69608. c += 4;
  69609. }
  69610. i += 3;
  69611. }
  69612. }
  69613. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69614. if (colors && vertexColor) {
  69615. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69616. }
  69617. return instance;
  69618. }
  69619. // line system creation
  69620. var useVertexColor = (colors) ? true : false;
  69621. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69622. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69623. vertexData.applyToMesh(lineSystem, options.updatable);
  69624. return lineSystem;
  69625. };
  69626. /**
  69627. * Creates a line mesh
  69628. * 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
  69629. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69630. * * The parameter `points` is an array successive Vector3
  69631. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69632. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69633. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69634. * * When updating an instance, remember that only point positions can change, not the number of points
  69635. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69636. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69637. * @param name defines the name of the new line system
  69638. * @param options defines the options used to create the line system
  69639. * @param scene defines the hosting scene
  69640. * @returns a new line mesh
  69641. */
  69642. MeshBuilder.CreateLines = function (name, options, scene) {
  69643. if (scene === void 0) { scene = null; }
  69644. var colors = (options.colors) ? [options.colors] : null;
  69645. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69646. return lines;
  69647. };
  69648. /**
  69649. * Creates a dashed line mesh
  69650. * * 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
  69651. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69652. * * The parameter `points` is an array successive Vector3
  69653. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69654. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69655. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69656. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69657. * * When updating an instance, remember that only point positions can change, not the number of points
  69658. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69659. * @param name defines the name of the mesh
  69660. * @param options defines the options used to create the mesh
  69661. * @param scene defines the hosting scene
  69662. * @returns the dashed line mesh
  69663. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69664. */
  69665. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69666. if (scene === void 0) { scene = null; }
  69667. var points = options.points;
  69668. var instance = options.instance;
  69669. var gapSize = options.gapSize || 1;
  69670. var dashSize = options.dashSize || 3;
  69671. if (instance) { // dashed lines update
  69672. var positionFunction = function (positions) {
  69673. var curvect = BABYLON.Vector3.Zero();
  69674. var nbSeg = positions.length / 6;
  69675. var lg = 0;
  69676. var nb = 0;
  69677. var shft = 0;
  69678. var dashshft = 0;
  69679. var curshft = 0;
  69680. var p = 0;
  69681. var i = 0;
  69682. var j = 0;
  69683. for (i = 0; i < points.length - 1; i++) {
  69684. points[i + 1].subtractToRef(points[i], curvect);
  69685. lg += curvect.length();
  69686. }
  69687. shft = lg / nbSeg;
  69688. var dashSize = instance._creationDataStorage.dashSize;
  69689. var gapSize = instance._creationDataStorage.gapSize;
  69690. dashshft = dashSize * shft / (dashSize + gapSize);
  69691. for (i = 0; i < points.length - 1; i++) {
  69692. points[i + 1].subtractToRef(points[i], curvect);
  69693. nb = Math.floor(curvect.length() / shft);
  69694. curvect.normalize();
  69695. j = 0;
  69696. while (j < nb && p < positions.length) {
  69697. curshft = shft * j;
  69698. positions[p] = points[i].x + curshft * curvect.x;
  69699. positions[p + 1] = points[i].y + curshft * curvect.y;
  69700. positions[p + 2] = points[i].z + curshft * curvect.z;
  69701. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69702. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69703. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69704. p += 6;
  69705. j++;
  69706. }
  69707. }
  69708. while (p < positions.length) {
  69709. positions[p] = points[i].x;
  69710. positions[p + 1] = points[i].y;
  69711. positions[p + 2] = points[i].z;
  69712. p += 3;
  69713. }
  69714. };
  69715. instance.updateMeshPositions(positionFunction, false);
  69716. return instance;
  69717. }
  69718. // dashed lines creation
  69719. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69720. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69721. vertexData.applyToMesh(dashedLines, options.updatable);
  69722. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69723. dashedLines._creationDataStorage.dashSize = dashSize;
  69724. dashedLines._creationDataStorage.gapSize = gapSize;
  69725. return dashedLines;
  69726. };
  69727. /**
  69728. * 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.
  69729. * * 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.
  69730. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69731. * * 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.
  69732. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69733. * * 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
  69734. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69735. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69736. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69737. * * 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
  69738. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69739. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69740. * @param name defines the name of the mesh
  69741. * @param options defines the options used to create the mesh
  69742. * @param scene defines the hosting scene
  69743. * @returns the extruded shape mesh
  69744. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69745. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69746. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69747. */
  69748. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69749. if (scene === void 0) { scene = null; }
  69750. var path = options.path;
  69751. var shape = options.shape;
  69752. var scale = options.scale || 1;
  69753. var rotation = options.rotation || 0;
  69754. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69755. var updatable = options.updatable;
  69756. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69757. var instance = options.instance || null;
  69758. var invertUV = options.invertUV || false;
  69759. 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);
  69760. };
  69761. /**
  69762. * Creates an custom extruded shape mesh.
  69763. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69764. * * 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.
  69765. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69766. * * 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
  69767. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69768. * * 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
  69769. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69770. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69771. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69772. * * 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
  69773. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69774. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69775. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69776. * * 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
  69777. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69778. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69779. * @param name defines the name of the mesh
  69780. * @param options defines the options used to create the mesh
  69781. * @param scene defines the hosting scene
  69782. * @returns the custom extruded shape mesh
  69783. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69784. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69785. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69786. */
  69787. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69788. var path = options.path;
  69789. var shape = options.shape;
  69790. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69791. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69792. var ribbonCloseArray = options.ribbonCloseArray || false;
  69793. var ribbonClosePath = options.ribbonClosePath || false;
  69794. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69795. var updatable = options.updatable;
  69796. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69797. var instance = options.instance;
  69798. var invertUV = options.invertUV || false;
  69799. 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);
  69800. };
  69801. /**
  69802. * Creates lathe mesh.
  69803. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69804. * * 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
  69805. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69806. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69807. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69808. * * 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
  69809. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69810. * * 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
  69811. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69812. * * 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
  69813. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69815. * @param name defines the name of the mesh
  69816. * @param options defines the options used to create the mesh
  69817. * @param scene defines the hosting scene
  69818. * @returns the lathe mesh
  69819. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69820. */
  69821. MeshBuilder.CreateLathe = function (name, options, scene) {
  69822. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69823. var closed = (options.closed === undefined) ? true : options.closed;
  69824. var shape = options.shape;
  69825. var radius = options.radius || 1;
  69826. var tessellation = options.tessellation || 64;
  69827. var clip = options.clip || 0;
  69828. var updatable = options.updatable;
  69829. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69830. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69831. var pi2 = Math.PI * 2;
  69832. var paths = new Array();
  69833. var invertUV = options.invertUV || false;
  69834. var i = 0;
  69835. var p = 0;
  69836. var step = pi2 / tessellation * arc;
  69837. var rotated;
  69838. var path = new Array();
  69839. for (i = 0; i <= tessellation - clip; i++) {
  69840. var path = [];
  69841. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69842. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69843. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69844. }
  69845. for (p = 0; p < shape.length; p++) {
  69846. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69847. path.push(rotated);
  69848. }
  69849. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69850. 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));
  69851. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69852. }
  69853. paths.push(path);
  69854. }
  69855. // lathe ribbon
  69856. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69857. return lathe;
  69858. };
  69859. /**
  69860. * Creates a plane mesh
  69861. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69862. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69863. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69864. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69865. * * 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
  69866. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69867. * @param name defines the name of the mesh
  69868. * @param options defines the options used to create the mesh
  69869. * @param scene defines the hosting scene
  69870. * @returns the plane mesh
  69871. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69872. */
  69873. MeshBuilder.CreatePlane = function (name, options, scene) {
  69874. var plane = new BABYLON.Mesh(name, scene);
  69875. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69876. plane._originalBuilderSideOrientation = options.sideOrientation;
  69877. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69878. vertexData.applyToMesh(plane, options.updatable);
  69879. if (options.sourcePlane) {
  69880. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69881. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69882. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69883. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69884. plane.rotate(vectorProduct, product);
  69885. }
  69886. }
  69887. return plane;
  69888. };
  69889. /**
  69890. * Creates a ground mesh
  69891. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69892. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69893. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69894. * @param name defines the name of the mesh
  69895. * @param options defines the options used to create the mesh
  69896. * @param scene defines the hosting scene
  69897. * @returns the ground mesh
  69898. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69899. */
  69900. MeshBuilder.CreateGround = function (name, options, scene) {
  69901. var ground = new BABYLON.GroundMesh(name, scene);
  69902. ground._setReady(false);
  69903. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69904. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69905. ground._width = options.width || 1;
  69906. ground._height = options.height || 1;
  69907. ground._maxX = ground._width / 2;
  69908. ground._maxZ = ground._height / 2;
  69909. ground._minX = -ground._maxX;
  69910. ground._minZ = -ground._maxZ;
  69911. var vertexData = BABYLON.VertexData.CreateGround(options);
  69912. vertexData.applyToMesh(ground, options.updatable);
  69913. ground._setReady(true);
  69914. return ground;
  69915. };
  69916. /**
  69917. * Creates a tiled ground mesh
  69918. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69919. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69920. * * 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
  69921. * * 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
  69922. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69923. * @param name defines the name of the mesh
  69924. * @param options defines the options used to create the mesh
  69925. * @param scene defines the hosting scene
  69926. * @returns the tiled ground mesh
  69927. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69928. */
  69929. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69930. var tiledGround = new BABYLON.Mesh(name, scene);
  69931. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69932. vertexData.applyToMesh(tiledGround, options.updatable);
  69933. return tiledGround;
  69934. };
  69935. /**
  69936. * Creates a ground mesh from a height map
  69937. * * The parameter `url` sets the URL of the height map image resource.
  69938. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69939. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69940. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69941. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69942. * * 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.
  69943. * * 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).
  69944. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69945. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69946. * @param name defines the name of the mesh
  69947. * @param url defines the url to the height map
  69948. * @param options defines the options used to create the mesh
  69949. * @param scene defines the hosting scene
  69950. * @returns the ground mesh
  69951. * @see http://doc.babylonjs.com/babylon101/height_map
  69952. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69953. */
  69954. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69955. var width = options.width || 10.0;
  69956. var height = options.height || 10.0;
  69957. var subdivisions = options.subdivisions || 1 | 0;
  69958. var minHeight = options.minHeight || 0.0;
  69959. var maxHeight = options.maxHeight || 1.0;
  69960. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69961. var alphaFilter = options.alphaFilter || 0.0;
  69962. var updatable = options.updatable;
  69963. var onReady = options.onReady;
  69964. var ground = new BABYLON.GroundMesh(name, scene);
  69965. ground._subdivisionsX = subdivisions;
  69966. ground._subdivisionsY = subdivisions;
  69967. ground._width = width;
  69968. ground._height = height;
  69969. ground._maxX = ground._width / 2.0;
  69970. ground._maxZ = ground._height / 2.0;
  69971. ground._minX = -ground._maxX;
  69972. ground._minZ = -ground._maxZ;
  69973. ground._setReady(false);
  69974. var onload = function (img) {
  69975. // Getting height map data
  69976. var canvas = document.createElement("canvas");
  69977. var context = canvas.getContext("2d");
  69978. if (!context) {
  69979. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69980. }
  69981. if (scene.isDisposed) {
  69982. return;
  69983. }
  69984. var bufferWidth = img.width;
  69985. var bufferHeight = img.height;
  69986. canvas.width = bufferWidth;
  69987. canvas.height = bufferHeight;
  69988. context.drawImage(img, 0, 0);
  69989. // Create VertexData from map data
  69990. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69991. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69992. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69993. width: width, height: height,
  69994. subdivisions: subdivisions,
  69995. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69996. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69997. alphaFilter: alphaFilter
  69998. });
  69999. vertexData.applyToMesh(ground, updatable);
  70000. //execute ready callback, if set
  70001. if (onReady) {
  70002. onReady(ground);
  70003. }
  70004. ground._setReady(true);
  70005. };
  70006. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70007. return ground;
  70008. };
  70009. /**
  70010. * Creates a polygon mesh
  70011. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70012. * * 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
  70013. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70014. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70015. * * 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)
  70016. * * Remember you can only change the shape positions, not their number when updating a polygon
  70017. * @param name defines the name of the mesh
  70018. * @param options defines the options used to create the mesh
  70019. * @param scene defines the hosting scene
  70020. * @returns the polygon mesh
  70021. */
  70022. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70023. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70024. var shape = options.shape;
  70025. var holes = options.holes || [];
  70026. var depth = options.depth || 0;
  70027. var contours = [];
  70028. var hole = [];
  70029. for (var i = 0; i < shape.length; i++) {
  70030. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70031. }
  70032. var epsilon = 0.00000001;
  70033. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70034. contours.pop();
  70035. }
  70036. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70037. for (var hNb = 0; hNb < holes.length; hNb++) {
  70038. hole = [];
  70039. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70040. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70041. }
  70042. polygonTriangulation.addHole(hole);
  70043. }
  70044. var polygon = polygonTriangulation.build(options.updatable, depth);
  70045. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70046. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70047. vertexData.applyToMesh(polygon, options.updatable);
  70048. return polygon;
  70049. };
  70050. /**
  70051. * Creates an extruded polygon mesh, with depth in the Y direction.
  70052. * * 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)
  70053. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70054. * @param name defines the name of the mesh
  70055. * @param options defines the options used to create the mesh
  70056. * @param scene defines the hosting scene
  70057. * @returns the polygon mesh
  70058. */
  70059. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70060. return MeshBuilder.CreatePolygon(name, options, scene);
  70061. };
  70062. /**
  70063. * Creates a tube mesh.
  70064. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70065. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70066. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70067. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70068. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70069. * * 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)
  70070. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70071. * * 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
  70072. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  70073. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70074. * * 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
  70075. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70076. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70077. * @param name defines the name of the mesh
  70078. * @param options defines the options used to create the mesh
  70079. * @param scene defines the hosting scene
  70080. * @returns the tube mesh
  70081. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  70082. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  70083. */
  70084. MeshBuilder.CreateTube = function (name, options, scene) {
  70085. var path = options.path;
  70086. var instance = options.instance;
  70087. var radius = 1.0;
  70088. if (options.radius !== undefined) {
  70089. radius = options.radius;
  70090. }
  70091. else if (instance) {
  70092. radius = instance._creationDataStorage.radius;
  70093. }
  70094. var tessellation = options.tessellation || 64 | 0;
  70095. var radiusFunction = options.radiusFunction || null;
  70096. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70097. var invertUV = options.invertUV || false;
  70098. var updatable = options.updatable;
  70099. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70100. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70101. // tube geometry
  70102. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70103. var tangents = path3D.getTangents();
  70104. var normals = path3D.getNormals();
  70105. var distances = path3D.getDistances();
  70106. var pi2 = Math.PI * 2;
  70107. var step = pi2 / tessellation * arc;
  70108. var returnRadius = function () { return radius; };
  70109. var radiusFunctionFinal = radiusFunction || returnRadius;
  70110. var circlePath;
  70111. var rad;
  70112. var normal;
  70113. var rotated;
  70114. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70115. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70116. for (var i = 0; i < path.length; i++) {
  70117. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70118. circlePath = Array(); // current circle array
  70119. normal = normals[i]; // current normal
  70120. for (var t = 0; t < tessellation; t++) {
  70121. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70122. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70123. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70124. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70125. circlePath[t] = rotated;
  70126. }
  70127. circlePaths[index] = circlePath;
  70128. index++;
  70129. }
  70130. // cap
  70131. var capPath = function (nbPoints, pathIndex) {
  70132. var pointCap = Array();
  70133. for (var i = 0; i < nbPoints; i++) {
  70134. pointCap.push(path[pathIndex]);
  70135. }
  70136. return pointCap;
  70137. };
  70138. switch (cap) {
  70139. case BABYLON.Mesh.NO_CAP:
  70140. break;
  70141. case BABYLON.Mesh.CAP_START:
  70142. circlePaths[0] = capPath(tessellation, 0);
  70143. circlePaths[1] = circlePaths[2].slice(0);
  70144. break;
  70145. case BABYLON.Mesh.CAP_END:
  70146. circlePaths[index] = circlePaths[index - 1].slice(0);
  70147. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70148. break;
  70149. case BABYLON.Mesh.CAP_ALL:
  70150. circlePaths[0] = capPath(tessellation, 0);
  70151. circlePaths[1] = circlePaths[2].slice(0);
  70152. circlePaths[index] = circlePaths[index - 1].slice(0);
  70153. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70154. break;
  70155. default:
  70156. break;
  70157. }
  70158. return circlePaths;
  70159. };
  70160. var path3D;
  70161. var pathArray;
  70162. if (instance) { // tube update
  70163. var storage = instance._creationDataStorage;
  70164. var arc = options.arc || storage.arc;
  70165. path3D = storage.path3D.update(path);
  70166. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70167. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70168. // Update mode, no need to recreate the storage.
  70169. storage.path3D = path3D;
  70170. storage.pathArray = pathArray;
  70171. storage.arc = arc;
  70172. storage.radius = radius;
  70173. return instance;
  70174. }
  70175. // tube creation
  70176. path3D = new BABYLON.Path3D(path);
  70177. var newPathArray = new Array();
  70178. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70179. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70180. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70181. tube._creationDataStorage.pathArray = pathArray;
  70182. tube._creationDataStorage.path3D = path3D;
  70183. tube._creationDataStorage.tessellation = tessellation;
  70184. tube._creationDataStorage.cap = cap;
  70185. tube._creationDataStorage.arc = options.arc;
  70186. tube._creationDataStorage.radius = radius;
  70187. return tube;
  70188. };
  70189. /**
  70190. * Creates a polyhedron mesh
  70191. * * 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
  70192. * * The parameter `size` (positive float, default 1) sets the polygon size
  70193. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70194. * * 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`
  70195. * * 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
  70196. * * 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)`)
  70197. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70198. * * 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
  70199. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70200. * * 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
  70201. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70202. * @param name defines the name of the mesh
  70203. * @param options defines the options used to create the mesh
  70204. * @param scene defines the hosting scene
  70205. * @returns the polyhedron mesh
  70206. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70207. */
  70208. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70209. var polyhedron = new BABYLON.Mesh(name, scene);
  70210. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70211. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70212. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70213. vertexData.applyToMesh(polyhedron, options.updatable);
  70214. return polyhedron;
  70215. };
  70216. /**
  70217. * Creates a decal mesh.
  70218. * 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
  70219. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70220. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70221. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70222. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70223. * @param name defines the name of the mesh
  70224. * @param sourceMesh defines the mesh where the decal must be applied
  70225. * @param options defines the options used to create the mesh
  70226. * @param scene defines the hosting scene
  70227. * @returns the decal mesh
  70228. * @see http://doc.babylonjs.com/how_to/decals
  70229. */
  70230. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70231. var indices = sourceMesh.getIndices();
  70232. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70233. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70234. var position = options.position || BABYLON.Vector3.Zero();
  70235. var normal = options.normal || BABYLON.Vector3.Up();
  70236. var size = options.size || BABYLON.Vector3.One();
  70237. var angle = options.angle || 0;
  70238. // Getting correct rotation
  70239. if (!normal) {
  70240. var target = new BABYLON.Vector3(0, 0, 1);
  70241. var camera = sourceMesh.getScene().activeCamera;
  70242. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70243. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70244. }
  70245. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70246. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70247. var pitch = Math.atan2(normal.y, len);
  70248. // Matrix
  70249. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70250. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70251. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70252. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70253. var vertexData = new BABYLON.VertexData();
  70254. vertexData.indices = [];
  70255. vertexData.positions = [];
  70256. vertexData.normals = [];
  70257. vertexData.uvs = [];
  70258. var currentVertexDataIndex = 0;
  70259. var extractDecalVector3 = function (indexId) {
  70260. var result = new BABYLON.PositionNormalVertex();
  70261. if (!indices || !positions || !normals) {
  70262. return result;
  70263. }
  70264. var vertexId = indices[indexId];
  70265. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70266. // Send vector to decal local world
  70267. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70268. // Get normal
  70269. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70270. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70271. return result;
  70272. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70273. var clip = function (vertices, axis) {
  70274. if (vertices.length === 0) {
  70275. return vertices;
  70276. }
  70277. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70278. var clipVertices = function (v0, v1) {
  70279. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70280. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70281. };
  70282. var result = new Array();
  70283. for (var index = 0; index < vertices.length; index += 3) {
  70284. var v1Out;
  70285. var v2Out;
  70286. var v3Out;
  70287. var total = 0;
  70288. var nV1 = null;
  70289. var nV2 = null;
  70290. var nV3 = null;
  70291. var nV4 = null;
  70292. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70293. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70294. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70295. v1Out = d1 > 0;
  70296. v2Out = d2 > 0;
  70297. v3Out = d3 > 0;
  70298. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70299. switch (total) {
  70300. case 0:
  70301. result.push(vertices[index]);
  70302. result.push(vertices[index + 1]);
  70303. result.push(vertices[index + 2]);
  70304. break;
  70305. case 1:
  70306. if (v1Out) {
  70307. nV1 = vertices[index + 1];
  70308. nV2 = vertices[index + 2];
  70309. nV3 = clipVertices(vertices[index], nV1);
  70310. nV4 = clipVertices(vertices[index], nV2);
  70311. }
  70312. if (v2Out) {
  70313. nV1 = vertices[index];
  70314. nV2 = vertices[index + 2];
  70315. nV3 = clipVertices(vertices[index + 1], nV1);
  70316. nV4 = clipVertices(vertices[index + 1], nV2);
  70317. result.push(nV3);
  70318. result.push(nV2.clone());
  70319. result.push(nV1.clone());
  70320. result.push(nV2.clone());
  70321. result.push(nV3.clone());
  70322. result.push(nV4);
  70323. break;
  70324. }
  70325. if (v3Out) {
  70326. nV1 = vertices[index];
  70327. nV2 = vertices[index + 1];
  70328. nV3 = clipVertices(vertices[index + 2], nV1);
  70329. nV4 = clipVertices(vertices[index + 2], nV2);
  70330. }
  70331. if (nV1 && nV2 && nV3 && nV4) {
  70332. result.push(nV1.clone());
  70333. result.push(nV2.clone());
  70334. result.push(nV3);
  70335. result.push(nV4);
  70336. result.push(nV3.clone());
  70337. result.push(nV2.clone());
  70338. }
  70339. break;
  70340. case 2:
  70341. if (!v1Out) {
  70342. nV1 = vertices[index].clone();
  70343. nV2 = clipVertices(nV1, vertices[index + 1]);
  70344. nV3 = clipVertices(nV1, vertices[index + 2]);
  70345. result.push(nV1);
  70346. result.push(nV2);
  70347. result.push(nV3);
  70348. }
  70349. if (!v2Out) {
  70350. nV1 = vertices[index + 1].clone();
  70351. nV2 = clipVertices(nV1, vertices[index + 2]);
  70352. nV3 = clipVertices(nV1, vertices[index]);
  70353. result.push(nV1);
  70354. result.push(nV2);
  70355. result.push(nV3);
  70356. }
  70357. if (!v3Out) {
  70358. nV1 = vertices[index + 2].clone();
  70359. nV2 = clipVertices(nV1, vertices[index]);
  70360. nV3 = clipVertices(nV1, vertices[index + 1]);
  70361. result.push(nV1);
  70362. result.push(nV2);
  70363. result.push(nV3);
  70364. }
  70365. break;
  70366. case 3:
  70367. break;
  70368. }
  70369. }
  70370. return result;
  70371. };
  70372. for (var index = 0; index < indices.length; index += 3) {
  70373. var faceVertices = new Array();
  70374. faceVertices.push(extractDecalVector3(index));
  70375. faceVertices.push(extractDecalVector3(index + 1));
  70376. faceVertices.push(extractDecalVector3(index + 2));
  70377. // Clip
  70378. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70379. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70380. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70381. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70382. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70383. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70384. if (faceVertices.length === 0) {
  70385. continue;
  70386. }
  70387. // Add UVs and get back to world
  70388. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70389. var vertex = faceVertices[vIndex];
  70390. //TODO check for Int32Array | Uint32Array | Uint16Array
  70391. vertexData.indices.push(currentVertexDataIndex);
  70392. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70393. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70394. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70395. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70396. currentVertexDataIndex++;
  70397. }
  70398. }
  70399. // Return mesh
  70400. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70401. vertexData.applyToMesh(decal);
  70402. decal.position = position.clone();
  70403. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70404. return decal;
  70405. };
  70406. // Privates
  70407. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70408. // extrusion geometry
  70409. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70410. var tangents = path3D.getTangents();
  70411. var normals = path3D.getNormals();
  70412. var binormals = path3D.getBinormals();
  70413. var distances = path3D.getDistances();
  70414. var angle = 0;
  70415. var returnScale = function () { return scale !== null ? scale : 1; };
  70416. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70417. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70418. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70419. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70420. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70421. for (var i = 0; i < curve.length; i++) {
  70422. var shapePath = new Array();
  70423. var angleStep = rotate(i, distances[i]);
  70424. var scaleRatio = scl(i, distances[i]);
  70425. for (var p = 0; p < shape.length; p++) {
  70426. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70427. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70428. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70429. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70430. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70431. shapePath[p] = rotated;
  70432. }
  70433. shapePaths[index] = shapePath;
  70434. angle += angleStep;
  70435. index++;
  70436. }
  70437. // cap
  70438. var capPath = function (shapePath) {
  70439. var pointCap = Array();
  70440. var barycenter = BABYLON.Vector3.Zero();
  70441. var i;
  70442. for (i = 0; i < shapePath.length; i++) {
  70443. barycenter.addInPlace(shapePath[i]);
  70444. }
  70445. barycenter.scaleInPlace(1.0 / shapePath.length);
  70446. for (i = 0; i < shapePath.length; i++) {
  70447. pointCap.push(barycenter);
  70448. }
  70449. return pointCap;
  70450. };
  70451. switch (cap) {
  70452. case BABYLON.Mesh.NO_CAP:
  70453. break;
  70454. case BABYLON.Mesh.CAP_START:
  70455. shapePaths[0] = capPath(shapePaths[2]);
  70456. shapePaths[1] = shapePaths[2];
  70457. break;
  70458. case BABYLON.Mesh.CAP_END:
  70459. shapePaths[index] = shapePaths[index - 1];
  70460. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70461. break;
  70462. case BABYLON.Mesh.CAP_ALL:
  70463. shapePaths[0] = capPath(shapePaths[2]);
  70464. shapePaths[1] = shapePaths[2];
  70465. shapePaths[index] = shapePaths[index - 1];
  70466. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70467. break;
  70468. default:
  70469. break;
  70470. }
  70471. return shapePaths;
  70472. };
  70473. var path3D;
  70474. var pathArray;
  70475. if (instance) { // instance update
  70476. var storage = instance._creationDataStorage;
  70477. path3D = storage.path3D.update(curve);
  70478. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70479. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70480. return instance;
  70481. }
  70482. // extruded shape creation
  70483. path3D = new BABYLON.Path3D(curve);
  70484. var newShapePaths = new Array();
  70485. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70486. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70487. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70488. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70489. extrudedGeneric._creationDataStorage.path3D = path3D;
  70490. extrudedGeneric._creationDataStorage.cap = cap;
  70491. return extrudedGeneric;
  70492. };
  70493. return MeshBuilder;
  70494. }());
  70495. BABYLON.MeshBuilder = MeshBuilder;
  70496. })(BABYLON || (BABYLON = {}));
  70497. //# sourceMappingURL=babylon.meshBuilder.js.map
  70498. var BABYLON;
  70499. (function (BABYLON) {
  70500. /**
  70501. * Draco compression (https://google.github.io/draco/)
  70502. *
  70503. * This class wraps the Draco module.
  70504. *
  70505. * **Encoder**
  70506. *
  70507. * The encoder is not currently implemented.
  70508. *
  70509. * **Decoder**
  70510. *
  70511. * 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.
  70512. *
  70513. * To update the configuration, use the following code:
  70514. * ```javascript
  70515. * BABYLON.DracoCompression.Configuration = {
  70516. * decoder: {
  70517. * wasmUrl: "<url to the WebAssembly library>",
  70518. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70519. * fallbackUrl: "<url to the fallback JavaScript library>",
  70520. * }
  70521. * };
  70522. * ```
  70523. *
  70524. * 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.
  70525. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70526. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70527. *
  70528. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70529. * ```javascript
  70530. * var dracoCompression = new BABYLON.DracoCompression();
  70531. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70532. * [BABYLON.VertexBuffer.PositionKind]: 0
  70533. * });
  70534. * ```
  70535. *
  70536. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70537. */
  70538. var DracoCompression = /** @class */ (function () {
  70539. /**
  70540. * Constructor
  70541. */
  70542. function DracoCompression() {
  70543. }
  70544. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70545. /**
  70546. * Returns true if the decoder is available.
  70547. */
  70548. get: function () {
  70549. if (typeof DracoDecoderModule !== "undefined") {
  70550. return true;
  70551. }
  70552. var decoder = DracoCompression.Configuration.decoder;
  70553. if (decoder) {
  70554. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70555. return true;
  70556. }
  70557. if (decoder.fallbackUrl) {
  70558. return true;
  70559. }
  70560. }
  70561. return false;
  70562. },
  70563. enumerable: true,
  70564. configurable: true
  70565. });
  70566. /**
  70567. * Stop all async operations and release resources.
  70568. */
  70569. DracoCompression.prototype.dispose = function () {
  70570. };
  70571. /**
  70572. * Decode Draco compressed mesh data to vertex data.
  70573. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70574. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70575. * @returns A promise that resolves with the decoded vertex data
  70576. */
  70577. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70578. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70579. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70580. var module = wrappedModule.module;
  70581. var vertexData = new BABYLON.VertexData();
  70582. var buffer = new module.DecoderBuffer();
  70583. buffer.Init(dataView, dataView.byteLength);
  70584. var decoder = new module.Decoder();
  70585. var geometry;
  70586. var status;
  70587. try {
  70588. var type = decoder.GetEncodedGeometryType(buffer);
  70589. switch (type) {
  70590. case module.TRIANGULAR_MESH:
  70591. geometry = new module.Mesh();
  70592. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70593. break;
  70594. case module.POINT_CLOUD:
  70595. geometry = new module.PointCloud();
  70596. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70597. break;
  70598. default:
  70599. throw new Error("Invalid geometry type " + type);
  70600. }
  70601. if (!status.ok() || !geometry.ptr) {
  70602. throw new Error(status.error_msg());
  70603. }
  70604. var numPoints = geometry.num_points();
  70605. if (type === module.TRIANGULAR_MESH) {
  70606. var numFaces = geometry.num_faces();
  70607. var faceIndices = new module.DracoInt32Array();
  70608. try {
  70609. var indices = new Uint32Array(numFaces * 3);
  70610. for (var i = 0; i < numFaces; i++) {
  70611. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70612. var offset = i * 3;
  70613. indices[offset + 0] = faceIndices.GetValue(0);
  70614. indices[offset + 1] = faceIndices.GetValue(1);
  70615. indices[offset + 2] = faceIndices.GetValue(2);
  70616. }
  70617. vertexData.indices = indices;
  70618. }
  70619. finally {
  70620. module.destroy(faceIndices);
  70621. }
  70622. }
  70623. for (var kind in attributes) {
  70624. var uniqueId = attributes[kind];
  70625. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70626. var dracoData = new module.DracoFloat32Array();
  70627. try {
  70628. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70629. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70630. for (var i = 0; i < babylonData.length; i++) {
  70631. babylonData[i] = dracoData.GetValue(i);
  70632. }
  70633. vertexData.set(babylonData, kind);
  70634. }
  70635. finally {
  70636. module.destroy(dracoData);
  70637. }
  70638. }
  70639. }
  70640. finally {
  70641. if (geometry) {
  70642. module.destroy(geometry);
  70643. }
  70644. module.destroy(decoder);
  70645. module.destroy(buffer);
  70646. }
  70647. return vertexData;
  70648. });
  70649. };
  70650. DracoCompression._GetDecoderModule = function () {
  70651. if (!DracoCompression._DecoderModulePromise) {
  70652. var promise = null;
  70653. var config_1 = {};
  70654. if (typeof DracoDecoderModule !== "undefined") {
  70655. promise = Promise.resolve();
  70656. }
  70657. else {
  70658. var decoder = DracoCompression.Configuration.decoder;
  70659. if (decoder) {
  70660. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70661. promise = Promise.all([
  70662. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70663. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70664. config_1.wasmBinary = data;
  70665. })
  70666. ]);
  70667. }
  70668. else if (decoder.fallbackUrl) {
  70669. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70670. }
  70671. }
  70672. }
  70673. if (!promise) {
  70674. throw new Error("Draco decoder module is not available");
  70675. }
  70676. DracoCompression._DecoderModulePromise = promise.then(function () {
  70677. return new Promise(function (resolve) {
  70678. config_1.onModuleLoaded = function (decoderModule) {
  70679. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70680. resolve({ module: decoderModule });
  70681. };
  70682. DracoDecoderModule(config_1);
  70683. });
  70684. });
  70685. }
  70686. return DracoCompression._DecoderModulePromise;
  70687. };
  70688. DracoCompression._LoadScriptAsync = function (url) {
  70689. return new Promise(function (resolve, reject) {
  70690. BABYLON.Tools.LoadScript(url, function () {
  70691. resolve();
  70692. }, function (message) {
  70693. reject(new Error(message));
  70694. });
  70695. });
  70696. };
  70697. DracoCompression._LoadFileAsync = function (url) {
  70698. return new Promise(function (resolve, reject) {
  70699. BABYLON.Tools.LoadFile(url, function (data) {
  70700. resolve(data);
  70701. }, undefined, undefined, true, function (request, exception) {
  70702. reject(exception);
  70703. });
  70704. });
  70705. };
  70706. /**
  70707. * The configuration. Defaults to the following urls:
  70708. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70709. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70710. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70711. */
  70712. DracoCompression.Configuration = {
  70713. decoder: {
  70714. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70715. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70716. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70717. }
  70718. };
  70719. return DracoCompression;
  70720. }());
  70721. BABYLON.DracoCompression = DracoCompression;
  70722. })(BABYLON || (BABYLON = {}));
  70723. //# sourceMappingURL=babylon.dracoCompression.js.map
  70724. var BABYLON;
  70725. (function (BABYLON) {
  70726. // Sets the default audio engine to Babylon.js
  70727. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70728. /**
  70729. * This represents the default audio engine used in babylon.
  70730. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70731. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70732. */
  70733. var AudioEngine = /** @class */ (function () {
  70734. /**
  70735. * Instantiates a new audio engine.
  70736. *
  70737. * There should be only one per page as some browsers restrict the number
  70738. * of audio contexts you can create.
  70739. * @param hostElement defines the host element where to display the mute icon if necessary
  70740. */
  70741. function AudioEngine(hostElement) {
  70742. if (hostElement === void 0) { hostElement = null; }
  70743. var _this = this;
  70744. this._audioContext = null;
  70745. this._audioContextInitialized = false;
  70746. this._muteButton = null;
  70747. /**
  70748. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70749. */
  70750. this.canUseWebAudio = false;
  70751. /**
  70752. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70753. * @ignoreNaming
  70754. */
  70755. this.WarnedWebAudioUnsupported = false;
  70756. /**
  70757. * Gets whether or not mp3 are supported by your browser.
  70758. */
  70759. this.isMP3supported = false;
  70760. /**
  70761. * Gets whether or not ogg are supported by your browser.
  70762. */
  70763. this.isOGGsupported = false;
  70764. /**
  70765. * Gets whether audio has been unlocked on the device.
  70766. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70767. * a user interaction has happened.
  70768. */
  70769. this.unlocked = true;
  70770. /**
  70771. * Defines if the audio engine relies on a custom unlocked button.
  70772. * In this case, the embedded button will not be displayed.
  70773. */
  70774. this.useCustomUnlockedButton = false;
  70775. /**
  70776. * Event raised when audio has been unlocked on the browser.
  70777. */
  70778. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70779. /**
  70780. * Event raised when audio has been locked on the browser.
  70781. */
  70782. this.onAudioLockedObservable = new BABYLON.Observable();
  70783. this._tryToRun = false;
  70784. this._onResize = function () {
  70785. _this._moveButtonToTopLeft();
  70786. };
  70787. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70788. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70789. this.canUseWebAudio = true;
  70790. }
  70791. var audioElem = document.createElement('audio');
  70792. this._hostElement = hostElement;
  70793. try {
  70794. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70795. this.isMP3supported = true;
  70796. }
  70797. }
  70798. catch (e) {
  70799. // protect error during capability check.
  70800. }
  70801. try {
  70802. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70803. this.isOGGsupported = true;
  70804. }
  70805. }
  70806. catch (e) {
  70807. // protect error during capability check.
  70808. }
  70809. }
  70810. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70811. /**
  70812. * Gets the current AudioContext if available.
  70813. */
  70814. get: function () {
  70815. if (!this._audioContextInitialized) {
  70816. this._initializeAudioContext();
  70817. }
  70818. else {
  70819. if (!this.unlocked && !this._muteButton) {
  70820. this._displayMuteButton();
  70821. }
  70822. }
  70823. return this._audioContext;
  70824. },
  70825. enumerable: true,
  70826. configurable: true
  70827. });
  70828. /**
  70829. * Flags the audio engine in Locked state.
  70830. * This happens due to new browser policies preventing audio to autoplay.
  70831. */
  70832. AudioEngine.prototype.lock = function () {
  70833. this._triggerSuspendedState();
  70834. };
  70835. /**
  70836. * Unlocks the audio engine once a user action has been done on the dom.
  70837. * This is helpful to resume play once browser policies have been satisfied.
  70838. */
  70839. AudioEngine.prototype.unlock = function () {
  70840. this._triggerRunningState();
  70841. };
  70842. AudioEngine.prototype._resumeAudioContext = function () {
  70843. var result;
  70844. if (this._audioContext.resume) {
  70845. result = this._audioContext.resume();
  70846. }
  70847. return result || Promise.resolve();
  70848. };
  70849. AudioEngine.prototype._initializeAudioContext = function () {
  70850. try {
  70851. if (this.canUseWebAudio) {
  70852. this._audioContext = new AudioContext();
  70853. // create a global volume gain node
  70854. this.masterGain = this._audioContext.createGain();
  70855. this.masterGain.gain.value = 1;
  70856. this.masterGain.connect(this._audioContext.destination);
  70857. this._audioContextInitialized = true;
  70858. if (this._audioContext.state === "running") {
  70859. // Do not wait for the promise to unlock.
  70860. this._triggerRunningState();
  70861. }
  70862. }
  70863. }
  70864. catch (e) {
  70865. this.canUseWebAudio = false;
  70866. BABYLON.Tools.Error("Web Audio: " + e.message);
  70867. }
  70868. };
  70869. AudioEngine.prototype._triggerRunningState = function () {
  70870. var _this = this;
  70871. if (this._tryToRun) {
  70872. return;
  70873. }
  70874. this._tryToRun = true;
  70875. this._resumeAudioContext()
  70876. .then(function () {
  70877. _this._tryToRun = false;
  70878. if (_this._muteButton) {
  70879. _this._hideMuteButton();
  70880. }
  70881. }).catch(function () {
  70882. _this._tryToRun = false;
  70883. _this.unlocked = false;
  70884. });
  70885. // Notify users that the audio stack is unlocked/unmuted
  70886. this.unlocked = true;
  70887. this.onAudioUnlockedObservable.notifyObservers(this);
  70888. };
  70889. AudioEngine.prototype._triggerSuspendedState = function () {
  70890. this.unlocked = false;
  70891. this.onAudioLockedObservable.notifyObservers(this);
  70892. this._displayMuteButton();
  70893. };
  70894. AudioEngine.prototype._displayMuteButton = function () {
  70895. var _this = this;
  70896. if (this.useCustomUnlockedButton) {
  70897. return;
  70898. }
  70899. this._muteButton = document.createElement("BUTTON");
  70900. this._muteButton.className = "babylonUnmuteIcon";
  70901. this._muteButton.id = "babylonUnmuteIconBtn";
  70902. this._muteButton.title = "Unmute";
  70903. 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) }";
  70904. var style = document.createElement('style');
  70905. style.appendChild(document.createTextNode(css));
  70906. document.getElementsByTagName('head')[0].appendChild(style);
  70907. document.body.appendChild(this._muteButton);
  70908. this._moveButtonToTopLeft();
  70909. this._muteButton.addEventListener('touchend', function () {
  70910. _this._triggerRunningState();
  70911. }, true);
  70912. this._muteButton.addEventListener('click', function () {
  70913. _this._triggerRunningState();
  70914. }, true);
  70915. window.addEventListener("resize", this._onResize);
  70916. };
  70917. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70918. if (this._hostElement && this._muteButton) {
  70919. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70920. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70921. }
  70922. };
  70923. AudioEngine.prototype._hideMuteButton = function () {
  70924. if (this._muteButton) {
  70925. document.body.removeChild(this._muteButton);
  70926. this._muteButton = null;
  70927. }
  70928. };
  70929. /**
  70930. * Destroy and release the resources associated with the audio ccontext.
  70931. */
  70932. AudioEngine.prototype.dispose = function () {
  70933. if (this.canUseWebAudio && this._audioContextInitialized) {
  70934. if (this._connectedAnalyser && this._audioContext) {
  70935. this._connectedAnalyser.stopDebugCanvas();
  70936. this._connectedAnalyser.dispose();
  70937. this.masterGain.disconnect();
  70938. this.masterGain.connect(this._audioContext.destination);
  70939. this._connectedAnalyser = null;
  70940. }
  70941. this.masterGain.gain.value = 1;
  70942. }
  70943. this.WarnedWebAudioUnsupported = false;
  70944. this._hideMuteButton();
  70945. window.removeEventListener("resize", this._onResize);
  70946. this.onAudioUnlockedObservable.clear();
  70947. this.onAudioLockedObservable.clear();
  70948. };
  70949. /**
  70950. * Gets the global volume sets on the master gain.
  70951. * @returns the global volume if set or -1 otherwise
  70952. */
  70953. AudioEngine.prototype.getGlobalVolume = function () {
  70954. if (this.canUseWebAudio && this._audioContextInitialized) {
  70955. return this.masterGain.gain.value;
  70956. }
  70957. else {
  70958. return -1;
  70959. }
  70960. };
  70961. /**
  70962. * Sets the global volume of your experience (sets on the master gain).
  70963. * @param newVolume Defines the new global volume of the application
  70964. */
  70965. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70966. if (this.canUseWebAudio && this._audioContextInitialized) {
  70967. this.masterGain.gain.value = newVolume;
  70968. }
  70969. };
  70970. /**
  70971. * Connect the audio engine to an audio analyser allowing some amazing
  70972. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70973. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70974. * @param analyser The analyser to connect to the engine
  70975. */
  70976. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70977. if (this._connectedAnalyser) {
  70978. this._connectedAnalyser.stopDebugCanvas();
  70979. }
  70980. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70981. this._connectedAnalyser = analyser;
  70982. this.masterGain.disconnect();
  70983. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70984. }
  70985. };
  70986. return AudioEngine;
  70987. }());
  70988. BABYLON.AudioEngine = AudioEngine;
  70989. })(BABYLON || (BABYLON = {}));
  70990. //# sourceMappingURL=babylon.audioEngine.js.map
  70991. var BABYLON;
  70992. (function (BABYLON) {
  70993. /**
  70994. * Defines a sound that can be played in the application.
  70995. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70996. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70997. */
  70998. var Sound = /** @class */ (function () {
  70999. /**
  71000. * Create a sound and attach it to a scene
  71001. * @param name Name of your sound
  71002. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71003. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71004. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71005. */
  71006. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71007. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71008. var _this = this;
  71009. /**
  71010. * Does the sound autoplay once loaded.
  71011. */
  71012. this.autoplay = false;
  71013. /**
  71014. * Does the sound loop after it finishes playing once.
  71015. */
  71016. this.loop = false;
  71017. /**
  71018. * Does the sound use a custom attenuation curve to simulate the falloff
  71019. * happening when the source gets further away from the camera.
  71020. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71021. */
  71022. this.useCustomAttenuation = false;
  71023. /**
  71024. * Is this sound currently played.
  71025. */
  71026. this.isPlaying = false;
  71027. /**
  71028. * Is this sound currently paused.
  71029. */
  71030. this.isPaused = false;
  71031. /**
  71032. * Does this sound enables spatial sound.
  71033. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71034. */
  71035. this.spatialSound = false;
  71036. /**
  71037. * Define the reference distance the sound should be heard perfectly.
  71038. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71039. */
  71040. this.refDistance = 1;
  71041. /**
  71042. * Define the roll off factor of spatial sounds.
  71043. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71044. */
  71045. this.rolloffFactor = 1;
  71046. /**
  71047. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71048. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71049. */
  71050. this.maxDistance = 100;
  71051. /**
  71052. * Define the distance attenuation model the sound will follow.
  71053. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71054. */
  71055. this.distanceModel = "linear";
  71056. /**
  71057. * Observable event when the current playing sound finishes.
  71058. */
  71059. this.onEndedObservable = new BABYLON.Observable();
  71060. this._panningModel = "equalpower";
  71061. this._playbackRate = 1;
  71062. this._streaming = false;
  71063. this._startTime = 0;
  71064. this._startOffset = 0;
  71065. this._position = BABYLON.Vector3.Zero();
  71066. /** @hidden */
  71067. this._positionInEmitterSpace = false;
  71068. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71069. this._volume = 1;
  71070. this._isReadyToPlay = false;
  71071. this._isDirectional = false;
  71072. // Used if you'd like to create a directional sound.
  71073. // If not set, the sound will be omnidirectional
  71074. this._coneInnerAngle = 360;
  71075. this._coneOuterAngle = 360;
  71076. this._coneOuterGain = 0;
  71077. this._isOutputConnected = false;
  71078. this._urlType = "Unknown";
  71079. this.name = name;
  71080. this._scene = scene;
  71081. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71082. if (!compo) {
  71083. compo = new BABYLON.AudioSceneComponent(scene);
  71084. scene._addComponent(compo);
  71085. }
  71086. this._readyToPlayCallback = readyToPlayCallback;
  71087. // Default custom attenuation function is a linear attenuation
  71088. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71089. if (currentDistance < maxDistance) {
  71090. return currentVolume * (1 - currentDistance / maxDistance);
  71091. }
  71092. else {
  71093. return 0;
  71094. }
  71095. };
  71096. if (options) {
  71097. this.autoplay = options.autoplay || false;
  71098. this.loop = options.loop || false;
  71099. // if volume === 0, we need another way to check this option
  71100. if (options.volume !== undefined) {
  71101. this._volume = options.volume;
  71102. }
  71103. this.spatialSound = options.spatialSound || false;
  71104. this.maxDistance = options.maxDistance || 100;
  71105. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71106. this.rolloffFactor = options.rolloffFactor || 1;
  71107. this.refDistance = options.refDistance || 1;
  71108. this.distanceModel = options.distanceModel || "linear";
  71109. this._playbackRate = options.playbackRate || 1;
  71110. this._streaming = options.streaming || false;
  71111. }
  71112. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71113. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71114. this._soundGain.gain.value = this._volume;
  71115. this._inputAudioNode = this._soundGain;
  71116. this._outputAudioNode = this._soundGain;
  71117. if (this.spatialSound) {
  71118. this._createSpatialParameters();
  71119. }
  71120. this._scene.mainSoundTrack.AddSound(this);
  71121. var validParameter = true;
  71122. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71123. if (urlOrArrayBuffer) {
  71124. try {
  71125. if (typeof (urlOrArrayBuffer) === "string") {
  71126. this._urlType = "String";
  71127. }
  71128. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71129. this._urlType = "ArrayBuffer";
  71130. }
  71131. else if (urlOrArrayBuffer instanceof MediaStream) {
  71132. this._urlType = "MediaStream";
  71133. }
  71134. else if (Array.isArray(urlOrArrayBuffer)) {
  71135. this._urlType = "Array";
  71136. }
  71137. var urls = [];
  71138. var codecSupportedFound = false;
  71139. switch (this._urlType) {
  71140. case "MediaStream":
  71141. this._streaming = true;
  71142. this._isReadyToPlay = true;
  71143. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71144. if (this.autoplay) {
  71145. this.play();
  71146. }
  71147. if (this._readyToPlayCallback) {
  71148. this._readyToPlayCallback();
  71149. }
  71150. break;
  71151. case "ArrayBuffer":
  71152. if (urlOrArrayBuffer.byteLength > 0) {
  71153. codecSupportedFound = true;
  71154. this._soundLoaded(urlOrArrayBuffer);
  71155. }
  71156. break;
  71157. case "String":
  71158. urls.push(urlOrArrayBuffer);
  71159. case "Array":
  71160. if (urls.length === 0) {
  71161. urls = urlOrArrayBuffer;
  71162. }
  71163. // If we found a supported format, we load it immediately and stop the loop
  71164. for (var i = 0; i < urls.length; i++) {
  71165. var url = urls[i];
  71166. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71167. codecSupportedFound = true;
  71168. }
  71169. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71170. codecSupportedFound = true;
  71171. }
  71172. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71173. codecSupportedFound = true;
  71174. }
  71175. if (url.indexOf("blob:") !== -1) {
  71176. codecSupportedFound = true;
  71177. }
  71178. if (codecSupportedFound) {
  71179. // Loading sound using XHR2
  71180. if (!this._streaming) {
  71181. this._scene._loadFile(url, function (data) {
  71182. _this._soundLoaded(data);
  71183. }, undefined, true, true, function (exception) {
  71184. if (exception) {
  71185. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71186. }
  71187. BABYLON.Tools.Error("Sound creation aborted.");
  71188. _this._scene.mainSoundTrack.RemoveSound(_this);
  71189. });
  71190. }
  71191. // Streaming sound using HTML5 Audio tag
  71192. else {
  71193. this._htmlAudioElement = new Audio(url);
  71194. this._htmlAudioElement.controls = false;
  71195. this._htmlAudioElement.loop = this.loop;
  71196. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71197. this._htmlAudioElement.preload = "auto";
  71198. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71199. _this._isReadyToPlay = true;
  71200. if (_this.autoplay) {
  71201. _this.play();
  71202. }
  71203. if (_this._readyToPlayCallback) {
  71204. _this._readyToPlayCallback();
  71205. }
  71206. });
  71207. document.body.appendChild(this._htmlAudioElement);
  71208. this._htmlAudioElement.load();
  71209. }
  71210. break;
  71211. }
  71212. }
  71213. break;
  71214. default:
  71215. validParameter = false;
  71216. break;
  71217. }
  71218. if (!validParameter) {
  71219. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71220. }
  71221. else {
  71222. if (!codecSupportedFound) {
  71223. this._isReadyToPlay = true;
  71224. // Simulating a ready to play event to avoid breaking code path
  71225. if (this._readyToPlayCallback) {
  71226. window.setTimeout(function () {
  71227. if (_this._readyToPlayCallback) {
  71228. _this._readyToPlayCallback();
  71229. }
  71230. }, 1000);
  71231. }
  71232. }
  71233. }
  71234. }
  71235. catch (ex) {
  71236. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71237. this._scene.mainSoundTrack.RemoveSound(this);
  71238. }
  71239. }
  71240. }
  71241. else {
  71242. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71243. this._scene.mainSoundTrack.AddSound(this);
  71244. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71245. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71246. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71247. }
  71248. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71249. if (this._readyToPlayCallback) {
  71250. window.setTimeout(function () {
  71251. if (_this._readyToPlayCallback) {
  71252. _this._readyToPlayCallback();
  71253. }
  71254. }, 1000);
  71255. }
  71256. }
  71257. }
  71258. /**
  71259. * Release the sound and its associated resources
  71260. */
  71261. Sound.prototype.dispose = function () {
  71262. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71263. if (this.isPlaying) {
  71264. this.stop();
  71265. }
  71266. this._isReadyToPlay = false;
  71267. if (this.soundTrackId === -1) {
  71268. this._scene.mainSoundTrack.RemoveSound(this);
  71269. }
  71270. else if (this._scene.soundTracks) {
  71271. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71272. }
  71273. if (this._soundGain) {
  71274. this._soundGain.disconnect();
  71275. this._soundGain = null;
  71276. }
  71277. if (this._soundPanner) {
  71278. this._soundPanner.disconnect();
  71279. this._soundPanner = null;
  71280. }
  71281. if (this._soundSource) {
  71282. this._soundSource.disconnect();
  71283. this._soundSource = null;
  71284. }
  71285. this._audioBuffer = null;
  71286. if (this._htmlAudioElement) {
  71287. this._htmlAudioElement.pause();
  71288. this._htmlAudioElement.src = "";
  71289. document.body.removeChild(this._htmlAudioElement);
  71290. }
  71291. if (this._streamingSource) {
  71292. this._streamingSource.disconnect();
  71293. }
  71294. if (this._connectedTransformNode && this._registerFunc) {
  71295. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71296. this._connectedTransformNode = null;
  71297. }
  71298. }
  71299. };
  71300. /**
  71301. * Gets if the sounds is ready to be played or not.
  71302. * @returns true if ready, otherwise false
  71303. */
  71304. Sound.prototype.isReady = function () {
  71305. return this._isReadyToPlay;
  71306. };
  71307. Sound.prototype._soundLoaded = function (audioData) {
  71308. var _this = this;
  71309. if (!BABYLON.Engine.audioEngine.audioContext) {
  71310. return;
  71311. }
  71312. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71313. _this._audioBuffer = buffer;
  71314. _this._isReadyToPlay = true;
  71315. if (_this.autoplay) {
  71316. _this.play();
  71317. }
  71318. if (_this._readyToPlayCallback) {
  71319. _this._readyToPlayCallback();
  71320. }
  71321. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71322. };
  71323. /**
  71324. * Sets the data of the sound from an audiobuffer
  71325. * @param audioBuffer The audioBuffer containing the data
  71326. */
  71327. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71328. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71329. this._audioBuffer = audioBuffer;
  71330. this._isReadyToPlay = true;
  71331. }
  71332. };
  71333. /**
  71334. * Updates the current sounds options such as maxdistance, loop...
  71335. * @param options A JSON object containing values named as the object properties
  71336. */
  71337. Sound.prototype.updateOptions = function (options) {
  71338. if (options) {
  71339. this.loop = options.loop || this.loop;
  71340. this.maxDistance = options.maxDistance || this.maxDistance;
  71341. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71342. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71343. this.refDistance = options.refDistance || this.refDistance;
  71344. this.distanceModel = options.distanceModel || this.distanceModel;
  71345. this._playbackRate = options.playbackRate || this._playbackRate;
  71346. this._updateSpatialParameters();
  71347. if (this.isPlaying) {
  71348. if (this._streaming && this._htmlAudioElement) {
  71349. this._htmlAudioElement.playbackRate = this._playbackRate;
  71350. }
  71351. else {
  71352. if (this._soundSource) {
  71353. this._soundSource.playbackRate.value = this._playbackRate;
  71354. }
  71355. }
  71356. }
  71357. }
  71358. };
  71359. Sound.prototype._createSpatialParameters = function () {
  71360. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71361. if (this._scene.headphone) {
  71362. this._panningModel = "HRTF";
  71363. }
  71364. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71365. this._updateSpatialParameters();
  71366. this._soundPanner.connect(this._outputAudioNode);
  71367. this._inputAudioNode = this._soundPanner;
  71368. }
  71369. };
  71370. Sound.prototype._updateSpatialParameters = function () {
  71371. if (this.spatialSound && this._soundPanner) {
  71372. if (this.useCustomAttenuation) {
  71373. // Tricks to disable in a way embedded Web Audio attenuation
  71374. this._soundPanner.distanceModel = "linear";
  71375. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71376. this._soundPanner.refDistance = 1;
  71377. this._soundPanner.rolloffFactor = 1;
  71378. this._soundPanner.panningModel = this._panningModel;
  71379. }
  71380. else {
  71381. this._soundPanner.distanceModel = this.distanceModel;
  71382. this._soundPanner.maxDistance = this.maxDistance;
  71383. this._soundPanner.refDistance = this.refDistance;
  71384. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71385. this._soundPanner.panningModel = this._panningModel;
  71386. }
  71387. }
  71388. };
  71389. /**
  71390. * Switch the panning model to HRTF:
  71391. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71392. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71393. */
  71394. Sound.prototype.switchPanningModelToHRTF = function () {
  71395. this._panningModel = "HRTF";
  71396. this._switchPanningModel();
  71397. };
  71398. /**
  71399. * Switch the panning model to Equal Power:
  71400. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71402. */
  71403. Sound.prototype.switchPanningModelToEqualPower = function () {
  71404. this._panningModel = "equalpower";
  71405. this._switchPanningModel();
  71406. };
  71407. Sound.prototype._switchPanningModel = function () {
  71408. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71409. this._soundPanner.panningModel = this._panningModel;
  71410. }
  71411. };
  71412. /**
  71413. * Connect this sound to a sound track audio node like gain...
  71414. * @param soundTrackAudioNode the sound track audio node to connect to
  71415. */
  71416. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71417. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71418. if (this._isOutputConnected) {
  71419. this._outputAudioNode.disconnect();
  71420. }
  71421. this._outputAudioNode.connect(soundTrackAudioNode);
  71422. this._isOutputConnected = true;
  71423. }
  71424. };
  71425. /**
  71426. * Transform this sound into a directional source
  71427. * @param coneInnerAngle Size of the inner cone in degree
  71428. * @param coneOuterAngle Size of the outer cone in degree
  71429. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71430. */
  71431. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71432. if (coneOuterAngle < coneInnerAngle) {
  71433. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71434. return;
  71435. }
  71436. this._coneInnerAngle = coneInnerAngle;
  71437. this._coneOuterAngle = coneOuterAngle;
  71438. this._coneOuterGain = coneOuterGain;
  71439. this._isDirectional = true;
  71440. if (this.isPlaying && this.loop) {
  71441. this.stop();
  71442. this.play();
  71443. }
  71444. };
  71445. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71446. /**
  71447. * Gets or sets the inner angle for the directional cone.
  71448. */
  71449. get: function () {
  71450. return this._coneInnerAngle;
  71451. },
  71452. /**
  71453. * Gets or sets the inner angle for the directional cone.
  71454. */
  71455. set: function (value) {
  71456. if (value != this._coneInnerAngle) {
  71457. if (this._coneOuterAngle < value) {
  71458. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71459. return;
  71460. }
  71461. this._coneInnerAngle = value;
  71462. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71463. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71464. }
  71465. }
  71466. },
  71467. enumerable: true,
  71468. configurable: true
  71469. });
  71470. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71471. /**
  71472. * Gets or sets the outer angle for the directional cone.
  71473. */
  71474. get: function () {
  71475. return this._coneOuterAngle;
  71476. },
  71477. /**
  71478. * Gets or sets the outer angle for the directional cone.
  71479. */
  71480. set: function (value) {
  71481. if (value != this._coneOuterAngle) {
  71482. if (value < this._coneInnerAngle) {
  71483. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71484. return;
  71485. }
  71486. this._coneOuterAngle = value;
  71487. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71488. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71489. }
  71490. }
  71491. },
  71492. enumerable: true,
  71493. configurable: true
  71494. });
  71495. /**
  71496. * Sets the position of the emitter if spatial sound is enabled
  71497. * @param newPosition Defines the new posisiton
  71498. */
  71499. Sound.prototype.setPosition = function (newPosition) {
  71500. this._position = newPosition;
  71501. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71502. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71503. }
  71504. };
  71505. /**
  71506. * Sets the local direction of the emitter if spatial sound is enabled
  71507. * @param newLocalDirection Defines the new local direction
  71508. */
  71509. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71510. this._localDirection = newLocalDirection;
  71511. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71512. this._updateDirection();
  71513. }
  71514. };
  71515. Sound.prototype._updateDirection = function () {
  71516. if (!this._connectedTransformNode || !this._soundPanner) {
  71517. return;
  71518. }
  71519. var mat = this._connectedTransformNode.getWorldMatrix();
  71520. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71521. direction.normalize();
  71522. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71523. };
  71524. /** @hidden */
  71525. Sound.prototype.updateDistanceFromListener = function () {
  71526. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71527. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71528. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71529. }
  71530. };
  71531. /**
  71532. * Sets a new custom attenuation function for the sound.
  71533. * @param callback Defines the function used for the attenuation
  71534. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71535. */
  71536. Sound.prototype.setAttenuationFunction = function (callback) {
  71537. this._customAttenuationFunction = callback;
  71538. };
  71539. /**
  71540. * Play the sound
  71541. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71542. * @param offset (optional) Start the sound setting it at a specific time
  71543. */
  71544. Sound.prototype.play = function (time, offset) {
  71545. var _this = this;
  71546. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71547. try {
  71548. if (this._startOffset < 0) {
  71549. time = -this._startOffset;
  71550. this._startOffset = 0;
  71551. }
  71552. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71553. if (!this._soundSource || !this._streamingSource) {
  71554. if (this.spatialSound && this._soundPanner) {
  71555. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71556. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71557. }
  71558. if (this._isDirectional) {
  71559. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71560. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71561. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71562. if (this._connectedTransformNode) {
  71563. this._updateDirection();
  71564. }
  71565. else {
  71566. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71567. }
  71568. }
  71569. }
  71570. }
  71571. if (this._streaming) {
  71572. if (!this._streamingSource) {
  71573. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71574. this._htmlAudioElement.onended = function () { _this._onended(); };
  71575. this._htmlAudioElement.playbackRate = this._playbackRate;
  71576. }
  71577. this._streamingSource.disconnect();
  71578. this._streamingSource.connect(this._inputAudioNode);
  71579. if (this._htmlAudioElement) {
  71580. // required to manage properly the new suspended default state of Chrome
  71581. // When the option 'streaming: true' is used, we need first to wait for
  71582. // the audio engine to be unlocked by a user gesture before trying to play
  71583. // an HTML Audio elememt
  71584. var tryToPlay = function () {
  71585. if (BABYLON.Engine.audioEngine.unlocked) {
  71586. var playPromise = _this._htmlAudioElement.play();
  71587. // In browsers that don’t yet support this functionality,
  71588. // playPromise won’t be defined.
  71589. if (playPromise !== undefined) {
  71590. playPromise.catch(function (error) {
  71591. // Automatic playback failed.
  71592. // Waiting for the audio engine to be unlocked by user click on unmute
  71593. BABYLON.Engine.audioEngine.lock();
  71594. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71595. });
  71596. }
  71597. }
  71598. else {
  71599. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71600. }
  71601. };
  71602. tryToPlay();
  71603. }
  71604. }
  71605. else {
  71606. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71607. this._soundSource.buffer = this._audioBuffer;
  71608. this._soundSource.connect(this._inputAudioNode);
  71609. this._soundSource.loop = this.loop;
  71610. this._soundSource.playbackRate.value = this._playbackRate;
  71611. this._soundSource.onended = function () { _this._onended(); };
  71612. if (this._soundSource.buffer) {
  71613. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71614. }
  71615. }
  71616. this._startTime = startTime;
  71617. this.isPlaying = true;
  71618. this.isPaused = false;
  71619. }
  71620. catch (ex) {
  71621. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71622. }
  71623. }
  71624. };
  71625. Sound.prototype._onended = function () {
  71626. this.isPlaying = false;
  71627. if (this.onended) {
  71628. this.onended();
  71629. }
  71630. this.onEndedObservable.notifyObservers(this);
  71631. };
  71632. /**
  71633. * Stop the sound
  71634. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71635. */
  71636. Sound.prototype.stop = function (time) {
  71637. if (this.isPlaying) {
  71638. if (this._streaming) {
  71639. if (this._htmlAudioElement) {
  71640. this._htmlAudioElement.pause();
  71641. // Test needed for Firefox or it will generate an Invalid State Error
  71642. if (this._htmlAudioElement.currentTime > 0) {
  71643. this._htmlAudioElement.currentTime = 0;
  71644. }
  71645. }
  71646. else {
  71647. this._streamingSource.disconnect();
  71648. }
  71649. }
  71650. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71651. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71652. this._soundSource.stop(stopTime);
  71653. this._soundSource.onended = function () { };
  71654. if (!this.isPaused) {
  71655. this._startOffset = 0;
  71656. }
  71657. }
  71658. this.isPlaying = false;
  71659. }
  71660. };
  71661. /**
  71662. * Put the sound in pause
  71663. */
  71664. Sound.prototype.pause = function () {
  71665. if (this.isPlaying) {
  71666. this.isPaused = true;
  71667. if (this._streaming) {
  71668. if (this._htmlAudioElement) {
  71669. this._htmlAudioElement.pause();
  71670. }
  71671. else {
  71672. this._streamingSource.disconnect();
  71673. }
  71674. }
  71675. else if (BABYLON.Engine.audioEngine.audioContext) {
  71676. this.stop(0);
  71677. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71678. }
  71679. }
  71680. };
  71681. /**
  71682. * Sets a dedicated volume for this sounds
  71683. * @param newVolume Define the new volume of the sound
  71684. * @param time Define in how long the sound should be at this value
  71685. */
  71686. Sound.prototype.setVolume = function (newVolume, time) {
  71687. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71688. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71689. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71690. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71691. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71692. }
  71693. else {
  71694. this._soundGain.gain.value = newVolume;
  71695. }
  71696. }
  71697. this._volume = newVolume;
  71698. };
  71699. /**
  71700. * Set the sound play back rate
  71701. * @param newPlaybackRate Define the playback rate the sound should be played at
  71702. */
  71703. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71704. this._playbackRate = newPlaybackRate;
  71705. if (this.isPlaying) {
  71706. if (this._streaming && this._htmlAudioElement) {
  71707. this._htmlAudioElement.playbackRate = this._playbackRate;
  71708. }
  71709. else if (this._soundSource) {
  71710. this._soundSource.playbackRate.value = this._playbackRate;
  71711. }
  71712. }
  71713. };
  71714. /**
  71715. * Gets the volume of the sound.
  71716. * @returns the volume of the sound
  71717. */
  71718. Sound.prototype.getVolume = function () {
  71719. return this._volume;
  71720. };
  71721. /**
  71722. * Attach the sound to a dedicated mesh
  71723. * @param transformNode The transform node to connect the sound with
  71724. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71725. */
  71726. Sound.prototype.attachToMesh = function (transformNode) {
  71727. var _this = this;
  71728. if (this._connectedTransformNode && this._registerFunc) {
  71729. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71730. this._registerFunc = null;
  71731. }
  71732. this._connectedTransformNode = transformNode;
  71733. if (!this.spatialSound) {
  71734. this.spatialSound = true;
  71735. this._createSpatialParameters();
  71736. if (this.isPlaying && this.loop) {
  71737. this.stop();
  71738. this.play();
  71739. }
  71740. }
  71741. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71742. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71743. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71744. };
  71745. /**
  71746. * Detach the sound from the previously attached mesh
  71747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71748. */
  71749. Sound.prototype.detachFromMesh = function () {
  71750. if (this._connectedTransformNode && this._registerFunc) {
  71751. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71752. this._registerFunc = null;
  71753. this._connectedTransformNode = null;
  71754. }
  71755. };
  71756. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71757. if (!node.getBoundingInfo) {
  71758. return;
  71759. }
  71760. var mesh = node;
  71761. if (this._positionInEmitterSpace) {
  71762. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71763. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71764. }
  71765. else {
  71766. var boundingInfo = mesh.getBoundingInfo();
  71767. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71768. }
  71769. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71770. this._updateDirection();
  71771. }
  71772. };
  71773. /**
  71774. * Clone the current sound in the scene.
  71775. * @returns the new sound clone
  71776. */
  71777. Sound.prototype.clone = function () {
  71778. var _this = this;
  71779. if (!this._streaming) {
  71780. var setBufferAndRun = function () {
  71781. if (_this._isReadyToPlay) {
  71782. clonedSound._audioBuffer = _this.getAudioBuffer();
  71783. clonedSound._isReadyToPlay = true;
  71784. if (clonedSound.autoplay) {
  71785. clonedSound.play();
  71786. }
  71787. }
  71788. else {
  71789. window.setTimeout(setBufferAndRun, 300);
  71790. }
  71791. };
  71792. var currentOptions = {
  71793. autoplay: this.autoplay, loop: this.loop,
  71794. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71795. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71796. refDistance: this.refDistance, distanceModel: this.distanceModel
  71797. };
  71798. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71799. if (this.useCustomAttenuation) {
  71800. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71801. }
  71802. clonedSound.setPosition(this._position);
  71803. clonedSound.setPlaybackRate(this._playbackRate);
  71804. setBufferAndRun();
  71805. return clonedSound;
  71806. }
  71807. // Can't clone a streaming sound
  71808. else {
  71809. return null;
  71810. }
  71811. };
  71812. /**
  71813. * Gets the current underlying audio buffer containing the data
  71814. * @returns the audio buffer
  71815. */
  71816. Sound.prototype.getAudioBuffer = function () {
  71817. return this._audioBuffer;
  71818. };
  71819. /**
  71820. * Serializes the Sound in a JSON representation
  71821. * @returns the JSON representation of the sound
  71822. */
  71823. Sound.prototype.serialize = function () {
  71824. var serializationObject = {
  71825. name: this.name,
  71826. url: this.name,
  71827. autoplay: this.autoplay,
  71828. loop: this.loop,
  71829. volume: this._volume,
  71830. spatialSound: this.spatialSound,
  71831. maxDistance: this.maxDistance,
  71832. rolloffFactor: this.rolloffFactor,
  71833. refDistance: this.refDistance,
  71834. distanceModel: this.distanceModel,
  71835. playbackRate: this._playbackRate,
  71836. panningModel: this._panningModel,
  71837. soundTrackId: this.soundTrackId
  71838. };
  71839. if (this.spatialSound) {
  71840. if (this._connectedTransformNode) {
  71841. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  71842. }
  71843. serializationObject.position = this._position.asArray();
  71844. serializationObject.refDistance = this.refDistance;
  71845. serializationObject.distanceModel = this.distanceModel;
  71846. serializationObject.isDirectional = this._isDirectional;
  71847. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71848. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71849. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71850. serializationObject.coneOuterGain = this._coneOuterGain;
  71851. }
  71852. return serializationObject;
  71853. };
  71854. /**
  71855. * Parse a JSON representation of a sound to innstantiate in a given scene
  71856. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71857. * @param scene Define the scene the new parsed sound should be created in
  71858. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71859. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71860. * @returns the newly parsed sound
  71861. */
  71862. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71863. var soundName = parsedSound.name;
  71864. var soundUrl;
  71865. if (parsedSound.url) {
  71866. soundUrl = rootUrl + parsedSound.url;
  71867. }
  71868. else {
  71869. soundUrl = rootUrl + soundName;
  71870. }
  71871. var options = {
  71872. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71873. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71874. rolloffFactor: parsedSound.rolloffFactor,
  71875. refDistance: parsedSound.refDistance,
  71876. distanceModel: parsedSound.distanceModel,
  71877. playbackRate: parsedSound.playbackRate
  71878. };
  71879. var newSound;
  71880. if (!sourceSound) {
  71881. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71882. scene._addPendingData(newSound);
  71883. }
  71884. else {
  71885. var setBufferAndRun = function () {
  71886. if (sourceSound._isReadyToPlay) {
  71887. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71888. newSound._isReadyToPlay = true;
  71889. if (newSound.autoplay) {
  71890. newSound.play();
  71891. }
  71892. }
  71893. else {
  71894. window.setTimeout(setBufferAndRun, 300);
  71895. }
  71896. };
  71897. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71898. setBufferAndRun();
  71899. }
  71900. if (parsedSound.position) {
  71901. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71902. newSound.setPosition(soundPosition);
  71903. }
  71904. if (parsedSound.isDirectional) {
  71905. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71906. if (parsedSound.localDirectionToMesh) {
  71907. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71908. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71909. }
  71910. }
  71911. if (parsedSound.connectedMeshId) {
  71912. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71913. if (connectedMesh) {
  71914. newSound.attachToMesh(connectedMesh);
  71915. }
  71916. }
  71917. return newSound;
  71918. };
  71919. return Sound;
  71920. }());
  71921. BABYLON.Sound = Sound;
  71922. })(BABYLON || (BABYLON = {}));
  71923. //# sourceMappingURL=babylon.sound.js.map
  71924. var BABYLON;
  71925. (function (BABYLON) {
  71926. /**
  71927. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71928. * It will be also used in a future release to apply effects on a specific track.
  71929. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71930. */
  71931. var SoundTrack = /** @class */ (function () {
  71932. /**
  71933. * Creates a new sound track.
  71934. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71935. * @param scene Define the scene the sound track belongs to
  71936. * @param options
  71937. */
  71938. function SoundTrack(scene, options) {
  71939. if (options === void 0) { options = {}; }
  71940. /**
  71941. * The unique identifier of the sound track in the scene.
  71942. */
  71943. this.id = -1;
  71944. this._isMainTrack = false;
  71945. this._isInitialized = false;
  71946. this._scene = scene;
  71947. this.soundCollection = new Array();
  71948. this._options = options;
  71949. if (!this._isMainTrack && this._scene.soundTracks) {
  71950. this._scene.soundTracks.push(this);
  71951. this.id = this._scene.soundTracks.length - 1;
  71952. }
  71953. }
  71954. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71955. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71956. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71957. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71958. if (this._options) {
  71959. if (this._options.volume) {
  71960. this._outputAudioNode.gain.value = this._options.volume;
  71961. }
  71962. if (this._options.mainTrack) {
  71963. this._isMainTrack = this._options.mainTrack;
  71964. }
  71965. }
  71966. this._isInitialized = true;
  71967. }
  71968. };
  71969. /**
  71970. * Release the sound track and its associated resources
  71971. */
  71972. SoundTrack.prototype.dispose = function () {
  71973. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71974. if (this._connectedAnalyser) {
  71975. this._connectedAnalyser.stopDebugCanvas();
  71976. }
  71977. while (this.soundCollection.length) {
  71978. this.soundCollection[0].dispose();
  71979. }
  71980. if (this._outputAudioNode) {
  71981. this._outputAudioNode.disconnect();
  71982. }
  71983. this._outputAudioNode = null;
  71984. }
  71985. };
  71986. /**
  71987. * Adds a sound to this sound track
  71988. * @param sound define the cound to add
  71989. * @ignoreNaming
  71990. */
  71991. SoundTrack.prototype.AddSound = function (sound) {
  71992. if (!this._isInitialized) {
  71993. this._initializeSoundTrackAudioGraph();
  71994. }
  71995. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71996. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71997. }
  71998. if (sound.soundTrackId) {
  71999. if (sound.soundTrackId === -1) {
  72000. this._scene.mainSoundTrack.RemoveSound(sound);
  72001. }
  72002. else if (this._scene.soundTracks) {
  72003. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72004. }
  72005. }
  72006. this.soundCollection.push(sound);
  72007. sound.soundTrackId = this.id;
  72008. };
  72009. /**
  72010. * Removes a sound to this sound track
  72011. * @param sound define the cound to remove
  72012. * @ignoreNaming
  72013. */
  72014. SoundTrack.prototype.RemoveSound = function (sound) {
  72015. var index = this.soundCollection.indexOf(sound);
  72016. if (index !== -1) {
  72017. this.soundCollection.splice(index, 1);
  72018. }
  72019. };
  72020. /**
  72021. * Set a global volume for the full sound track.
  72022. * @param newVolume Define the new volume of the sound track
  72023. */
  72024. SoundTrack.prototype.setVolume = function (newVolume) {
  72025. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72026. this._outputAudioNode.gain.value = newVolume;
  72027. }
  72028. };
  72029. /**
  72030. * Switch the panning model to HRTF:
  72031. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72032. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72033. */
  72034. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72035. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72036. for (var i = 0; i < this.soundCollection.length; i++) {
  72037. this.soundCollection[i].switchPanningModelToHRTF();
  72038. }
  72039. }
  72040. };
  72041. /**
  72042. * Switch the panning model to Equal Power:
  72043. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72044. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72045. */
  72046. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72047. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72048. for (var i = 0; i < this.soundCollection.length; i++) {
  72049. this.soundCollection[i].switchPanningModelToEqualPower();
  72050. }
  72051. }
  72052. };
  72053. /**
  72054. * Connect the sound track to an audio analyser allowing some amazing
  72055. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72056. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72057. * @param analyser The analyser to connect to the engine
  72058. */
  72059. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72060. if (this._connectedAnalyser) {
  72061. this._connectedAnalyser.stopDebugCanvas();
  72062. }
  72063. this._connectedAnalyser = analyser;
  72064. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72065. this._outputAudioNode.disconnect();
  72066. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72067. }
  72068. };
  72069. return SoundTrack;
  72070. }());
  72071. BABYLON.SoundTrack = SoundTrack;
  72072. })(BABYLON || (BABYLON = {}));
  72073. //# sourceMappingURL=babylon.soundtrack.js.map
  72074. var BABYLON;
  72075. (function (BABYLON) {
  72076. /**
  72077. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72078. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72079. */
  72080. var Analyser = /** @class */ (function () {
  72081. /**
  72082. * Creates a new analyser
  72083. * @param scene defines hosting scene
  72084. */
  72085. function Analyser(scene) {
  72086. /**
  72087. * Gets or sets the smoothing
  72088. * @ignorenaming
  72089. */
  72090. this.SMOOTHING = 0.75;
  72091. /**
  72092. * Gets or sets the FFT table size
  72093. * @ignorenaming
  72094. */
  72095. this.FFT_SIZE = 512;
  72096. /**
  72097. * Gets or sets the bar graph amplitude
  72098. * @ignorenaming
  72099. */
  72100. this.BARGRAPHAMPLITUDE = 256;
  72101. /**
  72102. * Gets or sets the position of the debug canvas
  72103. * @ignorenaming
  72104. */
  72105. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72106. /**
  72107. * Gets or sets the debug canvas size
  72108. * @ignorenaming
  72109. */
  72110. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72111. this._scene = scene;
  72112. this._audioEngine = BABYLON.Engine.audioEngine;
  72113. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72114. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72115. this._webAudioAnalyser.minDecibels = -140;
  72116. this._webAudioAnalyser.maxDecibels = 0;
  72117. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72118. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72119. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72120. }
  72121. }
  72122. /**
  72123. * Get the number of data values you will have to play with for the visualization
  72124. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72125. * @returns a number
  72126. */
  72127. Analyser.prototype.getFrequencyBinCount = function () {
  72128. if (this._audioEngine.canUseWebAudio) {
  72129. return this._webAudioAnalyser.frequencyBinCount;
  72130. }
  72131. else {
  72132. return 0;
  72133. }
  72134. };
  72135. /**
  72136. * Gets the current frequency data as a byte array
  72137. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72138. * @returns a Uint8Array
  72139. */
  72140. Analyser.prototype.getByteFrequencyData = function () {
  72141. if (this._audioEngine.canUseWebAudio) {
  72142. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72143. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72144. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72145. }
  72146. return this._byteFreqs;
  72147. };
  72148. /**
  72149. * Gets the current waveform as a byte array
  72150. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72151. * @returns a Uint8Array
  72152. */
  72153. Analyser.prototype.getByteTimeDomainData = function () {
  72154. if (this._audioEngine.canUseWebAudio) {
  72155. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72156. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72157. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72158. }
  72159. return this._byteTime;
  72160. };
  72161. /**
  72162. * Gets the current frequency data as a float array
  72163. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72164. * @returns a Float32Array
  72165. */
  72166. Analyser.prototype.getFloatFrequencyData = function () {
  72167. if (this._audioEngine.canUseWebAudio) {
  72168. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72169. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72170. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72171. }
  72172. return this._floatFreqs;
  72173. };
  72174. /**
  72175. * Renders the debug canvas
  72176. */
  72177. Analyser.prototype.drawDebugCanvas = function () {
  72178. var _this = this;
  72179. if (this._audioEngine.canUseWebAudio) {
  72180. if (!this._debugCanvas) {
  72181. this._debugCanvas = document.createElement("canvas");
  72182. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72183. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72184. this._debugCanvas.style.position = "absolute";
  72185. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72186. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72187. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72188. document.body.appendChild(this._debugCanvas);
  72189. this._registerFunc = function () {
  72190. _this.drawDebugCanvas();
  72191. };
  72192. this._scene.registerBeforeRender(this._registerFunc);
  72193. }
  72194. if (this._registerFunc && this._debugCanvasContext) {
  72195. var workingArray = this.getByteFrequencyData();
  72196. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72197. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72198. // Draw the frequency domain chart.
  72199. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72200. var value = workingArray[i];
  72201. var percent = value / this.BARGRAPHAMPLITUDE;
  72202. var height = this.DEBUGCANVASSIZE.height * percent;
  72203. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72204. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72205. var hue = i / this.getFrequencyBinCount() * 360;
  72206. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72207. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72208. }
  72209. }
  72210. }
  72211. };
  72212. /**
  72213. * Stops rendering the debug canvas and removes it
  72214. */
  72215. Analyser.prototype.stopDebugCanvas = function () {
  72216. if (this._debugCanvas) {
  72217. if (this._registerFunc) {
  72218. this._scene.unregisterBeforeRender(this._registerFunc);
  72219. this._registerFunc = null;
  72220. }
  72221. document.body.removeChild(this._debugCanvas);
  72222. this._debugCanvas = null;
  72223. this._debugCanvasContext = null;
  72224. }
  72225. };
  72226. /**
  72227. * Connects two audio nodes
  72228. * @param inputAudioNode defines first node to connect
  72229. * @param outputAudioNode defines second node to connect
  72230. */
  72231. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72232. if (this._audioEngine.canUseWebAudio) {
  72233. inputAudioNode.connect(this._webAudioAnalyser);
  72234. this._webAudioAnalyser.connect(outputAudioNode);
  72235. }
  72236. };
  72237. /**
  72238. * Releases all associated resources
  72239. */
  72240. Analyser.prototype.dispose = function () {
  72241. if (this._audioEngine.canUseWebAudio) {
  72242. this._webAudioAnalyser.disconnect();
  72243. }
  72244. };
  72245. return Analyser;
  72246. }());
  72247. BABYLON.Analyser = Analyser;
  72248. })(BABYLON || (BABYLON = {}));
  72249. //# sourceMappingURL=babylon.analyser.js.map
  72250. var BABYLON;
  72251. (function (BABYLON) {
  72252. /**
  72253. * Wraps one or more Sound objects and selects one with random weight for playback.
  72254. */
  72255. var WeightedSound = /** @class */ (function () {
  72256. /**
  72257. * Creates a new WeightedSound from the list of sounds given.
  72258. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72259. * @param sounds Array of Sounds that will be selected from.
  72260. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72261. */
  72262. function WeightedSound(loop, sounds, weights) {
  72263. var _this = this;
  72264. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72265. this.loop = false;
  72266. this._coneInnerAngle = 360;
  72267. this._coneOuterAngle = 360;
  72268. this._volume = 1;
  72269. /** A Sound is currently playing. */
  72270. this.isPlaying = false;
  72271. /** A Sound is currently paused. */
  72272. this.isPaused = false;
  72273. this._sounds = [];
  72274. this._weights = [];
  72275. if (sounds.length !== weights.length) {
  72276. throw new Error('Sounds length does not equal weights length');
  72277. }
  72278. this.loop = loop;
  72279. this._weights = weights;
  72280. // Normalize the weights
  72281. var weightSum = 0;
  72282. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72283. var weight = weights_1[_i];
  72284. weightSum += weight;
  72285. }
  72286. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72287. for (var i = 0; i < this._weights.length; i++) {
  72288. this._weights[i] *= invWeightSum;
  72289. }
  72290. this._sounds = sounds;
  72291. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72292. var sound = _b[_a];
  72293. sound.onEndedObservable.add(function () { _this._onended(); });
  72294. }
  72295. }
  72296. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72297. /**
  72298. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72299. */
  72300. get: function () {
  72301. return this._coneInnerAngle;
  72302. },
  72303. /**
  72304. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72305. */
  72306. set: function (value) {
  72307. if (value !== this._coneInnerAngle) {
  72308. if (this._coneOuterAngle < value) {
  72309. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72310. return;
  72311. }
  72312. this._coneInnerAngle = value;
  72313. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72314. var sound = _a[_i];
  72315. sound.directionalConeInnerAngle = value;
  72316. }
  72317. }
  72318. },
  72319. enumerable: true,
  72320. configurable: true
  72321. });
  72322. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72323. /**
  72324. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72325. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72326. */
  72327. get: function () {
  72328. return this._coneOuterAngle;
  72329. },
  72330. /**
  72331. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72332. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72333. */
  72334. set: function (value) {
  72335. if (value !== this._coneOuterAngle) {
  72336. if (value < this._coneInnerAngle) {
  72337. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72338. return;
  72339. }
  72340. this._coneOuterAngle = value;
  72341. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72342. var sound = _a[_i];
  72343. sound.directionalConeOuterAngle = value;
  72344. }
  72345. }
  72346. },
  72347. enumerable: true,
  72348. configurable: true
  72349. });
  72350. Object.defineProperty(WeightedSound.prototype, "volume", {
  72351. /**
  72352. * Playback volume.
  72353. */
  72354. get: function () {
  72355. return this._volume;
  72356. },
  72357. /**
  72358. * Playback volume.
  72359. */
  72360. set: function (value) {
  72361. if (value !== this._volume) {
  72362. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72363. var sound = _a[_i];
  72364. sound.setVolume(value);
  72365. }
  72366. }
  72367. },
  72368. enumerable: true,
  72369. configurable: true
  72370. });
  72371. WeightedSound.prototype._onended = function () {
  72372. if (this._currentIndex !== undefined) {
  72373. this._sounds[this._currentIndex].autoplay = false;
  72374. }
  72375. if (this.loop && this.isPlaying) {
  72376. this.play();
  72377. }
  72378. else {
  72379. this.isPlaying = false;
  72380. }
  72381. };
  72382. /**
  72383. * Suspend playback
  72384. */
  72385. WeightedSound.prototype.pause = function () {
  72386. this.isPaused = true;
  72387. if (this._currentIndex !== undefined) {
  72388. this._sounds[this._currentIndex].pause();
  72389. }
  72390. };
  72391. /**
  72392. * Stop playback
  72393. */
  72394. WeightedSound.prototype.stop = function () {
  72395. this.isPlaying = false;
  72396. if (this._currentIndex !== undefined) {
  72397. this._sounds[this._currentIndex].stop();
  72398. }
  72399. };
  72400. /**
  72401. * Start playback.
  72402. * @param startOffset Position the clip head at a specific time in seconds.
  72403. */
  72404. WeightedSound.prototype.play = function (startOffset) {
  72405. if (!this.isPaused) {
  72406. this.stop();
  72407. var randomValue = Math.random();
  72408. var total = 0;
  72409. for (var i = 0; i < this._weights.length; i++) {
  72410. total += this._weights[i];
  72411. if (randomValue <= total) {
  72412. this._currentIndex = i;
  72413. break;
  72414. }
  72415. }
  72416. }
  72417. var sound = this._sounds[this._currentIndex];
  72418. if (sound.isReady()) {
  72419. sound.play(0, this.isPaused ? undefined : startOffset);
  72420. }
  72421. else {
  72422. sound.autoplay = true;
  72423. }
  72424. this.isPlaying = true;
  72425. this.isPaused = false;
  72426. };
  72427. return WeightedSound;
  72428. }());
  72429. BABYLON.WeightedSound = WeightedSound;
  72430. })(BABYLON || (BABYLON = {}));
  72431. //# sourceMappingURL=babylon.weightedsound.js.map
  72432. var BABYLON;
  72433. (function (BABYLON) {
  72434. // Adds the parser to the scene parsers.
  72435. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72436. // TODO: add sound
  72437. var loadedSounds = [];
  72438. var loadedSound;
  72439. container.sounds = container.sounds || [];
  72440. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72441. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72442. var parsedSound = parsedData.sounds[index];
  72443. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72444. if (!parsedSound.url) {
  72445. parsedSound.url = parsedSound.name;
  72446. }
  72447. if (!loadedSounds[parsedSound.url]) {
  72448. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72449. loadedSounds[parsedSound.url] = loadedSound;
  72450. container.sounds.push(loadedSound);
  72451. }
  72452. else {
  72453. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72454. }
  72455. }
  72456. else {
  72457. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72458. }
  72459. }
  72460. }
  72461. loadedSounds = [];
  72462. });
  72463. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72464. get: function () {
  72465. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72466. if (!compo) {
  72467. compo = new AudioSceneComponent(this);
  72468. this._addComponent(compo);
  72469. }
  72470. if (!this._mainSoundTrack) {
  72471. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72472. }
  72473. return this._mainSoundTrack;
  72474. },
  72475. enumerable: true,
  72476. configurable: true
  72477. });
  72478. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72479. var index;
  72480. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72481. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72482. return this.mainSoundTrack.soundCollection[index];
  72483. }
  72484. }
  72485. if (this.soundTracks) {
  72486. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72487. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72488. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72489. return this.soundTracks[sdIndex].soundCollection[index];
  72490. }
  72491. }
  72492. }
  72493. }
  72494. return null;
  72495. };
  72496. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72497. get: function () {
  72498. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72499. if (!compo) {
  72500. compo = new AudioSceneComponent(this);
  72501. this._addComponent(compo);
  72502. }
  72503. return compo.audioEnabled;
  72504. },
  72505. set: function (value) {
  72506. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72507. if (!compo) {
  72508. compo = new AudioSceneComponent(this);
  72509. this._addComponent(compo);
  72510. }
  72511. if (value) {
  72512. compo.enableAudio();
  72513. }
  72514. else {
  72515. compo.disableAudio();
  72516. }
  72517. },
  72518. enumerable: true,
  72519. configurable: true
  72520. });
  72521. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72522. get: function () {
  72523. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72524. if (!compo) {
  72525. compo = new AudioSceneComponent(this);
  72526. this._addComponent(compo);
  72527. }
  72528. return compo.headphone;
  72529. },
  72530. set: function (value) {
  72531. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72532. if (!compo) {
  72533. compo = new AudioSceneComponent(this);
  72534. this._addComponent(compo);
  72535. }
  72536. if (value) {
  72537. compo.switchAudioModeForHeadphones();
  72538. }
  72539. else {
  72540. compo.switchAudioModeForNormalSpeakers();
  72541. }
  72542. },
  72543. enumerable: true,
  72544. configurable: true
  72545. });
  72546. /**
  72547. * Defines the sound scene component responsible to manage any sounds
  72548. * in a given scene.
  72549. */
  72550. var AudioSceneComponent = /** @class */ (function () {
  72551. /**
  72552. * Creates a new instance of the component for the given scene
  72553. * @param scene Defines the scene to register the component in
  72554. */
  72555. function AudioSceneComponent(scene) {
  72556. /**
  72557. * The component name helpfull to identify the component in the list of scene components.
  72558. */
  72559. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72560. this._audioEnabled = true;
  72561. this._headphone = false;
  72562. this.scene = scene;
  72563. scene.soundTracks = new Array();
  72564. scene.sounds = new Array();
  72565. }
  72566. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72567. /**
  72568. * Gets whether audio is enabled or not.
  72569. * Please use related enable/disable method to switch state.
  72570. */
  72571. get: function () {
  72572. return this._audioEnabled;
  72573. },
  72574. enumerable: true,
  72575. configurable: true
  72576. });
  72577. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72578. /**
  72579. * Gets whether audio is outputing to headphone or not.
  72580. * Please use the according Switch methods to change output.
  72581. */
  72582. get: function () {
  72583. return this._headphone;
  72584. },
  72585. enumerable: true,
  72586. configurable: true
  72587. });
  72588. /**
  72589. * Registers the component in a given scene
  72590. */
  72591. AudioSceneComponent.prototype.register = function () {
  72592. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72593. };
  72594. /**
  72595. * Rebuilds the elements related to this component in case of
  72596. * context lost for instance.
  72597. */
  72598. AudioSceneComponent.prototype.rebuild = function () {
  72599. // Nothing to do here. (Not rendering related)
  72600. };
  72601. /**
  72602. * Serializes the component data to the specified json object
  72603. * @param serializationObject The object to serialize to
  72604. */
  72605. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72606. serializationObject.sounds = [];
  72607. if (this.scene.soundTracks) {
  72608. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72609. var soundtrack = this.scene.soundTracks[index];
  72610. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72611. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72612. }
  72613. }
  72614. }
  72615. };
  72616. /**
  72617. * Adds all the element from the container to the scene
  72618. * @param container the container holding the elements
  72619. */
  72620. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72621. var _this = this;
  72622. if (!container.sounds) {
  72623. return;
  72624. }
  72625. container.sounds.forEach(function (sound) {
  72626. sound.play();
  72627. sound.autoplay = true;
  72628. _this.scene.mainSoundTrack.AddSound(sound);
  72629. });
  72630. };
  72631. /**
  72632. * Removes all the elements in the container from the scene
  72633. * @param container contains the elements to remove
  72634. */
  72635. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72636. var _this = this;
  72637. if (!container.sounds) {
  72638. return;
  72639. }
  72640. container.sounds.forEach(function (sound) {
  72641. sound.stop();
  72642. sound.autoplay = false;
  72643. _this.scene.mainSoundTrack.RemoveSound(sound);
  72644. });
  72645. };
  72646. /**
  72647. * Disposes the component and the associated ressources.
  72648. */
  72649. AudioSceneComponent.prototype.dispose = function () {
  72650. var scene = this.scene;
  72651. if (scene._mainSoundTrack) {
  72652. scene.mainSoundTrack.dispose();
  72653. }
  72654. if (scene.soundTracks) {
  72655. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72656. scene.soundTracks[scIndex].dispose();
  72657. }
  72658. }
  72659. };
  72660. /**
  72661. * Disables audio in the associated scene.
  72662. */
  72663. AudioSceneComponent.prototype.disableAudio = function () {
  72664. var scene = this.scene;
  72665. this._audioEnabled = false;
  72666. var i;
  72667. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72668. scene.mainSoundTrack.soundCollection[i].pause();
  72669. }
  72670. if (scene.soundTracks) {
  72671. for (i = 0; i < scene.soundTracks.length; i++) {
  72672. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72673. scene.soundTracks[i].soundCollection[j].pause();
  72674. }
  72675. }
  72676. }
  72677. };
  72678. /**
  72679. * Enables audio in the associated scene.
  72680. */
  72681. AudioSceneComponent.prototype.enableAudio = function () {
  72682. var scene = this.scene;
  72683. this._audioEnabled = true;
  72684. var i;
  72685. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72686. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72687. scene.mainSoundTrack.soundCollection[i].play();
  72688. }
  72689. }
  72690. if (scene.soundTracks) {
  72691. for (i = 0; i < scene.soundTracks.length; i++) {
  72692. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72693. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72694. scene.soundTracks[i].soundCollection[j].play();
  72695. }
  72696. }
  72697. }
  72698. }
  72699. };
  72700. /**
  72701. * Switch audio to headphone output.
  72702. */
  72703. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72704. var scene = this.scene;
  72705. this._headphone = true;
  72706. scene.mainSoundTrack.switchPanningModelToHRTF();
  72707. if (scene.soundTracks) {
  72708. for (var i = 0; i < scene.soundTracks.length; i++) {
  72709. scene.soundTracks[i].switchPanningModelToHRTF();
  72710. }
  72711. }
  72712. };
  72713. /**
  72714. * Switch audio to normal speakers.
  72715. */
  72716. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72717. var scene = this.scene;
  72718. this._headphone = false;
  72719. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72720. if (scene.soundTracks) {
  72721. for (var i = 0; i < scene.soundTracks.length; i++) {
  72722. scene.soundTracks[i].switchPanningModelToEqualPower();
  72723. }
  72724. }
  72725. };
  72726. AudioSceneComponent.prototype._afterRender = function () {
  72727. var scene = this.scene;
  72728. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72729. return;
  72730. }
  72731. var listeningCamera;
  72732. var audioEngine = BABYLON.Engine.audioEngine;
  72733. if (scene.activeCameras.length > 0) {
  72734. listeningCamera = scene.activeCameras[0];
  72735. }
  72736. else {
  72737. listeningCamera = scene.activeCamera;
  72738. }
  72739. if (listeningCamera && audioEngine.audioContext) {
  72740. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72741. // for VR cameras
  72742. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72743. listeningCamera = listeningCamera.rigCameras[0];
  72744. }
  72745. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72746. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72747. cameraDirection.normalize();
  72748. // To avoid some errors on GearVR
  72749. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72750. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72751. }
  72752. var i;
  72753. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72754. var sound = scene.mainSoundTrack.soundCollection[i];
  72755. if (sound.useCustomAttenuation) {
  72756. sound.updateDistanceFromListener();
  72757. }
  72758. }
  72759. if (scene.soundTracks) {
  72760. for (i = 0; i < scene.soundTracks.length; i++) {
  72761. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72762. sound = scene.soundTracks[i].soundCollection[j];
  72763. if (sound.useCustomAttenuation) {
  72764. sound.updateDistanceFromListener();
  72765. }
  72766. }
  72767. }
  72768. }
  72769. }
  72770. };
  72771. return AudioSceneComponent;
  72772. }());
  72773. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72774. })(BABYLON || (BABYLON = {}));
  72775. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72776. var BABYLON;
  72777. (function (BABYLON) {
  72778. /**
  72779. * This defines an action helpful to play a defined sound on a triggered action.
  72780. */
  72781. var PlaySoundAction = /** @class */ (function (_super) {
  72782. __extends(PlaySoundAction, _super);
  72783. /**
  72784. * Instantiate the action
  72785. * @param triggerOptions defines the trigger options
  72786. * @param sound defines the sound to play
  72787. * @param condition defines the trigger related conditions
  72788. */
  72789. function PlaySoundAction(triggerOptions, sound, condition) {
  72790. var _this = _super.call(this, triggerOptions, condition) || this;
  72791. _this._sound = sound;
  72792. return _this;
  72793. }
  72794. /** @hidden */
  72795. PlaySoundAction.prototype._prepare = function () {
  72796. };
  72797. /**
  72798. * Execute the action and play the sound.
  72799. */
  72800. PlaySoundAction.prototype.execute = function () {
  72801. if (this._sound !== undefined) {
  72802. this._sound.play();
  72803. }
  72804. };
  72805. /**
  72806. * Serializes the actions and its related information.
  72807. * @param parent defines the object to serialize in
  72808. * @returns the serialized object
  72809. */
  72810. PlaySoundAction.prototype.serialize = function (parent) {
  72811. return _super.prototype._serialize.call(this, {
  72812. name: "PlaySoundAction",
  72813. properties: [{ name: "sound", value: this._sound.name }]
  72814. }, parent);
  72815. };
  72816. return PlaySoundAction;
  72817. }(BABYLON.Action));
  72818. BABYLON.PlaySoundAction = PlaySoundAction;
  72819. /**
  72820. * This defines an action helpful to stop a defined sound on a triggered action.
  72821. */
  72822. var StopSoundAction = /** @class */ (function (_super) {
  72823. __extends(StopSoundAction, _super);
  72824. /**
  72825. * Instantiate the action
  72826. * @param triggerOptions defines the trigger options
  72827. * @param sound defines the sound to stop
  72828. * @param condition defines the trigger related conditions
  72829. */
  72830. function StopSoundAction(triggerOptions, sound, condition) {
  72831. var _this = _super.call(this, triggerOptions, condition) || this;
  72832. _this._sound = sound;
  72833. return _this;
  72834. }
  72835. /** @hidden */
  72836. StopSoundAction.prototype._prepare = function () {
  72837. };
  72838. /**
  72839. * Execute the action and stop the sound.
  72840. */
  72841. StopSoundAction.prototype.execute = function () {
  72842. if (this._sound !== undefined) {
  72843. this._sound.stop();
  72844. }
  72845. };
  72846. /**
  72847. * Serializes the actions and its related information.
  72848. * @param parent defines the object to serialize in
  72849. * @returns the serialized object
  72850. */
  72851. StopSoundAction.prototype.serialize = function (parent) {
  72852. return _super.prototype._serialize.call(this, {
  72853. name: "StopSoundAction",
  72854. properties: [{ name: "sound", value: this._sound.name }]
  72855. }, parent);
  72856. };
  72857. return StopSoundAction;
  72858. }(BABYLON.Action));
  72859. BABYLON.StopSoundAction = StopSoundAction;
  72860. })(BABYLON || (BABYLON = {}));
  72861. //# sourceMappingURL=babylon.directAudioActions.js.map
  72862. var BABYLON;
  72863. (function (BABYLON) {
  72864. /**
  72865. * Class for creating a cube texture
  72866. */
  72867. var CubeTexture = /** @class */ (function (_super) {
  72868. __extends(CubeTexture, _super);
  72869. /**
  72870. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72871. * as prefiltered data.
  72872. * @param rootUrl defines the url of the texture or the root name of the six images
  72873. * @param scene defines the scene the texture is attached to
  72874. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72875. * @param noMipmap defines if mipmaps should be created or not
  72876. * @param files defines the six files to load for the different faces
  72877. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72878. * @param onError defines a callback triggered in case of error during load
  72879. * @param format defines the internal format to use for the texture once loaded
  72880. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72881. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72882. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72883. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72884. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72885. * @return the cube texture
  72886. */
  72887. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72888. if (extensions === void 0) { extensions = null; }
  72889. if (noMipmap === void 0) { noMipmap = false; }
  72890. if (files === void 0) { files = null; }
  72891. if (onLoad === void 0) { onLoad = null; }
  72892. if (onError === void 0) { onError = null; }
  72893. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72894. if (prefiltered === void 0) { prefiltered = false; }
  72895. if (forcedExtension === void 0) { forcedExtension = null; }
  72896. if (createPolynomials === void 0) { createPolynomials = false; }
  72897. if (lodScale === void 0) { lodScale = 0.8; }
  72898. if (lodOffset === void 0) { lodOffset = 0; }
  72899. var _this = _super.call(this, scene) || this;
  72900. /**
  72901. * Gets or sets the center of the bounding box associated with the cube texture.
  72902. * It must define where the camera used to render the texture was set
  72903. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72904. */
  72905. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72906. _this._rotationY = 0;
  72907. /** @hidden */
  72908. _this._prefiltered = false;
  72909. _this.name = rootUrl;
  72910. _this.url = rootUrl;
  72911. _this._noMipmap = noMipmap;
  72912. _this.hasAlpha = false;
  72913. _this._format = format;
  72914. _this.isCube = true;
  72915. _this._textureMatrix = BABYLON.Matrix.Identity();
  72916. _this._createPolynomials = createPolynomials;
  72917. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72918. if (!rootUrl && !files) {
  72919. return _this;
  72920. }
  72921. var lastDot = rootUrl.lastIndexOf(".");
  72922. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72923. var isDDS = (extension === ".dds");
  72924. var isEnv = (extension === ".env");
  72925. if (isEnv) {
  72926. _this.gammaSpace = false;
  72927. _this._prefiltered = false;
  72928. }
  72929. else {
  72930. _this._prefiltered = prefiltered;
  72931. if (prefiltered) {
  72932. _this.gammaSpace = false;
  72933. }
  72934. }
  72935. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72936. if (!files) {
  72937. if (!isEnv && !isDDS && !extensions) {
  72938. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72939. }
  72940. files = [];
  72941. if (extensions) {
  72942. for (var index = 0; index < extensions.length; index++) {
  72943. files.push(rootUrl + extensions[index]);
  72944. }
  72945. }
  72946. }
  72947. _this._files = files;
  72948. if (!_this._texture) {
  72949. if (!scene.useDelayedTextureLoading) {
  72950. if (prefiltered) {
  72951. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72952. }
  72953. else {
  72954. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72955. }
  72956. }
  72957. else {
  72958. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72959. }
  72960. }
  72961. else if (onLoad) {
  72962. if (_this._texture.isReady) {
  72963. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72964. }
  72965. else {
  72966. _this._texture.onLoadedObservable.add(onLoad);
  72967. }
  72968. }
  72969. return _this;
  72970. }
  72971. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72972. /**
  72973. * Returns the bounding box size
  72974. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72975. */
  72976. get: function () {
  72977. return this._boundingBoxSize;
  72978. },
  72979. /**
  72980. * Gets or sets the size of the bounding box associated with the cube texture
  72981. * When defined, the cubemap will switch to local mode
  72982. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72983. * @example https://www.babylonjs-playground.com/#RNASML
  72984. */
  72985. set: function (value) {
  72986. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72987. return;
  72988. }
  72989. this._boundingBoxSize = value;
  72990. var scene = this.getScene();
  72991. if (scene) {
  72992. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72993. }
  72994. },
  72995. enumerable: true,
  72996. configurable: true
  72997. });
  72998. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72999. /**
  73000. * Gets texture matrix rotation angle around Y axis radians.
  73001. */
  73002. get: function () {
  73003. return this._rotationY;
  73004. },
  73005. /**
  73006. * Sets texture matrix rotation angle around Y axis in radians.
  73007. */
  73008. set: function (value) {
  73009. this._rotationY = value;
  73010. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73011. },
  73012. enumerable: true,
  73013. configurable: true
  73014. });
  73015. /**
  73016. * Creates a cube texture from an array of image urls
  73017. * @param files defines an array of image urls
  73018. * @param scene defines the hosting scene
  73019. * @param noMipmap specifies if mip maps are not used
  73020. * @returns a cube texture
  73021. */
  73022. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73023. var rootUrlKey = "";
  73024. files.forEach(function (url) { return rootUrlKey += url; });
  73025. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73026. };
  73027. /**
  73028. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73029. * @param url defines the url of the prefiltered texture
  73030. * @param scene defines the scene the texture is attached to
  73031. * @param forcedExtension defines the extension of the file if different from the url
  73032. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73033. * @return the prefiltered texture
  73034. */
  73035. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73036. if (forcedExtension === void 0) { forcedExtension = null; }
  73037. if (createPolynomials === void 0) { createPolynomials = true; }
  73038. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73039. };
  73040. /**
  73041. * Delays loading of the cube texture
  73042. */
  73043. CubeTexture.prototype.delayLoad = function () {
  73044. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73045. return;
  73046. }
  73047. var scene = this.getScene();
  73048. if (!scene) {
  73049. return;
  73050. }
  73051. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73052. this._texture = this._getFromCache(this.url, this._noMipmap);
  73053. if (!this._texture) {
  73054. if (this._prefiltered) {
  73055. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73056. }
  73057. else {
  73058. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73059. }
  73060. }
  73061. };
  73062. /**
  73063. * Returns the reflection texture matrix
  73064. * @returns the reflection texture matrix
  73065. */
  73066. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73067. return this._textureMatrix;
  73068. };
  73069. /**
  73070. * Sets the reflection texture matrix
  73071. * @param value Reflection texture matrix
  73072. */
  73073. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73074. this._textureMatrix = value;
  73075. };
  73076. /**
  73077. * Parses text to create a cube texture
  73078. * @param parsedTexture define the serialized text to read from
  73079. * @param scene defines the hosting scene
  73080. * @param rootUrl defines the root url of the cube texture
  73081. * @returns a cube texture
  73082. */
  73083. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73084. var texture = BABYLON.SerializationHelper.Parse(function () {
  73085. var prefiltered = false;
  73086. if (parsedTexture.prefiltered) {
  73087. prefiltered = parsedTexture.prefiltered;
  73088. }
  73089. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73090. }, parsedTexture, scene);
  73091. // Local Cubemaps
  73092. if (parsedTexture.boundingBoxPosition) {
  73093. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73094. }
  73095. if (parsedTexture.boundingBoxSize) {
  73096. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73097. }
  73098. // Animations
  73099. if (parsedTexture.animations) {
  73100. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73101. var parsedAnimation = parsedTexture.animations[animationIndex];
  73102. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73103. }
  73104. }
  73105. return texture;
  73106. };
  73107. /**
  73108. * Makes a clone, or deep copy, of the cube texture
  73109. * @returns a new cube texture
  73110. */
  73111. CubeTexture.prototype.clone = function () {
  73112. var _this = this;
  73113. return BABYLON.SerializationHelper.Clone(function () {
  73114. var scene = _this.getScene();
  73115. if (!scene) {
  73116. return _this;
  73117. }
  73118. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73119. }, this);
  73120. };
  73121. __decorate([
  73122. BABYLON.serialize("rotationY")
  73123. ], CubeTexture.prototype, "rotationY", null);
  73124. return CubeTexture;
  73125. }(BABYLON.BaseTexture));
  73126. BABYLON.CubeTexture = CubeTexture;
  73127. })(BABYLON || (BABYLON = {}));
  73128. //# sourceMappingURL=babylon.cubeTexture.js.map
  73129. var BABYLON;
  73130. (function (BABYLON) {
  73131. /**
  73132. * Raw cube texture where the raw buffers are passed in
  73133. */
  73134. var RawCubeTexture = /** @class */ (function (_super) {
  73135. __extends(RawCubeTexture, _super);
  73136. /**
  73137. * Creates a cube texture where the raw buffers are passed in.
  73138. * @param scene defines the scene the texture is attached to
  73139. * @param data defines the array of data to use to create each face
  73140. * @param size defines the size of the textures
  73141. * @param format defines the format of the data
  73142. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73143. * @param generateMipMaps defines if the engine should generate the mip levels
  73144. * @param invertY defines if data must be stored with Y axis inverted
  73145. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73146. * @param compression defines the compression used (null by default)
  73147. */
  73148. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73149. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73150. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73151. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73152. if (invertY === void 0) { invertY = false; }
  73153. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73154. if (compression === void 0) { compression = null; }
  73155. var _this = _super.call(this, "", scene) || this;
  73156. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73157. return _this;
  73158. }
  73159. /**
  73160. * Updates the raw cube texture.
  73161. * @param data defines the data to store
  73162. * @param format defines the data format
  73163. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73164. * @param invertY defines if data must be stored with Y axis inverted
  73165. * @param compression defines the compression used (null by default)
  73166. * @param level defines which level of the texture to update
  73167. */
  73168. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73169. if (compression === void 0) { compression = null; }
  73170. if (level === void 0) { level = 0; }
  73171. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73172. };
  73173. /**
  73174. * Updates a raw cube texture with RGBD encoded data.
  73175. * @param data defines the array of data [mipmap][face] to use to create each face
  73176. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73177. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73178. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73179. * @returns a promsie that resolves when the operation is complete
  73180. */
  73181. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73182. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73183. if (lodScale === void 0) { lodScale = 0.8; }
  73184. if (lodOffset === void 0) { lodOffset = 0; }
  73185. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73186. };
  73187. /**
  73188. * Clones the raw cube texture.
  73189. * @return a new cube texture
  73190. */
  73191. RawCubeTexture.prototype.clone = function () {
  73192. var _this = this;
  73193. return BABYLON.SerializationHelper.Clone(function () {
  73194. var scene = _this.getScene();
  73195. var internalTexture = _this._texture;
  73196. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73197. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73198. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73199. }
  73200. return texture;
  73201. }, this);
  73202. };
  73203. /** @hidden */
  73204. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73205. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73206. internalTexture._bufferViewArrayArray = data;
  73207. internalTexture._lodGenerationScale = lodScale;
  73208. internalTexture._lodGenerationOffset = lodOffset;
  73209. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73210. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73211. internalTexture.isReady = true;
  73212. });
  73213. };
  73214. return RawCubeTexture;
  73215. }(BABYLON.CubeTexture));
  73216. BABYLON.RawCubeTexture = RawCubeTexture;
  73217. })(BABYLON || (BABYLON = {}));
  73218. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73219. var BABYLON;
  73220. (function (BABYLON) {
  73221. /**
  73222. * This Helps creating a texture that will be created from a camera in your scene.
  73223. * It is basically a dynamic texture that could be used to create special effects for instance.
  73224. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73225. */
  73226. var RenderTargetTexture = /** @class */ (function (_super) {
  73227. __extends(RenderTargetTexture, _super);
  73228. /**
  73229. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73230. * or used a shadow, depth texture...
  73231. * @param name The friendly name of the texture
  73232. * @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)
  73233. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73234. * @param generateMipMaps True if mip maps need to be generated after render.
  73235. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73236. * @param type The type of the buffer in the RTT (int, half float, float...)
  73237. * @param isCube True if a cube texture needs to be created
  73238. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73239. * @param generateDepthBuffer True to generate a depth buffer
  73240. * @param generateStencilBuffer True to generate a stencil buffer
  73241. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73242. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73243. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73244. */
  73245. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73246. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73247. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73248. if (isCube === void 0) { isCube = false; }
  73249. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73250. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73251. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73252. if (isMulti === void 0) { isMulti = false; }
  73253. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73254. if (delayAllocation === void 0) { delayAllocation = false; }
  73255. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73256. _this.isCube = isCube;
  73257. /**
  73258. * Define if particles should be rendered in your texture.
  73259. */
  73260. _this.renderParticles = true;
  73261. /**
  73262. * Define if sprites should be rendered in your texture.
  73263. */
  73264. _this.renderSprites = false;
  73265. /**
  73266. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73267. */
  73268. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73269. /**
  73270. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73271. */
  73272. _this.ignoreCameraViewport = false;
  73273. /**
  73274. * An event triggered when the texture is unbind.
  73275. */
  73276. _this.onBeforeBindObservable = new BABYLON.Observable();
  73277. /**
  73278. * An event triggered when the texture is unbind.
  73279. */
  73280. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73281. /**
  73282. * An event triggered before rendering the texture
  73283. */
  73284. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73285. /**
  73286. * An event triggered after rendering the texture
  73287. */
  73288. _this.onAfterRenderObservable = new BABYLON.Observable();
  73289. /**
  73290. * An event triggered after the texture clear
  73291. */
  73292. _this.onClearObservable = new BABYLON.Observable();
  73293. _this._currentRefreshId = -1;
  73294. _this._refreshRate = 1;
  73295. _this._samples = 1;
  73296. /**
  73297. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73298. * It must define where the camera used to render the texture is set
  73299. */
  73300. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73301. scene = _this.getScene();
  73302. if (!scene) {
  73303. return _this;
  73304. }
  73305. _this.renderList = new Array();
  73306. _this._engine = scene.getEngine();
  73307. _this.name = name;
  73308. _this.isRenderTarget = true;
  73309. _this._initialSizeParameter = size;
  73310. _this._processSizeParameter(size);
  73311. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73312. });
  73313. _this._generateMipMaps = generateMipMaps ? true : false;
  73314. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73315. // Rendering groups
  73316. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73317. _this._renderingManager._useSceneAutoClearSetup = true;
  73318. if (isMulti) {
  73319. return _this;
  73320. }
  73321. _this._renderTargetOptions = {
  73322. generateMipMaps: generateMipMaps,
  73323. type: type,
  73324. format: format,
  73325. samplingMode: samplingMode,
  73326. generateDepthBuffer: generateDepthBuffer,
  73327. generateStencilBuffer: generateStencilBuffer
  73328. };
  73329. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73330. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73331. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73332. }
  73333. if (!delayAllocation) {
  73334. if (isCube) {
  73335. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73336. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73337. _this._textureMatrix = BABYLON.Matrix.Identity();
  73338. }
  73339. else {
  73340. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73341. }
  73342. }
  73343. return _this;
  73344. }
  73345. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73346. /**
  73347. * Use this list to define the list of mesh you want to render.
  73348. */
  73349. get: function () {
  73350. return this._renderList;
  73351. },
  73352. set: function (value) {
  73353. this._renderList = value;
  73354. if (this._renderList) {
  73355. this._hookArray(this._renderList);
  73356. }
  73357. },
  73358. enumerable: true,
  73359. configurable: true
  73360. });
  73361. RenderTargetTexture.prototype._hookArray = function (array) {
  73362. var _this = this;
  73363. var oldPush = array.push;
  73364. array.push = function () {
  73365. var items = [];
  73366. for (var _i = 0; _i < arguments.length; _i++) {
  73367. items[_i] = arguments[_i];
  73368. }
  73369. var wasEmpty = array.length === 0;
  73370. var result = oldPush.apply(array, items);
  73371. if (wasEmpty) {
  73372. _this.getScene().meshes.forEach(function (mesh) {
  73373. mesh._markSubMeshesAsLightDirty();
  73374. });
  73375. }
  73376. return result;
  73377. };
  73378. var oldSplice = array.splice;
  73379. array.splice = function (index, deleteCount) {
  73380. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73381. if (array.length === 0) {
  73382. _this.getScene().meshes.forEach(function (mesh) {
  73383. mesh._markSubMeshesAsLightDirty();
  73384. });
  73385. }
  73386. return deleted;
  73387. };
  73388. };
  73389. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73390. /**
  73391. * Set a after unbind callback in the texture.
  73392. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73393. */
  73394. set: function (callback) {
  73395. if (this._onAfterUnbindObserver) {
  73396. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73397. }
  73398. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73399. },
  73400. enumerable: true,
  73401. configurable: true
  73402. });
  73403. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73404. /**
  73405. * Set a before render callback in the texture.
  73406. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73407. */
  73408. set: function (callback) {
  73409. if (this._onBeforeRenderObserver) {
  73410. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73411. }
  73412. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73413. },
  73414. enumerable: true,
  73415. configurable: true
  73416. });
  73417. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73418. /**
  73419. * Set a after render callback in the texture.
  73420. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73421. */
  73422. set: function (callback) {
  73423. if (this._onAfterRenderObserver) {
  73424. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73425. }
  73426. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73427. },
  73428. enumerable: true,
  73429. configurable: true
  73430. });
  73431. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73432. /**
  73433. * Set a clear callback in the texture.
  73434. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73435. */
  73436. set: function (callback) {
  73437. if (this._onClearObserver) {
  73438. this.onClearObservable.remove(this._onClearObserver);
  73439. }
  73440. this._onClearObserver = this.onClearObservable.add(callback);
  73441. },
  73442. enumerable: true,
  73443. configurable: true
  73444. });
  73445. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73446. /**
  73447. * Gets render target creation options that were used.
  73448. */
  73449. get: function () {
  73450. return this._renderTargetOptions;
  73451. },
  73452. enumerable: true,
  73453. configurable: true
  73454. });
  73455. RenderTargetTexture.prototype._onRatioRescale = function () {
  73456. if (this._sizeRatio) {
  73457. this.resize(this._initialSizeParameter);
  73458. }
  73459. };
  73460. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73461. get: function () {
  73462. return this._boundingBoxSize;
  73463. },
  73464. /**
  73465. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73466. * When defined, the cubemap will switch to local mode
  73467. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73468. * @example https://www.babylonjs-playground.com/#RNASML
  73469. */
  73470. set: function (value) {
  73471. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73472. return;
  73473. }
  73474. this._boundingBoxSize = value;
  73475. var scene = this.getScene();
  73476. if (scene) {
  73477. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73478. }
  73479. },
  73480. enumerable: true,
  73481. configurable: true
  73482. });
  73483. /**
  73484. * Creates a depth stencil texture.
  73485. * This is only available in WebGL 2 or with the depth texture extension available.
  73486. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73487. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73488. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73489. */
  73490. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73491. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73492. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73493. if (generateStencil === void 0) { generateStencil = false; }
  73494. if (!this.getScene()) {
  73495. return;
  73496. }
  73497. var engine = this.getScene().getEngine();
  73498. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73499. bilinearFiltering: bilinearFiltering,
  73500. comparisonFunction: comparisonFunction,
  73501. generateStencil: generateStencil,
  73502. isCube: this.isCube
  73503. });
  73504. engine.setFrameBufferDepthStencilTexture(this);
  73505. };
  73506. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73507. if (size.ratio) {
  73508. this._sizeRatio = size.ratio;
  73509. this._size = {
  73510. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73511. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73512. };
  73513. }
  73514. else {
  73515. this._size = size;
  73516. }
  73517. };
  73518. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73519. /**
  73520. * Define the number of samples to use in case of MSAA.
  73521. * It defaults to one meaning no MSAA has been enabled.
  73522. */
  73523. get: function () {
  73524. return this._samples;
  73525. },
  73526. set: function (value) {
  73527. if (this._samples === value) {
  73528. return;
  73529. }
  73530. var scene = this.getScene();
  73531. if (!scene) {
  73532. return;
  73533. }
  73534. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73535. },
  73536. enumerable: true,
  73537. configurable: true
  73538. });
  73539. /**
  73540. * Resets the refresh counter of the texture and start bak from scratch.
  73541. * Could be usefull to regenerate the texture if it is setup to render only once.
  73542. */
  73543. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73544. this._currentRefreshId = -1;
  73545. };
  73546. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73547. /**
  73548. * Define the refresh rate of the texture or the rendering frequency.
  73549. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73550. */
  73551. get: function () {
  73552. return this._refreshRate;
  73553. },
  73554. set: function (value) {
  73555. this._refreshRate = value;
  73556. this.resetRefreshCounter();
  73557. },
  73558. enumerable: true,
  73559. configurable: true
  73560. });
  73561. /**
  73562. * Adds a post process to the render target rendering passes.
  73563. * @param postProcess define the post process to add
  73564. */
  73565. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73566. if (!this._postProcessManager) {
  73567. var scene = this.getScene();
  73568. if (!scene) {
  73569. return;
  73570. }
  73571. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73572. this._postProcesses = new Array();
  73573. }
  73574. this._postProcesses.push(postProcess);
  73575. this._postProcesses[0].autoClear = false;
  73576. };
  73577. /**
  73578. * Clear all the post processes attached to the render target
  73579. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73580. */
  73581. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73582. if (dispose === void 0) { dispose = false; }
  73583. if (!this._postProcesses) {
  73584. return;
  73585. }
  73586. if (dispose) {
  73587. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73588. var postProcess = _a[_i];
  73589. postProcess.dispose();
  73590. }
  73591. }
  73592. this._postProcesses = [];
  73593. };
  73594. /**
  73595. * Remove one of the post process from the list of attached post processes to the texture
  73596. * @param postProcess define the post process to remove from the list
  73597. */
  73598. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73599. if (!this._postProcesses) {
  73600. return;
  73601. }
  73602. var index = this._postProcesses.indexOf(postProcess);
  73603. if (index === -1) {
  73604. return;
  73605. }
  73606. this._postProcesses.splice(index, 1);
  73607. if (this._postProcesses.length > 0) {
  73608. this._postProcesses[0].autoClear = false;
  73609. }
  73610. };
  73611. /** @hidden */
  73612. RenderTargetTexture.prototype._shouldRender = function () {
  73613. if (this._currentRefreshId === -1) { // At least render once
  73614. this._currentRefreshId = 1;
  73615. return true;
  73616. }
  73617. if (this.refreshRate === this._currentRefreshId) {
  73618. this._currentRefreshId = 1;
  73619. return true;
  73620. }
  73621. this._currentRefreshId++;
  73622. return false;
  73623. };
  73624. /**
  73625. * Gets the actual render size of the texture.
  73626. * @returns the width of the render size
  73627. */
  73628. RenderTargetTexture.prototype.getRenderSize = function () {
  73629. return this.getRenderWidth();
  73630. };
  73631. /**
  73632. * Gets the actual render width of the texture.
  73633. * @returns the width of the render size
  73634. */
  73635. RenderTargetTexture.prototype.getRenderWidth = function () {
  73636. if (this._size.width) {
  73637. return this._size.width;
  73638. }
  73639. return this._size;
  73640. };
  73641. /**
  73642. * Gets the actual render height of the texture.
  73643. * @returns the height of the render size
  73644. */
  73645. RenderTargetTexture.prototype.getRenderHeight = function () {
  73646. if (this._size.width) {
  73647. return this._size.height;
  73648. }
  73649. return this._size;
  73650. };
  73651. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73652. /**
  73653. * Get if the texture can be rescaled or not.
  73654. */
  73655. get: function () {
  73656. return true;
  73657. },
  73658. enumerable: true,
  73659. configurable: true
  73660. });
  73661. /**
  73662. * Resize the texture using a ratio.
  73663. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73664. */
  73665. RenderTargetTexture.prototype.scale = function (ratio) {
  73666. var newSize = this.getRenderSize() * ratio;
  73667. this.resize(newSize);
  73668. };
  73669. /**
  73670. * Get the texture reflection matrix used to rotate/transform the reflection.
  73671. * @returns the reflection matrix
  73672. */
  73673. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73674. if (this.isCube) {
  73675. return this._textureMatrix;
  73676. }
  73677. return _super.prototype.getReflectionTextureMatrix.call(this);
  73678. };
  73679. /**
  73680. * Resize the texture to a new desired size.
  73681. * Be carrefull as it will recreate all the data in the new texture.
  73682. * @param size Define the new size. It can be:
  73683. * - a number for squared texture,
  73684. * - an object containing { width: number, height: number }
  73685. * - or an object containing a ratio { ratio: number }
  73686. */
  73687. RenderTargetTexture.prototype.resize = function (size) {
  73688. this.releaseInternalTexture();
  73689. var scene = this.getScene();
  73690. if (!scene) {
  73691. return;
  73692. }
  73693. this._processSizeParameter(size);
  73694. if (this.isCube) {
  73695. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73696. }
  73697. else {
  73698. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73699. }
  73700. };
  73701. /**
  73702. * Renders all the objects from the render list into the texture.
  73703. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73704. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73705. */
  73706. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73707. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73708. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73709. var scene = this.getScene();
  73710. if (!scene) {
  73711. return;
  73712. }
  73713. var engine = scene.getEngine();
  73714. if (this.useCameraPostProcesses !== undefined) {
  73715. useCameraPostProcess = this.useCameraPostProcesses;
  73716. }
  73717. if (this._waitingRenderList) {
  73718. this.renderList = [];
  73719. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73720. var id = this._waitingRenderList[index];
  73721. var mesh_1 = scene.getMeshByID(id);
  73722. if (mesh_1) {
  73723. this.renderList.push(mesh_1);
  73724. }
  73725. }
  73726. delete this._waitingRenderList;
  73727. }
  73728. // Is predicate defined?
  73729. if (this.renderListPredicate) {
  73730. if (this.renderList) {
  73731. this.renderList.length = 0; // Clear previous renderList
  73732. }
  73733. else {
  73734. this.renderList = [];
  73735. }
  73736. var scene = this.getScene();
  73737. if (!scene) {
  73738. return;
  73739. }
  73740. var sceneMeshes = scene.meshes;
  73741. for (var index = 0; index < sceneMeshes.length; index++) {
  73742. var mesh = sceneMeshes[index];
  73743. if (this.renderListPredicate(mesh)) {
  73744. this.renderList.push(mesh);
  73745. }
  73746. }
  73747. }
  73748. this.onBeforeBindObservable.notifyObservers(this);
  73749. // Set custom projection.
  73750. // Needs to be before binding to prevent changing the aspect ratio.
  73751. var camera;
  73752. if (this.activeCamera) {
  73753. camera = this.activeCamera;
  73754. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73755. if (this.activeCamera !== scene.activeCamera) {
  73756. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73757. }
  73758. }
  73759. else {
  73760. camera = scene.activeCamera;
  73761. if (camera) {
  73762. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73763. }
  73764. }
  73765. // Prepare renderingManager
  73766. this._renderingManager.reset();
  73767. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73768. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73769. var sceneRenderId = scene.getRenderId();
  73770. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73771. var mesh = currentRenderList[meshIndex];
  73772. if (mesh) {
  73773. if (!mesh.isReady(this.refreshRate === 0)) {
  73774. this.resetRefreshCounter();
  73775. continue;
  73776. }
  73777. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73778. var isMasked = void 0;
  73779. if (!this.renderList && camera) {
  73780. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73781. }
  73782. else {
  73783. isMasked = false;
  73784. }
  73785. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73786. mesh._activate(sceneRenderId);
  73787. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73788. var subMesh = mesh.subMeshes[subIndex];
  73789. scene._activeIndices.addCount(subMesh.indexCount, false);
  73790. this._renderingManager.dispatch(subMesh, mesh);
  73791. }
  73792. }
  73793. }
  73794. }
  73795. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73796. var particleSystem = scene.particleSystems[particleIndex];
  73797. var emitter = particleSystem.emitter;
  73798. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73799. continue;
  73800. }
  73801. if (currentRenderList.indexOf(emitter) >= 0) {
  73802. this._renderingManager.dispatchParticles(particleSystem);
  73803. }
  73804. }
  73805. if (this.isCube) {
  73806. for (var face = 0; face < 6; face++) {
  73807. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73808. scene.incrementRenderId();
  73809. scene.resetCachedMaterial();
  73810. }
  73811. }
  73812. else {
  73813. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73814. }
  73815. this.onAfterUnbindObservable.notifyObservers(this);
  73816. if (scene.activeCamera) {
  73817. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73818. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73819. }
  73820. engine.setViewport(scene.activeCamera.viewport);
  73821. }
  73822. scene.resetCachedMaterial();
  73823. };
  73824. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73825. var minimum = 128;
  73826. var x = renderDimension * scale;
  73827. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73828. // Ensure we don't exceed the render dimension (while staying POT)
  73829. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73830. };
  73831. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73832. var _this = this;
  73833. if (!this._texture) {
  73834. return;
  73835. }
  73836. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73837. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73838. });
  73839. };
  73840. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73841. var scene = this.getScene();
  73842. if (!scene) {
  73843. return;
  73844. }
  73845. var engine = scene.getEngine();
  73846. if (!this._texture) {
  73847. return;
  73848. }
  73849. // Bind
  73850. if (this._postProcessManager) {
  73851. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73852. }
  73853. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73854. if (this._texture) {
  73855. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73856. }
  73857. }
  73858. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73859. // Clear
  73860. if (this.onClearObservable.hasObservers()) {
  73861. this.onClearObservable.notifyObservers(engine);
  73862. }
  73863. else {
  73864. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73865. }
  73866. if (!this._doNotChangeAspectRatio) {
  73867. scene.updateTransformMatrix(true);
  73868. }
  73869. // Render
  73870. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73871. if (this._postProcessManager) {
  73872. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73873. }
  73874. else if (useCameraPostProcess) {
  73875. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73876. }
  73877. if (!this._doNotChangeAspectRatio) {
  73878. scene.updateTransformMatrix(true);
  73879. }
  73880. // Dump ?
  73881. if (dumpForDebug) {
  73882. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73883. }
  73884. // Unbind
  73885. if (!this.isCube || faceIndex === 5) {
  73886. if (this.isCube) {
  73887. if (faceIndex === 5) {
  73888. engine.generateMipMapsForCubemap(this._texture);
  73889. }
  73890. }
  73891. this.unbindFrameBuffer(engine, faceIndex);
  73892. }
  73893. else {
  73894. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73895. }
  73896. };
  73897. /**
  73898. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73899. * This allowed control for front to back rendering or reversly depending of the special needs.
  73900. *
  73901. * @param renderingGroupId The rendering group id corresponding to its index
  73902. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73903. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73904. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73905. */
  73906. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73907. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73908. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73909. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73910. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73911. };
  73912. /**
  73913. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73914. *
  73915. * @param renderingGroupId The rendering group id corresponding to its index
  73916. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73917. */
  73918. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73919. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73920. this._renderingManager._useSceneAutoClearSetup = false;
  73921. };
  73922. /**
  73923. * Clones the texture.
  73924. * @returns the cloned texture
  73925. */
  73926. RenderTargetTexture.prototype.clone = function () {
  73927. var textureSize = this.getSize();
  73928. 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);
  73929. // Base texture
  73930. newTexture.hasAlpha = this.hasAlpha;
  73931. newTexture.level = this.level;
  73932. // RenderTarget Texture
  73933. newTexture.coordinatesMode = this.coordinatesMode;
  73934. if (this.renderList) {
  73935. newTexture.renderList = this.renderList.slice(0);
  73936. }
  73937. return newTexture;
  73938. };
  73939. /**
  73940. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73941. * @returns The JSON representation of the texture
  73942. */
  73943. RenderTargetTexture.prototype.serialize = function () {
  73944. if (!this.name) {
  73945. return null;
  73946. }
  73947. var serializationObject = _super.prototype.serialize.call(this);
  73948. serializationObject.renderTargetSize = this.getRenderSize();
  73949. serializationObject.renderList = [];
  73950. if (this.renderList) {
  73951. for (var index = 0; index < this.renderList.length; index++) {
  73952. serializationObject.renderList.push(this.renderList[index].id);
  73953. }
  73954. }
  73955. return serializationObject;
  73956. };
  73957. /**
  73958. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73959. */
  73960. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73961. var objBuffer = this.getInternalTexture();
  73962. var scene = this.getScene();
  73963. if (objBuffer && scene) {
  73964. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73965. }
  73966. };
  73967. /**
  73968. * Dispose the texture and release its associated resources.
  73969. */
  73970. RenderTargetTexture.prototype.dispose = function () {
  73971. if (this._postProcessManager) {
  73972. this._postProcessManager.dispose();
  73973. this._postProcessManager = null;
  73974. }
  73975. this.clearPostProcesses(true);
  73976. if (this._resizeObserver) {
  73977. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73978. this._resizeObserver = null;
  73979. }
  73980. this.renderList = null;
  73981. // Remove from custom render targets
  73982. var scene = this.getScene();
  73983. if (!scene) {
  73984. return;
  73985. }
  73986. var index = scene.customRenderTargets.indexOf(this);
  73987. if (index >= 0) {
  73988. scene.customRenderTargets.splice(index, 1);
  73989. }
  73990. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73991. var camera = _a[_i];
  73992. index = camera.customRenderTargets.indexOf(this);
  73993. if (index >= 0) {
  73994. camera.customRenderTargets.splice(index, 1);
  73995. }
  73996. }
  73997. _super.prototype.dispose.call(this);
  73998. };
  73999. /** @hidden */
  74000. RenderTargetTexture.prototype._rebuild = function () {
  74001. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74002. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74003. }
  74004. if (this._postProcessManager) {
  74005. this._postProcessManager._rebuild();
  74006. }
  74007. };
  74008. /**
  74009. * Clear the info related to rendering groups preventing retention point in material dispose.
  74010. */
  74011. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74012. if (this._renderingManager) {
  74013. this._renderingManager.freeRenderingGroups();
  74014. }
  74015. };
  74016. /**
  74017. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74018. */
  74019. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74020. /**
  74021. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74022. */
  74023. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74024. /**
  74025. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74026. * the central point of your effect and can save a lot of performances.
  74027. */
  74028. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74029. return RenderTargetTexture;
  74030. }(BABYLON.Texture));
  74031. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74032. })(BABYLON || (BABYLON = {}));
  74033. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74034. var BABYLON;
  74035. (function (BABYLON) {
  74036. /**
  74037. * A multi render target, like a render target provides the ability to render to a texture.
  74038. * Unlike the render target, it can render to several draw buffers in one draw.
  74039. * This is specially interesting in deferred rendering or for any effects requiring more than
  74040. * just one color from a single pass.
  74041. */
  74042. var MultiRenderTarget = /** @class */ (function (_super) {
  74043. __extends(MultiRenderTarget, _super);
  74044. /**
  74045. * Instantiate a new multi render target texture.
  74046. * A multi render target, like a render target provides the ability to render to a texture.
  74047. * Unlike the render target, it can render to several draw buffers in one draw.
  74048. * This is specially interesting in deferred rendering or for any effects requiring more than
  74049. * just one color from a single pass.
  74050. * @param name Define the name of the texture
  74051. * @param size Define the size of the buffers to render to
  74052. * @param count Define the number of target we are rendering into
  74053. * @param scene Define the scene the texture belongs to
  74054. * @param options Define the options used to create the multi render target
  74055. */
  74056. function MultiRenderTarget(name, size, count, scene, options) {
  74057. var _this = this;
  74058. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74059. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74060. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74061. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74062. _this._engine = scene.getEngine();
  74063. if (!_this.isSupported) {
  74064. _this.dispose();
  74065. return;
  74066. }
  74067. var types = [];
  74068. var samplingModes = [];
  74069. for (var i = 0; i < count; i++) {
  74070. if (options && options.types && options.types[i] !== undefined) {
  74071. types.push(options.types[i]);
  74072. }
  74073. else {
  74074. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74075. }
  74076. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74077. samplingModes.push(options.samplingModes[i]);
  74078. }
  74079. else {
  74080. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74081. }
  74082. }
  74083. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74084. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74085. _this._size = size;
  74086. _this._multiRenderTargetOptions = {
  74087. samplingModes: samplingModes,
  74088. generateMipMaps: generateMipMaps,
  74089. generateDepthBuffer: generateDepthBuffer,
  74090. generateStencilBuffer: generateStencilBuffer,
  74091. generateDepthTexture: generateDepthTexture,
  74092. types: types,
  74093. textureCount: count
  74094. };
  74095. _this._createInternalTextures();
  74096. _this._createTextures();
  74097. return _this;
  74098. }
  74099. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74100. /**
  74101. * Get if draw buffers are currently supported by the used hardware and browser.
  74102. */
  74103. get: function () {
  74104. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74105. },
  74106. enumerable: true,
  74107. configurable: true
  74108. });
  74109. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74110. /**
  74111. * Get the list of textures generated by the multi render target.
  74112. */
  74113. get: function () {
  74114. return this._textures;
  74115. },
  74116. enumerable: true,
  74117. configurable: true
  74118. });
  74119. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74120. /**
  74121. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74122. */
  74123. get: function () {
  74124. return this._textures[this._textures.length - 1];
  74125. },
  74126. enumerable: true,
  74127. configurable: true
  74128. });
  74129. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74130. /**
  74131. * Set the wrapping mode on U of all the textures we are rendering to.
  74132. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74133. */
  74134. set: function (wrap) {
  74135. if (this._textures) {
  74136. for (var i = 0; i < this._textures.length; i++) {
  74137. this._textures[i].wrapU = wrap;
  74138. }
  74139. }
  74140. },
  74141. enumerable: true,
  74142. configurable: true
  74143. });
  74144. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74145. /**
  74146. * Set the wrapping mode on V of all the textures we are rendering to.
  74147. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74148. */
  74149. set: function (wrap) {
  74150. if (this._textures) {
  74151. for (var i = 0; i < this._textures.length; i++) {
  74152. this._textures[i].wrapV = wrap;
  74153. }
  74154. }
  74155. },
  74156. enumerable: true,
  74157. configurable: true
  74158. });
  74159. /** @hidden */
  74160. MultiRenderTarget.prototype._rebuild = function () {
  74161. this.releaseInternalTextures();
  74162. this._createInternalTextures();
  74163. for (var i = 0; i < this._internalTextures.length; i++) {
  74164. var texture = this._textures[i];
  74165. texture._texture = this._internalTextures[i];
  74166. }
  74167. // Keeps references to frame buffer and stencil/depth buffer
  74168. this._texture = this._internalTextures[0];
  74169. };
  74170. MultiRenderTarget.prototype._createInternalTextures = function () {
  74171. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74172. };
  74173. MultiRenderTarget.prototype._createTextures = function () {
  74174. this._textures = [];
  74175. for (var i = 0; i < this._internalTextures.length; i++) {
  74176. var texture = new BABYLON.Texture(null, this.getScene());
  74177. texture._texture = this._internalTextures[i];
  74178. this._textures.push(texture);
  74179. }
  74180. // Keeps references to frame buffer and stencil/depth buffer
  74181. this._texture = this._internalTextures[0];
  74182. };
  74183. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74184. /**
  74185. * Define the number of samples used if MSAA is enabled.
  74186. */
  74187. get: function () {
  74188. return this._samples;
  74189. },
  74190. set: function (value) {
  74191. if (this._samples === value) {
  74192. return;
  74193. }
  74194. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74195. },
  74196. enumerable: true,
  74197. configurable: true
  74198. });
  74199. /**
  74200. * Resize all the textures in the multi render target.
  74201. * Be carrefull as it will recreate all the data in the new texture.
  74202. * @param size Define the new size
  74203. */
  74204. MultiRenderTarget.prototype.resize = function (size) {
  74205. this.releaseInternalTextures();
  74206. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74207. this._createInternalTextures();
  74208. };
  74209. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74210. var _this = this;
  74211. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74212. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74213. });
  74214. };
  74215. /**
  74216. * Dispose the render targets and their associated resources
  74217. */
  74218. MultiRenderTarget.prototype.dispose = function () {
  74219. this.releaseInternalTextures();
  74220. _super.prototype.dispose.call(this);
  74221. };
  74222. /**
  74223. * Release all the underlying texture used as draw buffers.
  74224. */
  74225. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74226. if (!this._internalTextures) {
  74227. return;
  74228. }
  74229. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74230. if (this._internalTextures[i] !== undefined) {
  74231. this._internalTextures[i].dispose();
  74232. this._internalTextures.splice(i, 1);
  74233. }
  74234. }
  74235. };
  74236. return MultiRenderTarget;
  74237. }(BABYLON.RenderTargetTexture));
  74238. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74239. })(BABYLON || (BABYLON = {}));
  74240. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74241. var BABYLON;
  74242. (function (BABYLON) {
  74243. /**
  74244. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74245. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74246. * You can then easily use it as a reflectionTexture on a flat surface.
  74247. * In case the surface is not a plane, please consider relying on reflection probes.
  74248. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74249. */
  74250. var MirrorTexture = /** @class */ (function (_super) {
  74251. __extends(MirrorTexture, _super);
  74252. /**
  74253. * Instantiates a Mirror Texture.
  74254. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74255. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74256. * You can then easily use it as a reflectionTexture on a flat surface.
  74257. * In case the surface is not a plane, please consider relying on reflection probes.
  74258. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74259. * @param name
  74260. * @param size
  74261. * @param scene
  74262. * @param generateMipMaps
  74263. * @param type
  74264. * @param samplingMode
  74265. * @param generateDepthBuffer
  74266. */
  74267. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74268. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74269. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74270. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74271. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74272. _this.scene = scene;
  74273. /**
  74274. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74275. * 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.
  74276. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74277. */
  74278. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74279. _this._transformMatrix = BABYLON.Matrix.Zero();
  74280. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74281. _this._adaptiveBlurKernel = 0;
  74282. _this._blurKernelX = 0;
  74283. _this._blurKernelY = 0;
  74284. _this._blurRatio = 1.0;
  74285. _this.ignoreCameraViewport = true;
  74286. _this._updateGammaSpace();
  74287. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74288. _this._updateGammaSpace;
  74289. });
  74290. _this.onBeforeRenderObservable.add(function () {
  74291. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74292. _this._savedViewMatrix = scene.getViewMatrix();
  74293. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74294. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74295. scene.clipPlane = _this.mirrorPlane;
  74296. scene.getEngine().cullBackFaces = false;
  74297. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74298. });
  74299. _this.onAfterRenderObservable.add(function () {
  74300. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74301. scene.getEngine().cullBackFaces = true;
  74302. scene._mirroredCameraPosition = null;
  74303. delete scene.clipPlane;
  74304. });
  74305. return _this;
  74306. }
  74307. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74308. get: function () {
  74309. return this._blurRatio;
  74310. },
  74311. /**
  74312. * Define the blur ratio used to blur the reflection if needed.
  74313. */
  74314. set: function (value) {
  74315. if (this._blurRatio === value) {
  74316. return;
  74317. }
  74318. this._blurRatio = value;
  74319. this._preparePostProcesses();
  74320. },
  74321. enumerable: true,
  74322. configurable: true
  74323. });
  74324. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74325. /**
  74326. * Define the adaptive blur kernel used to blur the reflection if needed.
  74327. * This will autocompute the closest best match for the `blurKernel`
  74328. */
  74329. set: function (value) {
  74330. this._adaptiveBlurKernel = value;
  74331. this._autoComputeBlurKernel();
  74332. },
  74333. enumerable: true,
  74334. configurable: true
  74335. });
  74336. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74337. /**
  74338. * Define the blur kernel used to blur the reflection if needed.
  74339. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74340. */
  74341. set: function (value) {
  74342. this.blurKernelX = value;
  74343. this.blurKernelY = value;
  74344. },
  74345. enumerable: true,
  74346. configurable: true
  74347. });
  74348. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74349. get: function () {
  74350. return this._blurKernelX;
  74351. },
  74352. /**
  74353. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74354. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74355. */
  74356. set: function (value) {
  74357. if (this._blurKernelX === value) {
  74358. return;
  74359. }
  74360. this._blurKernelX = value;
  74361. this._preparePostProcesses();
  74362. },
  74363. enumerable: true,
  74364. configurable: true
  74365. });
  74366. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74367. get: function () {
  74368. return this._blurKernelY;
  74369. },
  74370. /**
  74371. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74372. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74373. */
  74374. set: function (value) {
  74375. if (this._blurKernelY === value) {
  74376. return;
  74377. }
  74378. this._blurKernelY = value;
  74379. this._preparePostProcesses();
  74380. },
  74381. enumerable: true,
  74382. configurable: true
  74383. });
  74384. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74385. var engine = this.getScene().getEngine();
  74386. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74387. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74388. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74389. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74390. };
  74391. MirrorTexture.prototype._onRatioRescale = function () {
  74392. if (this._sizeRatio) {
  74393. this.resize(this._initialSizeParameter);
  74394. if (!this._adaptiveBlurKernel) {
  74395. this._preparePostProcesses();
  74396. }
  74397. }
  74398. if (this._adaptiveBlurKernel) {
  74399. this._autoComputeBlurKernel();
  74400. }
  74401. };
  74402. MirrorTexture.prototype._updateGammaSpace = function () {
  74403. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74404. };
  74405. MirrorTexture.prototype._preparePostProcesses = function () {
  74406. this.clearPostProcesses(true);
  74407. if (this._blurKernelX && this._blurKernelY) {
  74408. var engine = this.getScene().getEngine();
  74409. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74410. 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);
  74411. this._blurX.autoClear = false;
  74412. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74413. this._blurX.inputTexture = this._texture;
  74414. }
  74415. else {
  74416. this._blurX.alwaysForcePOT = true;
  74417. }
  74418. 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);
  74419. this._blurY.autoClear = false;
  74420. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74421. this.addPostProcess(this._blurX);
  74422. this.addPostProcess(this._blurY);
  74423. }
  74424. else {
  74425. if (this._blurY) {
  74426. this.removePostProcess(this._blurY);
  74427. this._blurY.dispose();
  74428. this._blurY = null;
  74429. }
  74430. if (this._blurX) {
  74431. this.removePostProcess(this._blurX);
  74432. this._blurX.dispose();
  74433. this._blurX = null;
  74434. }
  74435. }
  74436. };
  74437. /**
  74438. * Clone the mirror texture.
  74439. * @returns the cloned texture
  74440. */
  74441. MirrorTexture.prototype.clone = function () {
  74442. var scene = this.getScene();
  74443. if (!scene) {
  74444. return this;
  74445. }
  74446. var textureSize = this.getSize();
  74447. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74448. // Base texture
  74449. newTexture.hasAlpha = this.hasAlpha;
  74450. newTexture.level = this.level;
  74451. // Mirror Texture
  74452. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74453. if (this.renderList) {
  74454. newTexture.renderList = this.renderList.slice(0);
  74455. }
  74456. return newTexture;
  74457. };
  74458. /**
  74459. * Serialize the texture to a JSON representation you could use in Parse later on
  74460. * @returns the serialized JSON representation
  74461. */
  74462. MirrorTexture.prototype.serialize = function () {
  74463. if (!this.name) {
  74464. return null;
  74465. }
  74466. var serializationObject = _super.prototype.serialize.call(this);
  74467. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74468. return serializationObject;
  74469. };
  74470. /**
  74471. * Dispose the texture and release its associated resources.
  74472. */
  74473. MirrorTexture.prototype.dispose = function () {
  74474. _super.prototype.dispose.call(this);
  74475. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74476. };
  74477. return MirrorTexture;
  74478. }(BABYLON.RenderTargetTexture));
  74479. BABYLON.MirrorTexture = MirrorTexture;
  74480. })(BABYLON || (BABYLON = {}));
  74481. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74482. var BABYLON;
  74483. (function (BABYLON) {
  74484. /**
  74485. * Creates a refraction texture used by refraction channel of the standard material.
  74486. * It is like a mirror but to see through a material.
  74487. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74488. */
  74489. var RefractionTexture = /** @class */ (function (_super) {
  74490. __extends(RefractionTexture, _super);
  74491. /**
  74492. * Creates a refraction texture used by refraction channel of the standard material.
  74493. * It is like a mirror but to see through a material.
  74494. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74495. * @param name Define the texture name
  74496. * @param size Define the size of the underlying texture
  74497. * @param scene Define the scene the refraction belongs to
  74498. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74499. */
  74500. function RefractionTexture(name, size, scene, generateMipMaps) {
  74501. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74502. /**
  74503. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74504. * 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.
  74505. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74506. */
  74507. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74508. /**
  74509. * Define how deep under the surface we should see.
  74510. */
  74511. _this.depth = 2.0;
  74512. _this.onBeforeRenderObservable.add(function () {
  74513. scene.clipPlane = _this.refractionPlane;
  74514. });
  74515. _this.onAfterRenderObservable.add(function () {
  74516. delete scene.clipPlane;
  74517. });
  74518. return _this;
  74519. }
  74520. /**
  74521. * Clone the refraction texture.
  74522. * @returns the cloned texture
  74523. */
  74524. RefractionTexture.prototype.clone = function () {
  74525. var scene = this.getScene();
  74526. if (!scene) {
  74527. return this;
  74528. }
  74529. var textureSize = this.getSize();
  74530. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74531. // Base texture
  74532. newTexture.hasAlpha = this.hasAlpha;
  74533. newTexture.level = this.level;
  74534. // Refraction Texture
  74535. newTexture.refractionPlane = this.refractionPlane.clone();
  74536. if (this.renderList) {
  74537. newTexture.renderList = this.renderList.slice(0);
  74538. }
  74539. newTexture.depth = this.depth;
  74540. return newTexture;
  74541. };
  74542. /**
  74543. * Serialize the texture to a JSON representation you could use in Parse later on
  74544. * @returns the serialized JSON representation
  74545. */
  74546. RefractionTexture.prototype.serialize = function () {
  74547. if (!this.name) {
  74548. return null;
  74549. }
  74550. var serializationObject = _super.prototype.serialize.call(this);
  74551. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74552. serializationObject.depth = this.depth;
  74553. return serializationObject;
  74554. };
  74555. return RefractionTexture;
  74556. }(BABYLON.RenderTargetTexture));
  74557. BABYLON.RefractionTexture = RefractionTexture;
  74558. })(BABYLON || (BABYLON = {}));
  74559. //# sourceMappingURL=babylon.refractionTexture.js.map
  74560. var BABYLON;
  74561. (function (BABYLON) {
  74562. /**
  74563. * A class extending Texture allowing drawing on a texture
  74564. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74565. */
  74566. var DynamicTexture = /** @class */ (function (_super) {
  74567. __extends(DynamicTexture, _super);
  74568. /**
  74569. * Creates a DynamicTexture
  74570. * @param name defines the name of the texture
  74571. * @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
  74572. * @param scene defines the scene where you want the texture
  74573. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74574. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74575. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74576. */
  74577. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74578. if (scene === void 0) { scene = null; }
  74579. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74580. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74581. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74582. _this.name = name;
  74583. _this._engine = _this.getScene().getEngine();
  74584. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74585. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74586. _this._generateMipMaps = generateMipMaps;
  74587. if (options.getContext) {
  74588. _this._canvas = options;
  74589. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74590. }
  74591. else {
  74592. _this._canvas = document.createElement("canvas");
  74593. if (options.width || options.width === 0) {
  74594. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74595. }
  74596. else {
  74597. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74598. }
  74599. }
  74600. var textureSize = _this.getSize();
  74601. _this._canvas.width = textureSize.width;
  74602. _this._canvas.height = textureSize.height;
  74603. _this._context = _this._canvas.getContext("2d");
  74604. return _this;
  74605. }
  74606. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74607. /**
  74608. * Gets the current state of canRescale
  74609. */
  74610. get: function () {
  74611. return true;
  74612. },
  74613. enumerable: true,
  74614. configurable: true
  74615. });
  74616. DynamicTexture.prototype._recreate = function (textureSize) {
  74617. this._canvas.width = textureSize.width;
  74618. this._canvas.height = textureSize.height;
  74619. this.releaseInternalTexture();
  74620. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74621. };
  74622. /**
  74623. * Scales the texture
  74624. * @param ratio the scale factor to apply to both width and height
  74625. */
  74626. DynamicTexture.prototype.scale = function (ratio) {
  74627. var textureSize = this.getSize();
  74628. textureSize.width *= ratio;
  74629. textureSize.height *= ratio;
  74630. this._recreate(textureSize);
  74631. };
  74632. /**
  74633. * Resizes the texture
  74634. * @param width the new width
  74635. * @param height the new height
  74636. */
  74637. DynamicTexture.prototype.scaleTo = function (width, height) {
  74638. var textureSize = this.getSize();
  74639. textureSize.width = width;
  74640. textureSize.height = height;
  74641. this._recreate(textureSize);
  74642. };
  74643. /**
  74644. * Gets the context of the canvas used by the texture
  74645. * @returns the canvas context of the dynamic texture
  74646. */
  74647. DynamicTexture.prototype.getContext = function () {
  74648. return this._context;
  74649. };
  74650. /**
  74651. * Clears the texture
  74652. */
  74653. DynamicTexture.prototype.clear = function () {
  74654. var size = this.getSize();
  74655. this._context.fillRect(0, 0, size.width, size.height);
  74656. };
  74657. /**
  74658. * Updates the texture
  74659. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74660. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74661. */
  74662. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74663. if (premulAlpha === void 0) { premulAlpha = false; }
  74664. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74665. };
  74666. /**
  74667. * Draws text onto the texture
  74668. * @param text defines the text to be drawn
  74669. * @param x defines the placement of the text from the left
  74670. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74671. * @param font defines the font to be used with font-style, font-size, font-name
  74672. * @param color defines the color used for the text
  74673. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74674. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74675. * @param update defines whether texture is immediately update (default is true)
  74676. */
  74677. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74678. if (update === void 0) { update = true; }
  74679. var size = this.getSize();
  74680. if (clearColor) {
  74681. this._context.fillStyle = clearColor;
  74682. this._context.fillRect(0, 0, size.width, size.height);
  74683. }
  74684. this._context.font = font;
  74685. if (x === null || x === undefined) {
  74686. var textSize = this._context.measureText(text);
  74687. x = (size.width - textSize.width) / 2;
  74688. }
  74689. if (y === null || y === undefined) {
  74690. var fontSize = parseInt((font.replace(/\D/g, '')));
  74691. y = (size.height / 2) + (fontSize / 3.65);
  74692. }
  74693. this._context.fillStyle = color;
  74694. this._context.fillText(text, x, y);
  74695. if (update) {
  74696. this.update(invertY);
  74697. }
  74698. };
  74699. /**
  74700. * Clones the texture
  74701. * @returns the clone of the texture.
  74702. */
  74703. DynamicTexture.prototype.clone = function () {
  74704. var scene = this.getScene();
  74705. if (!scene) {
  74706. return this;
  74707. }
  74708. var textureSize = this.getSize();
  74709. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74710. // Base texture
  74711. newTexture.hasAlpha = this.hasAlpha;
  74712. newTexture.level = this.level;
  74713. // Dynamic Texture
  74714. newTexture.wrapU = this.wrapU;
  74715. newTexture.wrapV = this.wrapV;
  74716. return newTexture;
  74717. };
  74718. /**
  74719. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74720. * @returns a serialized dynamic texture object
  74721. */
  74722. DynamicTexture.prototype.serialize = function () {
  74723. var scene = this.getScene();
  74724. if (scene && !scene.isReady()) {
  74725. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74726. }
  74727. var serializationObject = _super.prototype.serialize.call(this);
  74728. serializationObject.base64String = this._canvas.toDataURL();
  74729. serializationObject.invertY = this._invertY;
  74730. serializationObject.samplingMode = this.samplingMode;
  74731. return serializationObject;
  74732. };
  74733. /** @hidden */
  74734. DynamicTexture.prototype._rebuild = function () {
  74735. this.update();
  74736. };
  74737. return DynamicTexture;
  74738. }(BABYLON.Texture));
  74739. BABYLON.DynamicTexture = DynamicTexture;
  74740. })(BABYLON || (BABYLON = {}));
  74741. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74742. var BABYLON;
  74743. (function (BABYLON) {
  74744. /**
  74745. * If you want to display a video in your scene, this is the special texture for that.
  74746. * This special texture works similar to other textures, with the exception of a few parameters.
  74747. * @see https://doc.babylonjs.com/how_to/video_texture
  74748. */
  74749. var VideoTexture = /** @class */ (function (_super) {
  74750. __extends(VideoTexture, _super);
  74751. /**
  74752. * Creates a video texture.
  74753. * If you want to display a video in your scene, this is the special texture for that.
  74754. * This special texture works similar to other textures, with the exception of a few parameters.
  74755. * @see https://doc.babylonjs.com/how_to/video_texture
  74756. * @param name optional name, will detect from video source, if not defined
  74757. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74758. * @param scene is obviously the current scene.
  74759. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74760. * @param invertY is false by default but can be used to invert video on Y axis
  74761. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74762. * @param settings allows finer control over video usage
  74763. */
  74764. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74765. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74766. if (invertY === void 0) { invertY = false; }
  74767. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74768. if (settings === void 0) { settings = {
  74769. autoPlay: true,
  74770. loop: true,
  74771. autoUpdateTexture: true,
  74772. }; }
  74773. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74774. _this._onUserActionRequestedObservable = null;
  74775. _this._stillImageCaptured = false;
  74776. _this._poster = false;
  74777. _this._createInternalTexture = function () {
  74778. if (_this._texture != null) {
  74779. if (_this._poster) {
  74780. _this._texture.dispose();
  74781. _this._poster = false;
  74782. }
  74783. else {
  74784. return;
  74785. }
  74786. }
  74787. if (!_this._engine.needPOTTextures ||
  74788. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74789. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74790. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74791. }
  74792. else {
  74793. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74794. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74795. _this._generateMipMaps = false;
  74796. }
  74797. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74798. if (!_this.video.autoplay) {
  74799. var oldHandler_1 = _this.video.onplaying;
  74800. var error_1 = false;
  74801. _this.video.onplaying = function () {
  74802. _this.video.onplaying = oldHandler_1;
  74803. _this._texture.isReady = true;
  74804. _this._updateInternalTexture();
  74805. if (!error_1) {
  74806. _this.video.pause();
  74807. }
  74808. if (_this.onLoadObservable.hasObservers()) {
  74809. _this.onLoadObservable.notifyObservers(_this);
  74810. }
  74811. };
  74812. var playing = _this.video.play();
  74813. if (playing) {
  74814. playing.then(function () {
  74815. // Everything is good.
  74816. })
  74817. .catch(function () {
  74818. error_1 = true;
  74819. // On Chrome for instance, new policies might prevent playing without user interaction.
  74820. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74821. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74822. }
  74823. });
  74824. }
  74825. else {
  74826. _this.video.onplaying = oldHandler_1;
  74827. _this._texture.isReady = true;
  74828. _this._updateInternalTexture();
  74829. if (_this.onLoadObservable.hasObservers()) {
  74830. _this.onLoadObservable.notifyObservers(_this);
  74831. }
  74832. }
  74833. }
  74834. else {
  74835. _this._texture.isReady = true;
  74836. _this._updateInternalTexture();
  74837. if (_this.onLoadObservable.hasObservers()) {
  74838. _this.onLoadObservable.notifyObservers(_this);
  74839. }
  74840. }
  74841. };
  74842. _this.reset = function () {
  74843. if (_this._texture == null) {
  74844. return;
  74845. }
  74846. if (!_this._poster) {
  74847. _this._texture.dispose();
  74848. _this._texture = null;
  74849. }
  74850. };
  74851. _this._updateInternalTexture = function (e) {
  74852. if (_this._texture == null || !_this._texture.isReady) {
  74853. return;
  74854. }
  74855. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74856. return;
  74857. }
  74858. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74859. };
  74860. _this._engine = _this.getScene().getEngine();
  74861. _this._generateMipMaps = generateMipMaps;
  74862. _this._samplingMode = samplingMode;
  74863. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74864. _this.name = name || _this._getName(src);
  74865. _this.video = _this._getVideo(src);
  74866. if (settings.poster) {
  74867. _this.video.poster = settings.poster;
  74868. }
  74869. if (settings.autoPlay !== undefined) {
  74870. _this.video.autoplay = settings.autoPlay;
  74871. }
  74872. if (settings.loop !== undefined) {
  74873. _this.video.loop = settings.loop;
  74874. }
  74875. _this.video.setAttribute("playsinline", "");
  74876. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74877. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74878. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74879. _this.video.addEventListener("emptied", _this.reset);
  74880. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74881. _this._createInternalTexture();
  74882. }
  74883. if (settings.poster) {
  74884. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74885. _this._poster = true;
  74886. }
  74887. return _this;
  74888. }
  74889. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74890. /**
  74891. * Event triggerd when a dom action is required by the user to play the video.
  74892. * This happens due to recent changes in browser policies preventing video to auto start.
  74893. */
  74894. get: function () {
  74895. if (!this._onUserActionRequestedObservable) {
  74896. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74897. }
  74898. return this._onUserActionRequestedObservable;
  74899. },
  74900. enumerable: true,
  74901. configurable: true
  74902. });
  74903. VideoTexture.prototype._getName = function (src) {
  74904. if (src instanceof HTMLVideoElement) {
  74905. return src.currentSrc;
  74906. }
  74907. if (typeof src === "object") {
  74908. return src.toString();
  74909. }
  74910. return src;
  74911. };
  74912. VideoTexture.prototype._getVideo = function (src) {
  74913. if (src instanceof HTMLVideoElement) {
  74914. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74915. return src;
  74916. }
  74917. var video = document.createElement("video");
  74918. if (typeof src === "string") {
  74919. BABYLON.Tools.SetCorsBehavior(src, video);
  74920. video.src = src;
  74921. }
  74922. else {
  74923. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74924. src.forEach(function (url) {
  74925. var source = document.createElement("source");
  74926. source.src = url;
  74927. video.appendChild(source);
  74928. });
  74929. }
  74930. return video;
  74931. };
  74932. /**
  74933. * @hidden Internal method to initiate `update`.
  74934. */
  74935. VideoTexture.prototype._rebuild = function () {
  74936. this.update();
  74937. };
  74938. /**
  74939. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74940. */
  74941. VideoTexture.prototype.update = function () {
  74942. if (!this.autoUpdateTexture) {
  74943. // Expecting user to call `updateTexture` manually
  74944. return;
  74945. }
  74946. this.updateTexture(true);
  74947. };
  74948. /**
  74949. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74950. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74951. */
  74952. VideoTexture.prototype.updateTexture = function (isVisible) {
  74953. if (!isVisible) {
  74954. return;
  74955. }
  74956. if (this.video.paused && this._stillImageCaptured) {
  74957. return;
  74958. }
  74959. this._stillImageCaptured = true;
  74960. this._updateInternalTexture();
  74961. };
  74962. /**
  74963. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74964. * @param url New url.
  74965. */
  74966. VideoTexture.prototype.updateURL = function (url) {
  74967. this.video.src = url;
  74968. };
  74969. /**
  74970. * Dispose the texture and release its associated resources.
  74971. */
  74972. VideoTexture.prototype.dispose = function () {
  74973. _super.prototype.dispose.call(this);
  74974. if (this._onUserActionRequestedObservable) {
  74975. this._onUserActionRequestedObservable.clear();
  74976. this._onUserActionRequestedObservable = null;
  74977. }
  74978. this.video.removeEventListener("canplay", this._createInternalTexture);
  74979. this.video.removeEventListener("paused", this._updateInternalTexture);
  74980. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74981. this.video.removeEventListener("emptied", this.reset);
  74982. this.video.pause();
  74983. };
  74984. /**
  74985. * Creates a video texture straight from your WebCam video feed.
  74986. * @param scene Define the scene the texture should be created in
  74987. * @param onReady Define a callback to triggered once the texture will be ready
  74988. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74989. */
  74990. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74991. var video = document.createElement("video");
  74992. video.setAttribute('autoplay', '');
  74993. video.setAttribute('muted', '');
  74994. video.setAttribute('playsinline', '');
  74995. var constraintsDeviceId;
  74996. if (constraints && constraints.deviceId) {
  74997. constraintsDeviceId = {
  74998. exact: constraints.deviceId,
  74999. };
  75000. }
  75001. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75002. if (navigator.mediaDevices) {
  75003. navigator.mediaDevices.getUserMedia({ video: constraints })
  75004. .then(function (stream) {
  75005. if (video.mozSrcObject !== undefined) {
  75006. // hack for Firefox < 19
  75007. video.mozSrcObject = stream;
  75008. }
  75009. else {
  75010. video.srcObject = stream;
  75011. }
  75012. var onPlaying = function () {
  75013. if (onReady) {
  75014. onReady(new VideoTexture("video", video, scene, true, true));
  75015. }
  75016. video.removeEventListener("playing", onPlaying);
  75017. };
  75018. video.addEventListener("playing", onPlaying);
  75019. video.play();
  75020. })
  75021. .catch(function (err) {
  75022. BABYLON.Tools.Error(err.name);
  75023. });
  75024. }
  75025. else {
  75026. navigator.getUserMedia =
  75027. navigator.getUserMedia ||
  75028. navigator.webkitGetUserMedia ||
  75029. navigator.mozGetUserMedia ||
  75030. navigator.msGetUserMedia;
  75031. if (navigator.getUserMedia) {
  75032. navigator.getUserMedia({
  75033. video: {
  75034. deviceId: constraintsDeviceId,
  75035. width: {
  75036. min: (constraints && constraints.minWidth) || 256,
  75037. max: (constraints && constraints.maxWidth) || 640,
  75038. },
  75039. height: {
  75040. min: (constraints && constraints.minHeight) || 256,
  75041. max: (constraints && constraints.maxHeight) || 480,
  75042. },
  75043. },
  75044. }, function (stream) {
  75045. if (video.mozSrcObject !== undefined) {
  75046. // hack for Firefox < 19
  75047. video.mozSrcObject = stream;
  75048. }
  75049. else {
  75050. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75051. }
  75052. video.play();
  75053. if (onReady) {
  75054. onReady(new VideoTexture("video", video, scene, true, true));
  75055. }
  75056. }, function (e) {
  75057. BABYLON.Tools.Error(e.name);
  75058. });
  75059. }
  75060. }
  75061. };
  75062. return VideoTexture;
  75063. }(BABYLON.Texture));
  75064. BABYLON.VideoTexture = VideoTexture;
  75065. })(BABYLON || (BABYLON = {}));
  75066. //# sourceMappingURL=babylon.videoTexture.js.map
  75067. var BABYLON;
  75068. (function (BABYLON) {
  75069. /**
  75070. * Raw texture can help creating a texture directly from an array of data.
  75071. * This can be super useful if you either get the data from an uncompressed source or
  75072. * if you wish to create your texture pixel by pixel.
  75073. */
  75074. var RawTexture = /** @class */ (function (_super) {
  75075. __extends(RawTexture, _super);
  75076. /**
  75077. * Instantiates a new RawTexture.
  75078. * Raw texture can help creating a texture directly from an array of data.
  75079. * This can be super useful if you either get the data from an uncompressed source or
  75080. * if you wish to create your texture pixel by pixel.
  75081. * @param data define the array of data to use to create the texture
  75082. * @param width define the width of the texture
  75083. * @param height define the height of the texture
  75084. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75085. * @param scene define the scene the texture belongs to
  75086. * @param generateMipMaps define whether mip maps should be generated or not
  75087. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75088. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75089. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75090. */
  75091. function RawTexture(data, width, height,
  75092. /**
  75093. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75094. */
  75095. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75096. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75097. if (invertY === void 0) { invertY = false; }
  75098. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75099. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75100. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75101. _this.format = format;
  75102. _this._engine = scene.getEngine();
  75103. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75104. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75105. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75106. return _this;
  75107. }
  75108. /**
  75109. * Updates the texture underlying data.
  75110. * @param data Define the new data of the texture
  75111. */
  75112. RawTexture.prototype.update = function (data) {
  75113. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75114. };
  75115. /**
  75116. * Creates a luminance texture from some data.
  75117. * @param data Define the texture data
  75118. * @param width Define the width of the texture
  75119. * @param height Define the height of the texture
  75120. * @param scene Define the scene the texture belongs to
  75121. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75122. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75123. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75124. * @returns the luminance texture
  75125. */
  75126. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75127. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75128. if (invertY === void 0) { invertY = false; }
  75129. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75130. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75131. };
  75132. /**
  75133. * Creates a luminance alpha texture from some data.
  75134. * @param data Define the texture data
  75135. * @param width Define the width of the texture
  75136. * @param height Define the height of the texture
  75137. * @param scene Define the scene the texture belongs to
  75138. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75139. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75140. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75141. * @returns the luminance alpha texture
  75142. */
  75143. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75144. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75145. if (invertY === void 0) { invertY = false; }
  75146. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75147. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75148. };
  75149. /**
  75150. * Creates an alpha texture from some data.
  75151. * @param data Define the texture data
  75152. * @param width Define the width of the texture
  75153. * @param height Define the height of the texture
  75154. * @param scene Define the scene the texture belongs to
  75155. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75156. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75157. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75158. * @returns the alpha texture
  75159. */
  75160. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75161. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75162. if (invertY === void 0) { invertY = false; }
  75163. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75164. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75165. };
  75166. /**
  75167. * Creates a RGB texture from some data.
  75168. * @param data Define the texture data
  75169. * @param width Define the width of the texture
  75170. * @param height Define the height of the texture
  75171. * @param scene Define the scene the texture belongs to
  75172. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75173. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75174. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75175. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75176. * @returns the RGB alpha texture
  75177. */
  75178. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75179. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75180. if (invertY === void 0) { invertY = false; }
  75181. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75182. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75183. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75184. };
  75185. /**
  75186. * Creates a RGBA texture from some data.
  75187. * @param data Define the texture data
  75188. * @param width Define the width of the texture
  75189. * @param height Define the height of the texture
  75190. * @param scene Define the scene the texture belongs to
  75191. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75192. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75193. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75194. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75195. * @returns the RGBA texture
  75196. */
  75197. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75198. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75199. if (invertY === void 0) { invertY = false; }
  75200. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75201. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75202. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75203. };
  75204. /**
  75205. * Creates a R texture from some data.
  75206. * @param data Define the texture data
  75207. * @param width Define the width of the texture
  75208. * @param height Define the height of the texture
  75209. * @param scene Define the scene the texture belongs to
  75210. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75211. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75212. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75213. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75214. * @returns the R texture
  75215. */
  75216. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75217. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75218. if (invertY === void 0) { invertY = false; }
  75219. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75220. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75221. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75222. };
  75223. return RawTexture;
  75224. }(BABYLON.Texture));
  75225. BABYLON.RawTexture = RawTexture;
  75226. })(BABYLON || (BABYLON = {}));
  75227. //# sourceMappingURL=babylon.rawTexture.js.map
  75228. var BABYLON;
  75229. (function (BABYLON) {
  75230. /**
  75231. * Class used to store 3D textures containing user data
  75232. */
  75233. var RawTexture3D = /** @class */ (function (_super) {
  75234. __extends(RawTexture3D, _super);
  75235. /**
  75236. * Create a new RawTexture3D
  75237. * @param data defines the data of the texture
  75238. * @param width defines the width of the texture
  75239. * @param height defines the height of the texture
  75240. * @param depth defines the depth of the texture
  75241. * @param format defines the texture format to use
  75242. * @param scene defines the hosting scene
  75243. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75244. * @param invertY defines if texture must be stored with Y axis inverted
  75245. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75246. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75247. */
  75248. function RawTexture3D(data, width, height, depth,
  75249. /** Gets or sets the texture format to use */
  75250. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75251. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75252. if (invertY === void 0) { invertY = false; }
  75253. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75254. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75255. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75256. _this.format = format;
  75257. _this._engine = scene.getEngine();
  75258. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75259. _this.is3D = true;
  75260. return _this;
  75261. }
  75262. /**
  75263. * Update the texture with new data
  75264. * @param data defines the data to store in the texture
  75265. */
  75266. RawTexture3D.prototype.update = function (data) {
  75267. if (!this._texture) {
  75268. return;
  75269. }
  75270. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75271. };
  75272. return RawTexture3D;
  75273. }(BABYLON.Texture));
  75274. BABYLON.RawTexture3D = RawTexture3D;
  75275. })(BABYLON || (BABYLON = {}));
  75276. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75277. var BABYLON;
  75278. (function (BABYLON) {
  75279. /**
  75280. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75281. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75282. */
  75283. var PostProcessManager = /** @class */ (function () {
  75284. /**
  75285. * Creates a new instance PostProcess
  75286. * @param scene The scene that the post process is associated with.
  75287. */
  75288. function PostProcessManager(scene) {
  75289. this._vertexBuffers = {};
  75290. this._scene = scene;
  75291. }
  75292. PostProcessManager.prototype._prepareBuffers = function () {
  75293. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75294. return;
  75295. }
  75296. // VBO
  75297. var vertices = [];
  75298. vertices.push(1, 1);
  75299. vertices.push(-1, 1);
  75300. vertices.push(-1, -1);
  75301. vertices.push(1, -1);
  75302. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75303. this._buildIndexBuffer();
  75304. };
  75305. PostProcessManager.prototype._buildIndexBuffer = function () {
  75306. // Indices
  75307. var indices = [];
  75308. indices.push(0);
  75309. indices.push(1);
  75310. indices.push(2);
  75311. indices.push(0);
  75312. indices.push(2);
  75313. indices.push(3);
  75314. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75315. };
  75316. /**
  75317. * Rebuilds the vertex buffers of the manager.
  75318. * @hidden
  75319. */
  75320. PostProcessManager.prototype._rebuild = function () {
  75321. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75322. if (!vb) {
  75323. return;
  75324. }
  75325. vb._rebuild();
  75326. this._buildIndexBuffer();
  75327. };
  75328. // Methods
  75329. /**
  75330. * Prepares a frame to be run through a post process.
  75331. * @param sourceTexture The input texture to the post procesess. (default: null)
  75332. * @param postProcesses An array of post processes to be run. (default: null)
  75333. * @returns True if the post processes were able to be run.
  75334. * @hidden
  75335. */
  75336. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75337. if (sourceTexture === void 0) { sourceTexture = null; }
  75338. if (postProcesses === void 0) { postProcesses = null; }
  75339. var camera = this._scene.activeCamera;
  75340. if (!camera) {
  75341. return false;
  75342. }
  75343. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75344. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75345. return false;
  75346. }
  75347. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75348. return true;
  75349. };
  75350. /**
  75351. * Manually render a set of post processes to a texture.
  75352. * @param postProcesses An array of post processes to be run.
  75353. * @param targetTexture The target texture to render to.
  75354. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75355. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75356. * @param lodLevel defines which lod of the texture to render to
  75357. */
  75358. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75359. if (targetTexture === void 0) { targetTexture = null; }
  75360. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75361. if (faceIndex === void 0) { faceIndex = 0; }
  75362. if (lodLevel === void 0) { lodLevel = 0; }
  75363. var engine = this._scene.getEngine();
  75364. for (var index = 0; index < postProcesses.length; index++) {
  75365. if (index < postProcesses.length - 1) {
  75366. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75367. }
  75368. else {
  75369. if (targetTexture) {
  75370. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75371. }
  75372. else {
  75373. engine.restoreDefaultFramebuffer();
  75374. }
  75375. }
  75376. var pp = postProcesses[index];
  75377. var effect = pp.apply();
  75378. if (effect) {
  75379. pp.onBeforeRenderObservable.notifyObservers(effect);
  75380. // VBOs
  75381. this._prepareBuffers();
  75382. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75383. // Draw order
  75384. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75385. pp.onAfterRenderObservable.notifyObservers(effect);
  75386. }
  75387. }
  75388. // Restore depth buffer
  75389. engine.setDepthBuffer(true);
  75390. engine.setDepthWrite(true);
  75391. };
  75392. /**
  75393. * Finalize the result of the output of the postprocesses.
  75394. * @param doNotPresent If true the result will not be displayed to the screen.
  75395. * @param targetTexture The target texture to render to.
  75396. * @param faceIndex The index of the face to bind the target texture to.
  75397. * @param postProcesses The array of post processes to render.
  75398. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75399. * @hidden
  75400. */
  75401. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75402. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75403. var camera = this._scene.activeCamera;
  75404. if (!camera) {
  75405. return;
  75406. }
  75407. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75408. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75409. return;
  75410. }
  75411. var engine = this._scene.getEngine();
  75412. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75413. var pp = postProcesses[index];
  75414. if (index < len - 1) {
  75415. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75416. }
  75417. else {
  75418. if (targetTexture) {
  75419. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75420. pp._outputTexture = targetTexture;
  75421. }
  75422. else {
  75423. engine.restoreDefaultFramebuffer();
  75424. pp._outputTexture = null;
  75425. }
  75426. }
  75427. if (doNotPresent) {
  75428. break;
  75429. }
  75430. var effect = pp.apply();
  75431. if (effect) {
  75432. pp.onBeforeRenderObservable.notifyObservers(effect);
  75433. // VBOs
  75434. this._prepareBuffers();
  75435. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75436. // Draw order
  75437. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75438. pp.onAfterRenderObservable.notifyObservers(effect);
  75439. }
  75440. }
  75441. // Restore states
  75442. engine.setDepthBuffer(true);
  75443. engine.setDepthWrite(true);
  75444. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75445. };
  75446. /**
  75447. * Disposes of the post process manager.
  75448. */
  75449. PostProcessManager.prototype.dispose = function () {
  75450. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75451. if (buffer) {
  75452. buffer.dispose();
  75453. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75454. }
  75455. if (this._indexBuffer) {
  75456. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75457. this._indexBuffer = null;
  75458. }
  75459. };
  75460. return PostProcessManager;
  75461. }());
  75462. BABYLON.PostProcessManager = PostProcessManager;
  75463. })(BABYLON || (BABYLON = {}));
  75464. //# sourceMappingURL=babylon.postProcessManager.js.map
  75465. var BABYLON;
  75466. (function (BABYLON) {
  75467. /**
  75468. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75469. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75470. */
  75471. var PostProcess = /** @class */ (function () {
  75472. /**
  75473. * Creates a new instance PostProcess
  75474. * @param name The name of the PostProcess.
  75475. * @param fragmentUrl The url of the fragment shader to be used.
  75476. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75477. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75478. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75479. * @param camera The camera to apply the render pass to.
  75480. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75481. * @param engine The engine which the post process will be applied. (default: current engine)
  75482. * @param reusable If the post process can be reused on the same frame. (default: false)
  75483. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75484. * @param textureType Type of textures used when performing the post process. (default: 0)
  75485. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75486. * @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
  75487. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75488. */
  75489. function PostProcess(
  75490. /** Name of the PostProcess. */
  75491. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75492. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75493. if (defines === void 0) { defines = null; }
  75494. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75495. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75496. if (blockCompilation === void 0) { blockCompilation = false; }
  75497. this.name = name;
  75498. /**
  75499. * Width of the texture to apply the post process on
  75500. */
  75501. this.width = -1;
  75502. /**
  75503. * Height of the texture to apply the post process on
  75504. */
  75505. this.height = -1;
  75506. /**
  75507. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75508. * @hidden
  75509. */
  75510. this._outputTexture = null;
  75511. /**
  75512. * If the buffer needs to be cleared before applying the post process. (default: true)
  75513. * Should be set to false if shader will overwrite all previous pixels.
  75514. */
  75515. this.autoClear = true;
  75516. /**
  75517. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75518. */
  75519. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75520. /**
  75521. * Animations to be used for the post processing
  75522. */
  75523. this.animations = new Array();
  75524. /**
  75525. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75526. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75527. */
  75528. this.enablePixelPerfectMode = false;
  75529. /**
  75530. * Force the postprocess to be applied without taking in account viewport
  75531. */
  75532. this.forceFullscreenViewport = true;
  75533. /**
  75534. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75535. *
  75536. * | Value | Type | Description |
  75537. * | ----- | ----------------------------------- | ----------- |
  75538. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75539. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75540. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75541. *
  75542. */
  75543. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75544. /**
  75545. * Force textures to be a power of two (default: false)
  75546. */
  75547. this.alwaysForcePOT = false;
  75548. this._samples = 1;
  75549. /**
  75550. * Modify the scale of the post process to be the same as the viewport (default: false)
  75551. */
  75552. this.adaptScaleToCurrentViewport = false;
  75553. this._reusable = false;
  75554. /**
  75555. * Smart array of input and output textures for the post process.
  75556. * @hidden
  75557. */
  75558. this._textures = new BABYLON.SmartArray(2);
  75559. /**
  75560. * The index in _textures that corresponds to the output texture.
  75561. * @hidden
  75562. */
  75563. this._currentRenderTextureInd = 0;
  75564. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75565. this._texelSize = BABYLON.Vector2.Zero();
  75566. // Events
  75567. /**
  75568. * An event triggered when the postprocess is activated.
  75569. */
  75570. this.onActivateObservable = new BABYLON.Observable();
  75571. /**
  75572. * An event triggered when the postprocess changes its size.
  75573. */
  75574. this.onSizeChangedObservable = new BABYLON.Observable();
  75575. /**
  75576. * An event triggered when the postprocess applies its effect.
  75577. */
  75578. this.onApplyObservable = new BABYLON.Observable();
  75579. /**
  75580. * An event triggered before rendering the postprocess
  75581. */
  75582. this.onBeforeRenderObservable = new BABYLON.Observable();
  75583. /**
  75584. * An event triggered after rendering the postprocess
  75585. */
  75586. this.onAfterRenderObservable = new BABYLON.Observable();
  75587. if (camera != null) {
  75588. this._camera = camera;
  75589. this._scene = camera.getScene();
  75590. camera.attachPostProcess(this);
  75591. this._engine = this._scene.getEngine();
  75592. this._scene.postProcesses.push(this);
  75593. }
  75594. else if (engine) {
  75595. this._engine = engine;
  75596. this._engine.postProcesses.push(this);
  75597. }
  75598. this._options = options;
  75599. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75600. this._reusable = reusable || false;
  75601. this._textureType = textureType;
  75602. this._samplers = samplers || [];
  75603. this._samplers.push("textureSampler");
  75604. this._fragmentUrl = fragmentUrl;
  75605. this._vertexUrl = vertexUrl;
  75606. this._parameters = parameters || [];
  75607. this._parameters.push("scale");
  75608. this._indexParameters = indexParameters;
  75609. if (!blockCompilation) {
  75610. this.updateEffect(defines);
  75611. }
  75612. }
  75613. Object.defineProperty(PostProcess.prototype, "samples", {
  75614. /**
  75615. * Number of sample textures (default: 1)
  75616. */
  75617. get: function () {
  75618. return this._samples;
  75619. },
  75620. set: function (n) {
  75621. var _this = this;
  75622. this._samples = n;
  75623. this._textures.forEach(function (texture) {
  75624. if (texture.samples !== _this._samples) {
  75625. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75626. }
  75627. });
  75628. },
  75629. enumerable: true,
  75630. configurable: true
  75631. });
  75632. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75633. /**
  75634. * A function that is added to the onActivateObservable
  75635. */
  75636. set: function (callback) {
  75637. if (this._onActivateObserver) {
  75638. this.onActivateObservable.remove(this._onActivateObserver);
  75639. }
  75640. if (callback) {
  75641. this._onActivateObserver = this.onActivateObservable.add(callback);
  75642. }
  75643. },
  75644. enumerable: true,
  75645. configurable: true
  75646. });
  75647. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75648. /**
  75649. * A function that is added to the onSizeChangedObservable
  75650. */
  75651. set: function (callback) {
  75652. if (this._onSizeChangedObserver) {
  75653. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75654. }
  75655. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75656. },
  75657. enumerable: true,
  75658. configurable: true
  75659. });
  75660. Object.defineProperty(PostProcess.prototype, "onApply", {
  75661. /**
  75662. * A function that is added to the onApplyObservable
  75663. */
  75664. set: function (callback) {
  75665. if (this._onApplyObserver) {
  75666. this.onApplyObservable.remove(this._onApplyObserver);
  75667. }
  75668. this._onApplyObserver = this.onApplyObservable.add(callback);
  75669. },
  75670. enumerable: true,
  75671. configurable: true
  75672. });
  75673. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75674. /**
  75675. * A function that is added to the onBeforeRenderObservable
  75676. */
  75677. set: function (callback) {
  75678. if (this._onBeforeRenderObserver) {
  75679. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75680. }
  75681. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75682. },
  75683. enumerable: true,
  75684. configurable: true
  75685. });
  75686. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75687. /**
  75688. * A function that is added to the onAfterRenderObservable
  75689. */
  75690. set: function (callback) {
  75691. if (this._onAfterRenderObserver) {
  75692. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75693. }
  75694. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75695. },
  75696. enumerable: true,
  75697. configurable: true
  75698. });
  75699. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75700. /**
  75701. * 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
  75702. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75703. */
  75704. get: function () {
  75705. return this._textures.data[this._currentRenderTextureInd];
  75706. },
  75707. set: function (value) {
  75708. this._forcedOutputTexture = value;
  75709. },
  75710. enumerable: true,
  75711. configurable: true
  75712. });
  75713. /**
  75714. * Gets the camera which post process is applied to.
  75715. * @returns The camera the post process is applied to.
  75716. */
  75717. PostProcess.prototype.getCamera = function () {
  75718. return this._camera;
  75719. };
  75720. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75721. /**
  75722. * Gets the texel size of the postprocess.
  75723. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75724. */
  75725. get: function () {
  75726. if (this._shareOutputWithPostProcess) {
  75727. return this._shareOutputWithPostProcess.texelSize;
  75728. }
  75729. if (this._forcedOutputTexture) {
  75730. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75731. }
  75732. return this._texelSize;
  75733. },
  75734. enumerable: true,
  75735. configurable: true
  75736. });
  75737. /**
  75738. * Gets the engine which this post process belongs to.
  75739. * @returns The engine the post process was enabled with.
  75740. */
  75741. PostProcess.prototype.getEngine = function () {
  75742. return this._engine;
  75743. };
  75744. /**
  75745. * The effect that is created when initializing the post process.
  75746. * @returns The created effect corrisponding the the postprocess.
  75747. */
  75748. PostProcess.prototype.getEffect = function () {
  75749. return this._effect;
  75750. };
  75751. /**
  75752. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75753. * @param postProcess The post process to share the output with.
  75754. * @returns This post process.
  75755. */
  75756. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75757. this._disposeTextures();
  75758. this._shareOutputWithPostProcess = postProcess;
  75759. return this;
  75760. };
  75761. /**
  75762. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75763. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75764. */
  75765. PostProcess.prototype.useOwnOutput = function () {
  75766. if (this._textures.length == 0) {
  75767. this._textures = new BABYLON.SmartArray(2);
  75768. }
  75769. this._shareOutputWithPostProcess = null;
  75770. };
  75771. /**
  75772. * Updates the effect with the current post process compile time values and recompiles the shader.
  75773. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75774. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75775. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75776. * @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
  75777. * @param onCompiled Called when the shader has been compiled.
  75778. * @param onError Called if there is an error when compiling a shader.
  75779. */
  75780. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75781. if (defines === void 0) { defines = null; }
  75782. if (uniforms === void 0) { uniforms = null; }
  75783. if (samplers === void 0) { samplers = null; }
  75784. 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);
  75785. };
  75786. /**
  75787. * The post process is reusable if it can be used multiple times within one frame.
  75788. * @returns If the post process is reusable
  75789. */
  75790. PostProcess.prototype.isReusable = function () {
  75791. return this._reusable;
  75792. };
  75793. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75794. PostProcess.prototype.markTextureDirty = function () {
  75795. this.width = -1;
  75796. };
  75797. /**
  75798. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75799. * 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.
  75800. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75801. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75802. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75803. * @returns The target texture that was bound to be written to.
  75804. */
  75805. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75806. var _this = this;
  75807. if (sourceTexture === void 0) { sourceTexture = null; }
  75808. camera = camera || this._camera;
  75809. var scene = camera.getScene();
  75810. var engine = scene.getEngine();
  75811. var maxSize = engine.getCaps().maxTextureSize;
  75812. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75813. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75814. // 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
  75815. var webVRCamera = camera.parent;
  75816. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75817. requiredWidth /= 2;
  75818. }
  75819. var desiredWidth = (this._options.width || requiredWidth);
  75820. var desiredHeight = this._options.height || requiredHeight;
  75821. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75822. if (this.adaptScaleToCurrentViewport) {
  75823. var currentViewport = engine.currentViewport;
  75824. if (currentViewport) {
  75825. desiredWidth *= currentViewport.width;
  75826. desiredHeight *= currentViewport.height;
  75827. }
  75828. }
  75829. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75830. if (!this._options.width) {
  75831. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75832. }
  75833. if (!this._options.height) {
  75834. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75835. }
  75836. }
  75837. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75838. if (this._textures.length > 0) {
  75839. for (var i = 0; i < this._textures.length; i++) {
  75840. this._engine._releaseTexture(this._textures.data[i]);
  75841. }
  75842. this._textures.reset();
  75843. }
  75844. this.width = desiredWidth;
  75845. this.height = desiredHeight;
  75846. var textureSize = { width: this.width, height: this.height };
  75847. var textureOptions = {
  75848. generateMipMaps: false,
  75849. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75850. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75851. samplingMode: this.renderTargetSamplingMode,
  75852. type: this._textureType
  75853. };
  75854. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75855. if (this._reusable) {
  75856. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75857. }
  75858. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75859. this.onSizeChangedObservable.notifyObservers(this);
  75860. }
  75861. this._textures.forEach(function (texture) {
  75862. if (texture.samples !== _this.samples) {
  75863. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75864. }
  75865. });
  75866. }
  75867. var target;
  75868. if (this._shareOutputWithPostProcess) {
  75869. target = this._shareOutputWithPostProcess.inputTexture;
  75870. }
  75871. else if (this._forcedOutputTexture) {
  75872. target = this._forcedOutputTexture;
  75873. this.width = this._forcedOutputTexture.width;
  75874. this.height = this._forcedOutputTexture.height;
  75875. }
  75876. else {
  75877. target = this.inputTexture;
  75878. }
  75879. // Bind the input of this post process to be used as the output of the previous post process.
  75880. if (this.enablePixelPerfectMode) {
  75881. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75882. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75883. }
  75884. else {
  75885. this._scaleRatio.copyFromFloats(1, 1);
  75886. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75887. }
  75888. this.onActivateObservable.notifyObservers(camera);
  75889. // Clear
  75890. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75891. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75892. }
  75893. if (this._reusable) {
  75894. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75895. }
  75896. return target;
  75897. };
  75898. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75899. /**
  75900. * If the post process is supported.
  75901. */
  75902. get: function () {
  75903. return this._effect.isSupported;
  75904. },
  75905. enumerable: true,
  75906. configurable: true
  75907. });
  75908. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75909. /**
  75910. * The aspect ratio of the output texture.
  75911. */
  75912. get: function () {
  75913. if (this._shareOutputWithPostProcess) {
  75914. return this._shareOutputWithPostProcess.aspectRatio;
  75915. }
  75916. if (this._forcedOutputTexture) {
  75917. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75918. }
  75919. return this.width / this.height;
  75920. },
  75921. enumerable: true,
  75922. configurable: true
  75923. });
  75924. /**
  75925. * Get a value indicating if the post-process is ready to be used
  75926. * @returns true if the post-process is ready (shader is compiled)
  75927. */
  75928. PostProcess.prototype.isReady = function () {
  75929. return this._effect && this._effect.isReady();
  75930. };
  75931. /**
  75932. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75933. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75934. */
  75935. PostProcess.prototype.apply = function () {
  75936. // Check
  75937. if (!this._effect || !this._effect.isReady()) {
  75938. return null;
  75939. }
  75940. // States
  75941. this._engine.enableEffect(this._effect);
  75942. this._engine.setState(false);
  75943. this._engine.setDepthBuffer(false);
  75944. this._engine.setDepthWrite(false);
  75945. // Alpha
  75946. this._engine.setAlphaMode(this.alphaMode);
  75947. if (this.alphaConstants) {
  75948. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75949. }
  75950. // Bind the output texture of the preivous post process as the input to this post process.
  75951. var source;
  75952. if (this._shareOutputWithPostProcess) {
  75953. source = this._shareOutputWithPostProcess.inputTexture;
  75954. }
  75955. else if (this._forcedOutputTexture) {
  75956. source = this._forcedOutputTexture;
  75957. }
  75958. else {
  75959. source = this.inputTexture;
  75960. }
  75961. this._effect._bindTexture("textureSampler", source);
  75962. // Parameters
  75963. this._effect.setVector2("scale", this._scaleRatio);
  75964. this.onApplyObservable.notifyObservers(this._effect);
  75965. return this._effect;
  75966. };
  75967. PostProcess.prototype._disposeTextures = function () {
  75968. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75969. return;
  75970. }
  75971. if (this._textures.length > 0) {
  75972. for (var i = 0; i < this._textures.length; i++) {
  75973. this._engine._releaseTexture(this._textures.data[i]);
  75974. }
  75975. }
  75976. this._textures.dispose();
  75977. };
  75978. /**
  75979. * Disposes the post process.
  75980. * @param camera The camera to dispose the post process on.
  75981. */
  75982. PostProcess.prototype.dispose = function (camera) {
  75983. camera = camera || this._camera;
  75984. this._disposeTextures();
  75985. if (this._scene) {
  75986. var index_1 = this._scene.postProcesses.indexOf(this);
  75987. if (index_1 !== -1) {
  75988. this._scene.postProcesses.splice(index_1, 1);
  75989. }
  75990. }
  75991. else {
  75992. var index_2 = this._engine.postProcesses.indexOf(this);
  75993. if (index_2 !== -1) {
  75994. this._engine.postProcesses.splice(index_2, 1);
  75995. }
  75996. }
  75997. if (!camera) {
  75998. return;
  75999. }
  76000. camera.detachPostProcess(this);
  76001. var index = camera._postProcesses.indexOf(this);
  76002. if (index === 0 && camera._postProcesses.length > 0) {
  76003. var firstPostProcess = this._camera._getFirstPostProcess();
  76004. if (firstPostProcess) {
  76005. firstPostProcess.markTextureDirty();
  76006. }
  76007. }
  76008. this.onActivateObservable.clear();
  76009. this.onAfterRenderObservable.clear();
  76010. this.onApplyObservable.clear();
  76011. this.onBeforeRenderObservable.clear();
  76012. this.onSizeChangedObservable.clear();
  76013. };
  76014. return PostProcess;
  76015. }());
  76016. BABYLON.PostProcess = PostProcess;
  76017. })(BABYLON || (BABYLON = {}));
  76018. //# sourceMappingURL=babylon.postProcess.js.map
  76019. var BABYLON;
  76020. (function (BABYLON) {
  76021. /**
  76022. * PassPostProcess which produces an output the same as it's input
  76023. */
  76024. var PassPostProcess = /** @class */ (function (_super) {
  76025. __extends(PassPostProcess, _super);
  76026. /**
  76027. * Creates the PassPostProcess
  76028. * @param name The name of the effect.
  76029. * @param options The required width/height ratio to downsize to before computing the render pass.
  76030. * @param camera The camera to apply the render pass to.
  76031. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76032. * @param engine The engine which the post process will be applied. (default: current engine)
  76033. * @param reusable If the post process can be reused on the same frame. (default: false)
  76034. * @param textureType The type of texture to be used when performing the post processing.
  76035. * @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)
  76036. */
  76037. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76038. if (camera === void 0) { camera = null; }
  76039. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76040. if (blockCompilation === void 0) { blockCompilation = false; }
  76041. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76042. }
  76043. return PassPostProcess;
  76044. }(BABYLON.PostProcess));
  76045. BABYLON.PassPostProcess = PassPostProcess;
  76046. })(BABYLON || (BABYLON = {}));
  76047. //# sourceMappingURL=babylon.passPostProcess.js.map
  76048. var __assign = (this && this.__assign) || function () {
  76049. __assign = Object.assign || function(t) {
  76050. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76051. s = arguments[i];
  76052. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76053. t[p] = s[p];
  76054. }
  76055. return t;
  76056. };
  76057. return __assign.apply(this, arguments);
  76058. };
  76059. var BABYLON;
  76060. (function (BABYLON) {
  76061. /**
  76062. * Default implementation IShadowGenerator.
  76063. * This is the main object responsible of generating shadows in the framework.
  76064. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76065. */
  76066. var ShadowGenerator = /** @class */ (function () {
  76067. /**
  76068. * Creates a ShadowGenerator object.
  76069. * A ShadowGenerator is the required tool to use the shadows.
  76070. * Each light casting shadows needs to use its own ShadowGenerator.
  76071. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  76072. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76073. * @param light The light object generating the shadows.
  76074. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76075. */
  76076. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  76077. this._bias = 0.00005;
  76078. this._normalBias = 0;
  76079. this._blurBoxOffset = 1;
  76080. this._blurScale = 2;
  76081. this._blurKernel = 1;
  76082. this._useKernelBlur = false;
  76083. this._filter = ShadowGenerator.FILTER_NONE;
  76084. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76085. this._contactHardeningLightSizeUVRatio = 0.1;
  76086. this._darkness = 0;
  76087. this._transparencyShadow = false;
  76088. /**
  76089. * Controls the extent to which the shadows fade out at the edge of the frustum
  76090. * Used only by directionals and spots
  76091. */
  76092. this.frustumEdgeFalloff = 0;
  76093. /**
  76094. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76095. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76096. * It might on the other hand introduce peter panning.
  76097. */
  76098. this.forceBackFacesOnly = false;
  76099. this._lightDirection = BABYLON.Vector3.Zero();
  76100. this._viewMatrix = BABYLON.Matrix.Zero();
  76101. this._projectionMatrix = BABYLON.Matrix.Zero();
  76102. this._transformMatrix = BABYLON.Matrix.Zero();
  76103. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76104. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76105. this._currentFaceIndex = 0;
  76106. this._currentFaceIndexCache = 0;
  76107. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76108. this._mapSize = mapSize;
  76109. this._light = light;
  76110. this._scene = light.getScene();
  76111. light._shadowGenerator = this;
  76112. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76113. if (!component) {
  76114. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76115. this._scene._addComponent(component);
  76116. }
  76117. // Texture type fallback from float to int if not supported.
  76118. var caps = this._scene.getEngine().getCaps();
  76119. if (!useFullFloatFirst) {
  76120. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76121. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76122. }
  76123. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76124. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76125. }
  76126. else {
  76127. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76128. }
  76129. }
  76130. else {
  76131. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76132. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76133. }
  76134. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76135. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76136. }
  76137. else {
  76138. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76139. }
  76140. }
  76141. this._initializeGenerator();
  76142. this._applyFilterValues();
  76143. }
  76144. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76145. /**
  76146. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76147. */
  76148. get: function () {
  76149. return this._bias;
  76150. },
  76151. /**
  76152. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76153. */
  76154. set: function (bias) {
  76155. this._bias = bias;
  76156. },
  76157. enumerable: true,
  76158. configurable: true
  76159. });
  76160. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76161. /**
  76162. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76163. */
  76164. get: function () {
  76165. return this._normalBias;
  76166. },
  76167. /**
  76168. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76169. */
  76170. set: function (normalBias) {
  76171. this._normalBias = normalBias;
  76172. },
  76173. enumerable: true,
  76174. configurable: true
  76175. });
  76176. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76177. /**
  76178. * Gets the blur box offset: offset applied during the blur pass.
  76179. * Only usefull if useKernelBlur = false
  76180. */
  76181. get: function () {
  76182. return this._blurBoxOffset;
  76183. },
  76184. /**
  76185. * Sets the blur box offset: offset applied during the blur pass.
  76186. * Only usefull if useKernelBlur = false
  76187. */
  76188. set: function (value) {
  76189. if (this._blurBoxOffset === value) {
  76190. return;
  76191. }
  76192. this._blurBoxOffset = value;
  76193. this._disposeBlurPostProcesses();
  76194. },
  76195. enumerable: true,
  76196. configurable: true
  76197. });
  76198. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76199. /**
  76200. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76201. * 2 means half of the size.
  76202. */
  76203. get: function () {
  76204. return this._blurScale;
  76205. },
  76206. /**
  76207. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76208. * 2 means half of the size.
  76209. */
  76210. set: function (value) {
  76211. if (this._blurScale === value) {
  76212. return;
  76213. }
  76214. this._blurScale = value;
  76215. this._disposeBlurPostProcesses();
  76216. },
  76217. enumerable: true,
  76218. configurable: true
  76219. });
  76220. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76221. /**
  76222. * Gets the blur kernel: kernel size of the blur pass.
  76223. * Only usefull if useKernelBlur = true
  76224. */
  76225. get: function () {
  76226. return this._blurKernel;
  76227. },
  76228. /**
  76229. * Sets the blur kernel: kernel size of the blur pass.
  76230. * Only usefull if useKernelBlur = true
  76231. */
  76232. set: function (value) {
  76233. if (this._blurKernel === value) {
  76234. return;
  76235. }
  76236. this._blurKernel = value;
  76237. this._disposeBlurPostProcesses();
  76238. },
  76239. enumerable: true,
  76240. configurable: true
  76241. });
  76242. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76243. /**
  76244. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76245. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76246. */
  76247. get: function () {
  76248. return this._useKernelBlur;
  76249. },
  76250. /**
  76251. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76252. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76253. */
  76254. set: function (value) {
  76255. if (this._useKernelBlur === value) {
  76256. return;
  76257. }
  76258. this._useKernelBlur = value;
  76259. this._disposeBlurPostProcesses();
  76260. },
  76261. enumerable: true,
  76262. configurable: true
  76263. });
  76264. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76265. /**
  76266. * Gets the depth scale used in ESM mode.
  76267. */
  76268. get: function () {
  76269. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76270. },
  76271. /**
  76272. * Sets the depth scale used in ESM mode.
  76273. * This can override the scale stored on the light.
  76274. */
  76275. set: function (value) {
  76276. this._depthScale = value;
  76277. },
  76278. enumerable: true,
  76279. configurable: true
  76280. });
  76281. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76282. /**
  76283. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76284. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76285. */
  76286. get: function () {
  76287. return this._filter;
  76288. },
  76289. /**
  76290. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76291. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76292. */
  76293. set: function (value) {
  76294. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76295. if (this._light.needCube()) {
  76296. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76297. this.useExponentialShadowMap = true;
  76298. return;
  76299. }
  76300. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76301. this.useCloseExponentialShadowMap = true;
  76302. return;
  76303. }
  76304. // PCF on cubemap would also be expensive
  76305. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76306. this.usePoissonSampling = true;
  76307. return;
  76308. }
  76309. }
  76310. // Weblg1 fallback for PCF.
  76311. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76312. if (this._scene.getEngine().webGLVersion === 1) {
  76313. this.usePoissonSampling = true;
  76314. return;
  76315. }
  76316. }
  76317. if (this._filter === value) {
  76318. return;
  76319. }
  76320. this._filter = value;
  76321. this._disposeBlurPostProcesses();
  76322. this._applyFilterValues();
  76323. this._light._markMeshesAsLightDirty();
  76324. },
  76325. enumerable: true,
  76326. configurable: true
  76327. });
  76328. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76329. /**
  76330. * Gets if the current filter is set to Poisson Sampling.
  76331. */
  76332. get: function () {
  76333. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76334. },
  76335. /**
  76336. * Sets the current filter to Poisson Sampling.
  76337. */
  76338. set: function (value) {
  76339. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76340. return;
  76341. }
  76342. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76343. },
  76344. enumerable: true,
  76345. configurable: true
  76346. });
  76347. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76348. /**
  76349. * Gets if the current filter is set to ESM.
  76350. */
  76351. get: function () {
  76352. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76353. },
  76354. /**
  76355. * Sets the current filter is to ESM.
  76356. */
  76357. set: function (value) {
  76358. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76359. return;
  76360. }
  76361. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76362. },
  76363. enumerable: true,
  76364. configurable: true
  76365. });
  76366. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76367. /**
  76368. * Gets if the current filter is set to filtered ESM.
  76369. */
  76370. get: function () {
  76371. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76372. },
  76373. /**
  76374. * Gets if the current filter is set to filtered ESM.
  76375. */
  76376. set: function (value) {
  76377. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76378. return;
  76379. }
  76380. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76381. },
  76382. enumerable: true,
  76383. configurable: true
  76384. });
  76385. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76386. /**
  76387. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76388. * exponential to prevent steep falloff artifacts).
  76389. */
  76390. get: function () {
  76391. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76392. },
  76393. /**
  76394. * Sets the current filter to "close ESM" (using the inverse of the
  76395. * exponential to prevent steep falloff artifacts).
  76396. */
  76397. set: function (value) {
  76398. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76399. return;
  76400. }
  76401. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76402. },
  76403. enumerable: true,
  76404. configurable: true
  76405. });
  76406. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76407. /**
  76408. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76409. * exponential to prevent steep falloff artifacts).
  76410. */
  76411. get: function () {
  76412. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76413. },
  76414. /**
  76415. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76416. * exponential to prevent steep falloff artifacts).
  76417. */
  76418. set: function (value) {
  76419. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76420. return;
  76421. }
  76422. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76423. },
  76424. enumerable: true,
  76425. configurable: true
  76426. });
  76427. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76428. /**
  76429. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76430. */
  76431. get: function () {
  76432. return this.filter === ShadowGenerator.FILTER_PCF;
  76433. },
  76434. /**
  76435. * Sets the current filter to "PCF" (percentage closer filtering).
  76436. */
  76437. set: function (value) {
  76438. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76439. return;
  76440. }
  76441. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76442. },
  76443. enumerable: true,
  76444. configurable: true
  76445. });
  76446. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76447. /**
  76448. * Gets the PCF or PCSS Quality.
  76449. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76450. */
  76451. get: function () {
  76452. return this._filteringQuality;
  76453. },
  76454. /**
  76455. * Sets the PCF or PCSS Quality.
  76456. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76457. */
  76458. set: function (filteringQuality) {
  76459. this._filteringQuality = filteringQuality;
  76460. },
  76461. enumerable: true,
  76462. configurable: true
  76463. });
  76464. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76465. /**
  76466. * Gets if the current filter is set to "PCSS" (contact hardening).
  76467. */
  76468. get: function () {
  76469. return this.filter === ShadowGenerator.FILTER_PCSS;
  76470. },
  76471. /**
  76472. * Sets the current filter to "PCSS" (contact hardening).
  76473. */
  76474. set: function (value) {
  76475. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76476. return;
  76477. }
  76478. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76479. },
  76480. enumerable: true,
  76481. configurable: true
  76482. });
  76483. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76484. /**
  76485. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76486. * Using a ratio helps keeping shape stability independently of the map size.
  76487. *
  76488. * It does not account for the light projection as it was having too much
  76489. * instability during the light setup or during light position changes.
  76490. *
  76491. * Only valid if useContactHardeningShadow is true.
  76492. */
  76493. get: function () {
  76494. return this._contactHardeningLightSizeUVRatio;
  76495. },
  76496. /**
  76497. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76498. * Using a ratio helps keeping shape stability independently of the map size.
  76499. *
  76500. * It does not account for the light projection as it was having too much
  76501. * instability during the light setup or during light position changes.
  76502. *
  76503. * Only valid if useContactHardeningShadow is true.
  76504. */
  76505. set: function (contactHardeningLightSizeUVRatio) {
  76506. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76507. },
  76508. enumerable: true,
  76509. configurable: true
  76510. });
  76511. /**
  76512. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76513. * 0 means strongest and 1 would means no shadow.
  76514. * @returns the darkness.
  76515. */
  76516. ShadowGenerator.prototype.getDarkness = function () {
  76517. return this._darkness;
  76518. };
  76519. /**
  76520. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76521. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76522. * @returns the shadow generator allowing fluent coding.
  76523. */
  76524. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76525. if (darkness >= 1.0) {
  76526. this._darkness = 1.0;
  76527. }
  76528. else if (darkness <= 0.0) {
  76529. this._darkness = 0.0;
  76530. }
  76531. else {
  76532. this._darkness = darkness;
  76533. }
  76534. return this;
  76535. };
  76536. /**
  76537. * Sets the ability to have transparent shadow (boolean).
  76538. * @param transparent True if transparent else False
  76539. * @returns the shadow generator allowing fluent coding
  76540. */
  76541. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76542. this._transparencyShadow = transparent;
  76543. return this;
  76544. };
  76545. /**
  76546. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76547. * @returns The render target texture if present otherwise, null
  76548. */
  76549. ShadowGenerator.prototype.getShadowMap = function () {
  76550. return this._shadowMap;
  76551. };
  76552. /**
  76553. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76554. * @returns The render target texture if the shadow map is present otherwise, null
  76555. */
  76556. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76557. if (this._shadowMap2) {
  76558. return this._shadowMap2;
  76559. }
  76560. return this._shadowMap;
  76561. };
  76562. /**
  76563. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76564. * @param mesh Mesh to add
  76565. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76566. * @returns the Shadow Generator itself
  76567. */
  76568. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76569. if (includeDescendants === void 0) { includeDescendants = true; }
  76570. var _a;
  76571. if (!this._shadowMap) {
  76572. return this;
  76573. }
  76574. if (!this._shadowMap.renderList) {
  76575. this._shadowMap.renderList = [];
  76576. }
  76577. this._shadowMap.renderList.push(mesh);
  76578. if (includeDescendants) {
  76579. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76580. }
  76581. return this;
  76582. };
  76583. /**
  76584. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76585. * @param mesh Mesh to remove
  76586. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76587. * @returns the Shadow Generator itself
  76588. */
  76589. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76590. if (includeDescendants === void 0) { includeDescendants = true; }
  76591. if (!this._shadowMap || !this._shadowMap.renderList) {
  76592. return this;
  76593. }
  76594. var index = this._shadowMap.renderList.indexOf(mesh);
  76595. if (index !== -1) {
  76596. this._shadowMap.renderList.splice(index, 1);
  76597. }
  76598. if (includeDescendants) {
  76599. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76600. var child = _a[_i];
  76601. this.removeShadowCaster(child);
  76602. }
  76603. }
  76604. return this;
  76605. };
  76606. /**
  76607. * Returns the associated light object.
  76608. * @returns the light generating the shadow
  76609. */
  76610. ShadowGenerator.prototype.getLight = function () {
  76611. return this._light;
  76612. };
  76613. ShadowGenerator.prototype._initializeGenerator = function () {
  76614. this._light._markMeshesAsLightDirty();
  76615. this._initializeShadowMap();
  76616. };
  76617. ShadowGenerator.prototype._initializeShadowMap = function () {
  76618. var _this = this;
  76619. // Render target
  76620. var engine = this._scene.getEngine();
  76621. if (engine.webGLVersion > 1) {
  76622. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76623. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76624. }
  76625. else {
  76626. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76627. }
  76628. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76629. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76630. this._shadowMap.anisotropicFilteringLevel = 1;
  76631. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76632. this._shadowMap.renderParticles = false;
  76633. this._shadowMap.ignoreCameraViewport = true;
  76634. // Record Face Index before render.
  76635. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76636. _this._currentFaceIndex = faceIndex;
  76637. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76638. engine.setColorWrite(false);
  76639. }
  76640. });
  76641. // Custom render function.
  76642. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76643. // Blur if required afer render.
  76644. this._shadowMap.onAfterUnbindObservable.add(function () {
  76645. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76646. engine.setColorWrite(true);
  76647. }
  76648. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76649. return;
  76650. }
  76651. var shadowMap = _this.getShadowMapForRendering();
  76652. if (shadowMap) {
  76653. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76654. }
  76655. });
  76656. // Clear according to the chosen filter.
  76657. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76658. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76659. this._shadowMap.onClearObservable.add(function (engine) {
  76660. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76661. engine.clear(clearOne, false, true, false);
  76662. }
  76663. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76664. engine.clear(clearZero, true, true, false);
  76665. }
  76666. else {
  76667. engine.clear(clearOne, true, true, false);
  76668. }
  76669. });
  76670. };
  76671. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76672. var _this = this;
  76673. var engine = this._scene.getEngine();
  76674. var targetSize = this._mapSize / this.blurScale;
  76675. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76676. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76677. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76678. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76679. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76680. }
  76681. if (this.useKernelBlur) {
  76682. 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);
  76683. this._kernelBlurXPostprocess.width = targetSize;
  76684. this._kernelBlurXPostprocess.height = targetSize;
  76685. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76686. effect.setTexture("textureSampler", _this._shadowMap);
  76687. });
  76688. 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);
  76689. this._kernelBlurXPostprocess.autoClear = false;
  76690. this._kernelBlurYPostprocess.autoClear = false;
  76691. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76692. this._kernelBlurXPostprocess.packedFloat = true;
  76693. this._kernelBlurYPostprocess.packedFloat = true;
  76694. }
  76695. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76696. }
  76697. else {
  76698. 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);
  76699. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76700. effect.setFloat2("screenSize", targetSize, targetSize);
  76701. effect.setTexture("textureSampler", _this._shadowMap);
  76702. });
  76703. this._boxBlurPostprocess.autoClear = false;
  76704. this._blurPostProcesses = [this._boxBlurPostprocess];
  76705. }
  76706. };
  76707. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76708. var index;
  76709. var engine = this._scene.getEngine();
  76710. if (depthOnlySubMeshes.length) {
  76711. engine.setColorWrite(false);
  76712. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76713. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76714. }
  76715. engine.setColorWrite(true);
  76716. }
  76717. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76718. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76719. }
  76720. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76721. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76722. }
  76723. if (this._transparencyShadow) {
  76724. for (index = 0; index < transparentSubMeshes.length; index++) {
  76725. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76726. }
  76727. }
  76728. };
  76729. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76730. var _this = this;
  76731. var mesh = subMesh.getRenderingMesh();
  76732. var scene = this._scene;
  76733. var engine = scene.getEngine();
  76734. var material = subMesh.getMaterial();
  76735. if (!material || subMesh.verticesCount === 0) {
  76736. return;
  76737. }
  76738. // Culling
  76739. engine.setState(material.backFaceCulling);
  76740. // Managing instances
  76741. var batch = mesh._getInstancesRenderList(subMesh._id);
  76742. if (batch.mustReturn) {
  76743. return;
  76744. }
  76745. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76746. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76747. engine.enableEffect(this._effect);
  76748. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76749. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76750. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76751. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76752. this._effect.setVector3("lightData", this._cachedDirection);
  76753. }
  76754. else {
  76755. this._effect.setVector3("lightData", this._cachedPosition);
  76756. }
  76757. if (scene.activeCamera) {
  76758. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76759. }
  76760. // Alpha test
  76761. if (material && material.needAlphaTesting()) {
  76762. var alphaTexture = material.getAlphaTestTexture();
  76763. if (alphaTexture) {
  76764. this._effect.setTexture("diffuseSampler", alphaTexture);
  76765. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76766. }
  76767. }
  76768. // Bones
  76769. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76770. var skeleton = mesh.skeleton;
  76771. if (skeleton.isUsingTextureForMatrices) {
  76772. var boneTexture = skeleton.getTransformMatrixTexture();
  76773. if (!boneTexture) {
  76774. return;
  76775. }
  76776. this._effect.setTexture("boneSampler", boneTexture);
  76777. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  76778. }
  76779. else {
  76780. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  76781. }
  76782. }
  76783. // Morph targets
  76784. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76785. if (this.forceBackFacesOnly) {
  76786. engine.setState(true, 0, false, true);
  76787. }
  76788. // Draw
  76789. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76790. if (this.forceBackFacesOnly) {
  76791. engine.setState(true, 0, false, false);
  76792. }
  76793. }
  76794. else {
  76795. // Need to reset refresh rate of the shadowMap
  76796. if (this._shadowMap) {
  76797. this._shadowMap.resetRefreshCounter();
  76798. }
  76799. }
  76800. };
  76801. ShadowGenerator.prototype._applyFilterValues = function () {
  76802. if (!this._shadowMap) {
  76803. return;
  76804. }
  76805. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76806. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76807. }
  76808. else {
  76809. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76810. }
  76811. };
  76812. /**
  76813. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76814. * @param onCompiled Callback triggered at the and of the effects compilation
  76815. * @param options Sets of optional options forcing the compilation with different modes
  76816. */
  76817. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76818. var _this = this;
  76819. var localOptions = __assign({ useInstances: false }, options);
  76820. var shadowMap = this.getShadowMap();
  76821. if (!shadowMap) {
  76822. if (onCompiled) {
  76823. onCompiled(this);
  76824. }
  76825. return;
  76826. }
  76827. var renderList = shadowMap.renderList;
  76828. if (!renderList) {
  76829. if (onCompiled) {
  76830. onCompiled(this);
  76831. }
  76832. return;
  76833. }
  76834. var subMeshes = new Array();
  76835. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76836. var mesh = renderList_1[_i];
  76837. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76838. }
  76839. if (subMeshes.length === 0) {
  76840. if (onCompiled) {
  76841. onCompiled(this);
  76842. }
  76843. return;
  76844. }
  76845. var currentIndex = 0;
  76846. var checkReady = function () {
  76847. if (!_this._scene || !_this._scene.getEngine()) {
  76848. return;
  76849. }
  76850. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76851. currentIndex++;
  76852. if (currentIndex >= subMeshes.length) {
  76853. if (onCompiled) {
  76854. onCompiled(_this);
  76855. }
  76856. return;
  76857. }
  76858. }
  76859. setTimeout(checkReady, 16);
  76860. };
  76861. checkReady();
  76862. };
  76863. /**
  76864. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76865. * @param options Sets of optional options forcing the compilation with different modes
  76866. * @returns A promise that resolves when the compilation completes
  76867. */
  76868. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76869. var _this = this;
  76870. return new Promise(function (resolve) {
  76871. _this.forceCompilation(function () {
  76872. resolve();
  76873. }, options);
  76874. });
  76875. };
  76876. /**
  76877. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76878. * @param subMesh The submesh we want to render in the shadow map
  76879. * @param useInstances Defines wether will draw in the map using instances
  76880. * @returns true if ready otherwise, false
  76881. */
  76882. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76883. var defines = [];
  76884. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76885. defines.push("#define FLOAT");
  76886. }
  76887. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76888. defines.push("#define ESM");
  76889. }
  76890. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76891. defines.push("#define DEPTHTEXTURE");
  76892. }
  76893. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76894. var mesh = subMesh.getMesh();
  76895. var material = subMesh.getMaterial();
  76896. // Normal bias.
  76897. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76898. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76899. defines.push("#define NORMAL");
  76900. if (mesh.nonUniformScaling) {
  76901. defines.push("#define NONUNIFORMSCALING");
  76902. }
  76903. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76904. defines.push("#define DIRECTIONINLIGHTDATA");
  76905. }
  76906. }
  76907. // Alpha test
  76908. if (material && material.needAlphaTesting()) {
  76909. var alphaTexture = material.getAlphaTestTexture();
  76910. if (alphaTexture) {
  76911. defines.push("#define ALPHATEST");
  76912. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76913. attribs.push(BABYLON.VertexBuffer.UVKind);
  76914. defines.push("#define UV1");
  76915. }
  76916. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76917. if (alphaTexture.coordinatesIndex === 1) {
  76918. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76919. defines.push("#define UV2");
  76920. }
  76921. }
  76922. }
  76923. }
  76924. // Bones
  76925. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76926. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76927. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76928. if (mesh.numBoneInfluencers > 4) {
  76929. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76930. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76931. }
  76932. var skeleton = mesh.skeleton;
  76933. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76934. if (skeleton.isUsingTextureForMatrices) {
  76935. defines.push("#define BONETEXTURE");
  76936. }
  76937. else {
  76938. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  76939. }
  76940. }
  76941. else {
  76942. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76943. }
  76944. // Morph targets
  76945. var manager = mesh.morphTargetManager;
  76946. var morphInfluencers = 0;
  76947. if (manager) {
  76948. if (manager.numInfluencers > 0) {
  76949. defines.push("#define MORPHTARGETS");
  76950. morphInfluencers = manager.numInfluencers;
  76951. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76952. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76953. }
  76954. }
  76955. // Instances
  76956. if (useInstances) {
  76957. defines.push("#define INSTANCES");
  76958. attribs.push("world0");
  76959. attribs.push("world1");
  76960. attribs.push("world2");
  76961. attribs.push("world3");
  76962. }
  76963. // Get correct effect
  76964. var join = defines.join("\n");
  76965. if (this._cachedDefines !== join) {
  76966. this._cachedDefines = join;
  76967. 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 });
  76968. }
  76969. if (!this._effect.isReady()) {
  76970. return false;
  76971. }
  76972. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76973. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76974. this._initializeBlurRTTAndPostProcesses();
  76975. }
  76976. }
  76977. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76978. return false;
  76979. }
  76980. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76981. return false;
  76982. }
  76983. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76984. return false;
  76985. }
  76986. return true;
  76987. };
  76988. /**
  76989. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76990. * @param defines Defines of the material we want to update
  76991. * @param lightIndex Index of the light in the enabled light list of the material
  76992. */
  76993. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76994. var scene = this._scene;
  76995. var light = this._light;
  76996. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76997. return;
  76998. }
  76999. defines["SHADOW" + lightIndex] = true;
  77000. if (this.useContactHardeningShadow) {
  77001. defines["SHADOWPCSS" + lightIndex] = true;
  77002. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77003. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77004. }
  77005. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77006. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77007. }
  77008. // else default to high.
  77009. }
  77010. if (this.usePercentageCloserFiltering) {
  77011. defines["SHADOWPCF" + lightIndex] = true;
  77012. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77013. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77014. }
  77015. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77016. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77017. }
  77018. // else default to high.
  77019. }
  77020. else if (this.usePoissonSampling) {
  77021. defines["SHADOWPOISSON" + lightIndex] = true;
  77022. }
  77023. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77024. defines["SHADOWESM" + lightIndex] = true;
  77025. }
  77026. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77027. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77028. }
  77029. if (light.needCube()) {
  77030. defines["SHADOWCUBE" + lightIndex] = true;
  77031. }
  77032. };
  77033. /**
  77034. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77035. * defined in the generator but impacting the effect).
  77036. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77037. * @param effect The effect we are binfing the information for
  77038. */
  77039. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77040. var light = this._light;
  77041. var scene = this._scene;
  77042. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77043. return;
  77044. }
  77045. var camera = scene.activeCamera;
  77046. if (!camera) {
  77047. return;
  77048. }
  77049. var shadowMap = this.getShadowMap();
  77050. if (!shadowMap) {
  77051. return;
  77052. }
  77053. if (!light.needCube()) {
  77054. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77055. }
  77056. // Only PCF uses depth stencil texture.
  77057. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77058. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77059. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77060. }
  77061. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77062. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77063. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77064. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77065. }
  77066. else {
  77067. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77068. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77069. }
  77070. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77071. };
  77072. /**
  77073. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77074. * (eq to shadow prjection matrix * light transform matrix)
  77075. * @returns The transform matrix used to create the shadow map
  77076. */
  77077. ShadowGenerator.prototype.getTransformMatrix = function () {
  77078. var scene = this._scene;
  77079. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77080. return this._transformMatrix;
  77081. }
  77082. this._currentRenderID = scene.getRenderId();
  77083. this._currentFaceIndexCache = this._currentFaceIndex;
  77084. var lightPosition = this._light.position;
  77085. if (this._light.computeTransformedInformation()) {
  77086. lightPosition = this._light.transformedPosition;
  77087. }
  77088. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77089. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77090. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77091. }
  77092. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77093. this._cachedPosition.copyFrom(lightPosition);
  77094. this._cachedDirection.copyFrom(this._lightDirection);
  77095. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77096. var shadowMap = this.getShadowMap();
  77097. if (shadowMap) {
  77098. var renderList = shadowMap.renderList;
  77099. if (renderList) {
  77100. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77101. }
  77102. }
  77103. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77104. }
  77105. return this._transformMatrix;
  77106. };
  77107. /**
  77108. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77109. * Cube and 2D textures for instance.
  77110. */
  77111. ShadowGenerator.prototype.recreateShadowMap = function () {
  77112. var shadowMap = this._shadowMap;
  77113. if (!shadowMap) {
  77114. return;
  77115. }
  77116. // Track render list.
  77117. var renderList = shadowMap.renderList;
  77118. // Clean up existing data.
  77119. this._disposeRTTandPostProcesses();
  77120. // Reinitializes.
  77121. this._initializeGenerator();
  77122. // Reaffect the filter to ensure a correct fallback if necessary.
  77123. this.filter = this.filter;
  77124. // Reaffect the filter.
  77125. this._applyFilterValues();
  77126. // Reaffect Render List.
  77127. this._shadowMap.renderList = renderList;
  77128. };
  77129. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77130. if (this._shadowMap2) {
  77131. this._shadowMap2.dispose();
  77132. this._shadowMap2 = null;
  77133. }
  77134. if (this._boxBlurPostprocess) {
  77135. this._boxBlurPostprocess.dispose();
  77136. this._boxBlurPostprocess = null;
  77137. }
  77138. if (this._kernelBlurXPostprocess) {
  77139. this._kernelBlurXPostprocess.dispose();
  77140. this._kernelBlurXPostprocess = null;
  77141. }
  77142. if (this._kernelBlurYPostprocess) {
  77143. this._kernelBlurYPostprocess.dispose();
  77144. this._kernelBlurYPostprocess = null;
  77145. }
  77146. this._blurPostProcesses = [];
  77147. };
  77148. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77149. if (this._shadowMap) {
  77150. this._shadowMap.dispose();
  77151. this._shadowMap = null;
  77152. }
  77153. this._disposeBlurPostProcesses();
  77154. };
  77155. /**
  77156. * Disposes the ShadowGenerator.
  77157. * Returns nothing.
  77158. */
  77159. ShadowGenerator.prototype.dispose = function () {
  77160. this._disposeRTTandPostProcesses();
  77161. if (this._light) {
  77162. this._light._shadowGenerator = null;
  77163. this._light._markMeshesAsLightDirty();
  77164. }
  77165. };
  77166. /**
  77167. * Serializes the shadow generator setup to a json object.
  77168. * @returns The serialized JSON object
  77169. */
  77170. ShadowGenerator.prototype.serialize = function () {
  77171. var serializationObject = {};
  77172. var shadowMap = this.getShadowMap();
  77173. if (!shadowMap) {
  77174. return serializationObject;
  77175. }
  77176. serializationObject.lightId = this._light.id;
  77177. serializationObject.mapSize = shadowMap.getRenderSize();
  77178. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77179. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77180. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77181. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77182. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77183. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77184. serializationObject.depthScale = this.depthScale;
  77185. serializationObject.darkness = this.getDarkness();
  77186. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77187. serializationObject.blurKernel = this.blurKernel;
  77188. serializationObject.blurScale = this.blurScale;
  77189. serializationObject.useKernelBlur = this.useKernelBlur;
  77190. serializationObject.transparencyShadow = this._transparencyShadow;
  77191. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77192. serializationObject.bias = this.bias;
  77193. serializationObject.normalBias = this.normalBias;
  77194. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77195. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77196. serializationObject.filteringQuality = this.filteringQuality;
  77197. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77198. serializationObject.renderList = [];
  77199. if (shadowMap.renderList) {
  77200. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77201. var mesh = shadowMap.renderList[meshIndex];
  77202. serializationObject.renderList.push(mesh.id);
  77203. }
  77204. }
  77205. return serializationObject;
  77206. };
  77207. /**
  77208. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77209. * @param parsedShadowGenerator The JSON object to parse
  77210. * @param scene The scene to create the shadow map for
  77211. * @returns The parsed shadow generator
  77212. */
  77213. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77214. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77215. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77216. var shadowMap = shadowGenerator.getShadowMap();
  77217. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77218. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77219. meshes.forEach(function (mesh) {
  77220. if (!shadowMap) {
  77221. return;
  77222. }
  77223. if (!shadowMap.renderList) {
  77224. shadowMap.renderList = [];
  77225. }
  77226. shadowMap.renderList.push(mesh);
  77227. });
  77228. }
  77229. if (parsedShadowGenerator.usePoissonSampling) {
  77230. shadowGenerator.usePoissonSampling = true;
  77231. }
  77232. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77233. shadowGenerator.useExponentialShadowMap = true;
  77234. }
  77235. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77236. shadowGenerator.useBlurExponentialShadowMap = true;
  77237. }
  77238. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77239. shadowGenerator.useCloseExponentialShadowMap = true;
  77240. }
  77241. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77242. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77243. }
  77244. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77245. shadowGenerator.usePercentageCloserFiltering = true;
  77246. }
  77247. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77248. shadowGenerator.useContactHardeningShadow = true;
  77249. }
  77250. if (parsedShadowGenerator.filteringQuality) {
  77251. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77252. }
  77253. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77254. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77255. }
  77256. // Backward compat
  77257. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77258. shadowGenerator.useExponentialShadowMap = true;
  77259. }
  77260. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77261. shadowGenerator.useBlurExponentialShadowMap = true;
  77262. }
  77263. if (parsedShadowGenerator.depthScale) {
  77264. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77265. }
  77266. if (parsedShadowGenerator.blurScale) {
  77267. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77268. }
  77269. if (parsedShadowGenerator.blurBoxOffset) {
  77270. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77271. }
  77272. if (parsedShadowGenerator.useKernelBlur) {
  77273. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77274. }
  77275. if (parsedShadowGenerator.blurKernel) {
  77276. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77277. }
  77278. if (parsedShadowGenerator.bias !== undefined) {
  77279. shadowGenerator.bias = parsedShadowGenerator.bias;
  77280. }
  77281. if (parsedShadowGenerator.normalBias !== undefined) {
  77282. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77283. }
  77284. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77285. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77286. }
  77287. if (parsedShadowGenerator.darkness) {
  77288. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77289. }
  77290. if (parsedShadowGenerator.transparencyShadow) {
  77291. shadowGenerator.setTransparencyShadow(true);
  77292. }
  77293. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77294. return shadowGenerator;
  77295. };
  77296. /**
  77297. * Shadow generator mode None: no filtering applied.
  77298. */
  77299. ShadowGenerator.FILTER_NONE = 0;
  77300. /**
  77301. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77302. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77303. */
  77304. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77305. /**
  77306. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77307. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77308. */
  77309. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77310. /**
  77311. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77312. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77313. */
  77314. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77315. /**
  77316. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77317. * edge artifacts on steep falloff.
  77318. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77319. */
  77320. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77321. /**
  77322. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77323. * edge artifacts on steep falloff.
  77324. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77325. */
  77326. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77327. /**
  77328. * Shadow generator mode PCF: Percentage Closer Filtering
  77329. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77330. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77331. */
  77332. ShadowGenerator.FILTER_PCF = 6;
  77333. /**
  77334. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77335. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77336. * Contact Hardening
  77337. */
  77338. ShadowGenerator.FILTER_PCSS = 7;
  77339. /**
  77340. * Reserved for PCF and PCSS
  77341. * Highest Quality.
  77342. *
  77343. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77344. *
  77345. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77346. */
  77347. ShadowGenerator.QUALITY_HIGH = 0;
  77348. /**
  77349. * Reserved for PCF and PCSS
  77350. * Good tradeoff for quality/perf cross devices
  77351. *
  77352. * Execute PCF on a 3*3 kernel.
  77353. *
  77354. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77355. */
  77356. ShadowGenerator.QUALITY_MEDIUM = 1;
  77357. /**
  77358. * Reserved for PCF and PCSS
  77359. * The lowest quality but the fastest.
  77360. *
  77361. * Execute PCF on a 1*1 kernel.
  77362. *
  77363. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77364. */
  77365. ShadowGenerator.QUALITY_LOW = 2;
  77366. return ShadowGenerator;
  77367. }());
  77368. BABYLON.ShadowGenerator = ShadowGenerator;
  77369. })(BABYLON || (BABYLON = {}));
  77370. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77371. var BABYLON;
  77372. (function (BABYLON) {
  77373. // Adds the parser to the scene parsers.
  77374. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77375. // Shadows
  77376. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77377. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77378. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77379. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77380. // SG would be available on their associated lights
  77381. }
  77382. }
  77383. });
  77384. /**
  77385. * Defines the shadow generator component responsible to manage any shadow generators
  77386. * in a given scene.
  77387. */
  77388. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77389. /**
  77390. * Creates a new instance of the component for the given scene
  77391. * @param scene Defines the scene to register the component in
  77392. */
  77393. function ShadowGeneratorSceneComponent(scene) {
  77394. /**
  77395. * The component name helpfull to identify the component in the list of scene components.
  77396. */
  77397. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77398. this.scene = scene;
  77399. }
  77400. /**
  77401. * Registers the component in a given scene
  77402. */
  77403. ShadowGeneratorSceneComponent.prototype.register = function () {
  77404. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77405. };
  77406. /**
  77407. * Rebuilds the elements related to this component in case of
  77408. * context lost for instance.
  77409. */
  77410. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77411. // Nothing To Do Here.
  77412. };
  77413. /**
  77414. * Serializes the component data to the specified json object
  77415. * @param serializationObject The object to serialize to
  77416. */
  77417. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77418. // Shadows
  77419. serializationObject.shadowGenerators = [];
  77420. var lights = this.scene.lights;
  77421. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77422. var light = lights_1[_i];
  77423. var shadowGenerator = light.getShadowGenerator();
  77424. if (shadowGenerator) {
  77425. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77426. }
  77427. }
  77428. };
  77429. /**
  77430. * Adds all the element from the container to the scene
  77431. * @param container the container holding the elements
  77432. */
  77433. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77434. // Nothing To Do Here. (directly attached to a light)
  77435. };
  77436. /**
  77437. * Removes all the elements in the container from the scene
  77438. * @param container contains the elements to remove
  77439. */
  77440. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77441. // Nothing To Do Here. (directly attached to a light)
  77442. };
  77443. /**
  77444. * Rebuilds the elements related to this component in case of
  77445. * context lost for instance.
  77446. */
  77447. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77448. // Nothing To Do Here.
  77449. };
  77450. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77451. // Shadows
  77452. var scene = this.scene;
  77453. if (this.scene.shadowsEnabled) {
  77454. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77455. var light = scene.lights[lightIndex];
  77456. var shadowGenerator = light.getShadowGenerator();
  77457. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77458. var shadowMap = (shadowGenerator.getShadowMap());
  77459. if (scene.textures.indexOf(shadowMap) !== -1) {
  77460. renderTargets.push(shadowMap);
  77461. }
  77462. }
  77463. }
  77464. }
  77465. };
  77466. return ShadowGeneratorSceneComponent;
  77467. }());
  77468. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77469. })(BABYLON || (BABYLON = {}));
  77470. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77471. var BABYLON;
  77472. (function (BABYLON) {
  77473. /**
  77474. * Class used for the default loading screen
  77475. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77476. */
  77477. var DefaultLoadingScreen = /** @class */ (function () {
  77478. /**
  77479. * Creates a new default loading screen
  77480. * @param _renderingCanvas defines the canvas used to render the scene
  77481. * @param _loadingText defines the default text to display
  77482. * @param _loadingDivBackgroundColor defines the default background color
  77483. */
  77484. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77485. if (_loadingText === void 0) { _loadingText = ""; }
  77486. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77487. var _this = this;
  77488. this._renderingCanvas = _renderingCanvas;
  77489. this._loadingText = _loadingText;
  77490. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77491. // Resize
  77492. this._resizeLoadingUI = function () {
  77493. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77494. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77495. if (!_this._loadingDiv) {
  77496. return;
  77497. }
  77498. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77499. _this._loadingDiv.style.left = canvasRect.left + "px";
  77500. _this._loadingDiv.style.top = canvasRect.top + "px";
  77501. _this._loadingDiv.style.width = canvasRect.width + "px";
  77502. _this._loadingDiv.style.height = canvasRect.height + "px";
  77503. };
  77504. }
  77505. /**
  77506. * Function called to display the loading screen
  77507. */
  77508. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77509. if (this._loadingDiv) {
  77510. // Do not add a loading screen if there is already one
  77511. return;
  77512. }
  77513. this._loadingDiv = document.createElement("div");
  77514. this._loadingDiv.id = "babylonjsLoadingDiv";
  77515. this._loadingDiv.style.opacity = "0";
  77516. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77517. this._loadingDiv.style.pointerEvents = "none";
  77518. // Loading text
  77519. this._loadingTextDiv = document.createElement("div");
  77520. this._loadingTextDiv.style.position = "absolute";
  77521. this._loadingTextDiv.style.left = "0";
  77522. this._loadingTextDiv.style.top = "50%";
  77523. this._loadingTextDiv.style.marginTop = "80px";
  77524. this._loadingTextDiv.style.width = "100%";
  77525. this._loadingTextDiv.style.height = "20px";
  77526. this._loadingTextDiv.style.fontFamily = "Arial";
  77527. this._loadingTextDiv.style.fontSize = "14px";
  77528. this._loadingTextDiv.style.color = "white";
  77529. this._loadingTextDiv.style.textAlign = "center";
  77530. this._loadingTextDiv.innerHTML = "Loading";
  77531. this._loadingDiv.appendChild(this._loadingTextDiv);
  77532. //set the predefined text
  77533. this._loadingTextDiv.innerHTML = this._loadingText;
  77534. // Generating keyframes
  77535. var style = document.createElement('style');
  77536. style.type = 'text/css';
  77537. 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 }";
  77538. style.innerHTML = keyFrames;
  77539. document.getElementsByTagName('head')[0].appendChild(style);
  77540. // Loading img
  77541. var imgBack = new Image();
  77542. imgBack.src = "data:image/png;base64,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";
  77543. imgBack.style.position = "absolute";
  77544. imgBack.style.left = "50%";
  77545. imgBack.style.top = "50%";
  77546. imgBack.style.marginLeft = "-60px";
  77547. imgBack.style.marginTop = "-60px";
  77548. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77549. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77550. imgBack.style.transformOrigin = "50% 50%";
  77551. imgBack.style.webkitTransformOrigin = "50% 50%";
  77552. this._loadingDiv.appendChild(imgBack);
  77553. this._resizeLoadingUI();
  77554. window.addEventListener("resize", this._resizeLoadingUI);
  77555. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77556. document.body.appendChild(this._loadingDiv);
  77557. this._loadingDiv.style.opacity = "1";
  77558. };
  77559. /**
  77560. * Function called to hide the loading screen
  77561. */
  77562. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77563. var _this = this;
  77564. if (!this._loadingDiv) {
  77565. return;
  77566. }
  77567. var onTransitionEnd = function () {
  77568. if (!_this._loadingDiv) {
  77569. return;
  77570. }
  77571. document.body.removeChild(_this._loadingDiv);
  77572. window.removeEventListener("resize", _this._resizeLoadingUI);
  77573. _this._loadingDiv = null;
  77574. };
  77575. this._loadingDiv.style.opacity = "0";
  77576. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77577. };
  77578. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77579. get: function () {
  77580. return this._loadingText;
  77581. },
  77582. /**
  77583. * Gets or sets the text to display while loading
  77584. */
  77585. set: function (text) {
  77586. this._loadingText = text;
  77587. if (this._loadingTextDiv) {
  77588. this._loadingTextDiv.innerHTML = this._loadingText;
  77589. }
  77590. },
  77591. enumerable: true,
  77592. configurable: true
  77593. });
  77594. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77595. /**
  77596. * Gets or sets the color to use for the background
  77597. */
  77598. get: function () {
  77599. return this._loadingDivBackgroundColor;
  77600. },
  77601. set: function (color) {
  77602. this._loadingDivBackgroundColor = color;
  77603. if (!this._loadingDiv) {
  77604. return;
  77605. }
  77606. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77607. },
  77608. enumerable: true,
  77609. configurable: true
  77610. });
  77611. return DefaultLoadingScreen;
  77612. }());
  77613. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77614. })(BABYLON || (BABYLON = {}));
  77615. //# sourceMappingURL=babylon.loadingScreen.js.map
  77616. var BABYLON;
  77617. (function (BABYLON) {
  77618. /**
  77619. * Class used to represent data loading progression
  77620. */
  77621. var SceneLoaderProgressEvent = /** @class */ (function () {
  77622. /**
  77623. * Create a new progress event
  77624. * @param lengthComputable defines if data length to load can be evaluated
  77625. * @param loaded defines the loaded data length
  77626. * @param total defines the data length to load
  77627. */
  77628. function SceneLoaderProgressEvent(
  77629. /** defines if data length to load can be evaluated */
  77630. lengthComputable,
  77631. /** defines the loaded data length */
  77632. loaded,
  77633. /** defines the data length to load */
  77634. total) {
  77635. this.lengthComputable = lengthComputable;
  77636. this.loaded = loaded;
  77637. this.total = total;
  77638. }
  77639. /**
  77640. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77641. * @param event defines the source event
  77642. * @returns a new SceneLoaderProgressEvent
  77643. */
  77644. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77645. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77646. };
  77647. return SceneLoaderProgressEvent;
  77648. }());
  77649. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77650. /**
  77651. * Class used to load scene from various file formats using registered plugins
  77652. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77653. */
  77654. var SceneLoader = /** @class */ (function () {
  77655. function SceneLoader() {
  77656. }
  77657. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77658. /**
  77659. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77660. */
  77661. get: function () {
  77662. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77663. },
  77664. set: function (value) {
  77665. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77666. },
  77667. enumerable: true,
  77668. configurable: true
  77669. });
  77670. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77671. /**
  77672. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77673. */
  77674. get: function () {
  77675. return SceneLoader._ShowLoadingScreen;
  77676. },
  77677. set: function (value) {
  77678. SceneLoader._ShowLoadingScreen = value;
  77679. },
  77680. enumerable: true,
  77681. configurable: true
  77682. });
  77683. Object.defineProperty(SceneLoader, "loggingLevel", {
  77684. /**
  77685. * Defines the current logging level (while loading the scene)
  77686. * @ignorenaming
  77687. */
  77688. get: function () {
  77689. return SceneLoader._loggingLevel;
  77690. },
  77691. set: function (value) {
  77692. SceneLoader._loggingLevel = value;
  77693. },
  77694. enumerable: true,
  77695. configurable: true
  77696. });
  77697. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77698. /**
  77699. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77700. */
  77701. get: function () {
  77702. return SceneLoader._CleanBoneMatrixWeights;
  77703. },
  77704. set: function (value) {
  77705. SceneLoader._CleanBoneMatrixWeights = value;
  77706. },
  77707. enumerable: true,
  77708. configurable: true
  77709. });
  77710. SceneLoader._getDefaultPlugin = function () {
  77711. return SceneLoader._registeredPlugins[".babylon"];
  77712. };
  77713. SceneLoader._getPluginForExtension = function (extension) {
  77714. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77715. if (registeredPlugin) {
  77716. return registeredPlugin;
  77717. }
  77718. 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");
  77719. return SceneLoader._getDefaultPlugin();
  77720. };
  77721. SceneLoader._getPluginForDirectLoad = function (data) {
  77722. for (var extension in SceneLoader._registeredPlugins) {
  77723. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77724. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77725. return SceneLoader._registeredPlugins[extension];
  77726. }
  77727. }
  77728. return SceneLoader._getDefaultPlugin();
  77729. };
  77730. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77731. var queryStringPosition = sceneFilename.indexOf("?");
  77732. if (queryStringPosition !== -1) {
  77733. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77734. }
  77735. var dotPosition = sceneFilename.lastIndexOf(".");
  77736. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77737. return SceneLoader._getPluginForExtension(extension);
  77738. };
  77739. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77740. SceneLoader._getDirectLoad = function (sceneFilename) {
  77741. if (sceneFilename.substr(0, 5) === "data:") {
  77742. return sceneFilename.substr(5);
  77743. }
  77744. return null;
  77745. };
  77746. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77747. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77748. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77749. var plugin;
  77750. if (registeredPlugin.plugin.createPlugin) {
  77751. plugin = registeredPlugin.plugin.createPlugin();
  77752. }
  77753. else {
  77754. plugin = registeredPlugin.plugin;
  77755. }
  77756. var useArrayBuffer = registeredPlugin.isBinary;
  77757. var offlineProvider;
  77758. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77759. var dataCallback = function (data, responseURL) {
  77760. if (scene.isDisposed) {
  77761. onError("Scene has been disposed");
  77762. return;
  77763. }
  77764. scene.offlineProvider = offlineProvider;
  77765. onSuccess(plugin, data, responseURL);
  77766. };
  77767. var request = null;
  77768. var pluginDisposed = false;
  77769. var onDisposeObservable = plugin.onDisposeObservable;
  77770. if (onDisposeObservable) {
  77771. onDisposeObservable.add(function () {
  77772. pluginDisposed = true;
  77773. if (request) {
  77774. request.abort();
  77775. request = null;
  77776. }
  77777. onDispose();
  77778. });
  77779. }
  77780. var manifestChecked = function () {
  77781. if (pluginDisposed) {
  77782. return;
  77783. }
  77784. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77785. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77786. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77787. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77788. });
  77789. };
  77790. if (directLoad) {
  77791. dataCallback(directLoad);
  77792. return plugin;
  77793. }
  77794. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77795. var engine = scene.getEngine();
  77796. var canUseOfflineSupport = engine.enableOfflineSupport;
  77797. if (canUseOfflineSupport) {
  77798. // Also check for exceptions
  77799. var exceptionFound = false;
  77800. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77801. var regex = _a[_i];
  77802. if (regex.test(fileInfo.url)) {
  77803. exceptionFound = true;
  77804. break;
  77805. }
  77806. }
  77807. canUseOfflineSupport = !exceptionFound;
  77808. }
  77809. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77810. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77811. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77812. }
  77813. else {
  77814. manifestChecked();
  77815. }
  77816. }
  77817. // Loading file from disk via input file or drag'n'drop
  77818. else {
  77819. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77820. if (file) {
  77821. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77822. }
  77823. else {
  77824. onError("Unable to find file named " + fileInfo.name);
  77825. }
  77826. }
  77827. return plugin;
  77828. };
  77829. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77830. var url;
  77831. var name;
  77832. if (!sceneFilename) {
  77833. url = rootUrl;
  77834. name = BABYLON.Tools.GetFilename(rootUrl);
  77835. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77836. }
  77837. else {
  77838. if (sceneFilename.substr(0, 1) === "/") {
  77839. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77840. return null;
  77841. }
  77842. url = rootUrl + sceneFilename;
  77843. name = sceneFilename;
  77844. }
  77845. return {
  77846. url: url,
  77847. rootUrl: rootUrl,
  77848. name: name
  77849. };
  77850. };
  77851. // Public functions
  77852. /**
  77853. * Gets a plugin that can load the given extension
  77854. * @param extension defines the extension to load
  77855. * @returns a plugin or null if none works
  77856. */
  77857. SceneLoader.GetPluginForExtension = function (extension) {
  77858. return SceneLoader._getPluginForExtension(extension).plugin;
  77859. };
  77860. /**
  77861. * Gets a boolean indicating that the given extension can be loaded
  77862. * @param extension defines the extension to load
  77863. * @returns true if the extension is supported
  77864. */
  77865. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77866. return !!SceneLoader._registeredPlugins[extension];
  77867. };
  77868. /**
  77869. * Adds a new plugin to the list of registered plugins
  77870. * @param plugin defines the plugin to add
  77871. */
  77872. SceneLoader.RegisterPlugin = function (plugin) {
  77873. if (typeof plugin.extensions === "string") {
  77874. var extension = plugin.extensions;
  77875. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77876. plugin: plugin,
  77877. isBinary: false
  77878. };
  77879. }
  77880. else {
  77881. var extensions = plugin.extensions;
  77882. Object.keys(extensions).forEach(function (extension) {
  77883. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77884. plugin: plugin,
  77885. isBinary: extensions[extension].isBinary
  77886. };
  77887. });
  77888. }
  77889. };
  77890. /**
  77891. * Import meshes into a scene
  77892. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77893. * @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)
  77894. * @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)
  77895. * @param scene the instance of BABYLON.Scene to append to
  77896. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77897. * @param onProgress a callback with a progress event for each file being loaded
  77898. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77899. * @param pluginExtension the extension used to determine the plugin
  77900. * @returns The loaded plugin
  77901. */
  77902. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77903. if (sceneFilename === void 0) { sceneFilename = ""; }
  77904. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77905. if (onSuccess === void 0) { onSuccess = null; }
  77906. if (onProgress === void 0) { onProgress = null; }
  77907. if (onError === void 0) { onError = null; }
  77908. if (pluginExtension === void 0) { pluginExtension = null; }
  77909. if (!scene) {
  77910. BABYLON.Tools.Error("No scene available to import mesh to");
  77911. return null;
  77912. }
  77913. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77914. if (!fileInfo) {
  77915. return null;
  77916. }
  77917. var loadingToken = {};
  77918. scene._addPendingData(loadingToken);
  77919. var disposeHandler = function () {
  77920. scene._removePendingData(loadingToken);
  77921. };
  77922. var errorHandler = function (message, exception) {
  77923. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77924. if (onError) {
  77925. onError(scene, errorMessage, exception);
  77926. }
  77927. else {
  77928. BABYLON.Tools.Error(errorMessage);
  77929. // should the exception be thrown?
  77930. }
  77931. disposeHandler();
  77932. };
  77933. var progressHandler = onProgress ? function (event) {
  77934. try {
  77935. onProgress(event);
  77936. }
  77937. catch (e) {
  77938. errorHandler("Error in onProgress callback", e);
  77939. }
  77940. } : undefined;
  77941. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77942. scene.importedMeshesFiles.push(fileInfo.url);
  77943. if (onSuccess) {
  77944. try {
  77945. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77946. }
  77947. catch (e) {
  77948. errorHandler("Error in onSuccess callback", e);
  77949. }
  77950. }
  77951. scene._removePendingData(loadingToken);
  77952. };
  77953. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77954. if (plugin.rewriteRootURL) {
  77955. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77956. }
  77957. if (plugin.importMesh) {
  77958. var syncedPlugin = plugin;
  77959. var meshes = new Array();
  77960. var particleSystems = new Array();
  77961. var skeletons = new Array();
  77962. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77963. return;
  77964. }
  77965. scene.loadingPluginName = plugin.name;
  77966. successHandler(meshes, particleSystems, skeletons, []);
  77967. }
  77968. else {
  77969. var asyncedPlugin = plugin;
  77970. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77971. scene.loadingPluginName = plugin.name;
  77972. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77973. }).catch(function (error) {
  77974. errorHandler(error.message, error);
  77975. });
  77976. }
  77977. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77978. };
  77979. /**
  77980. * Import meshes into a scene
  77981. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77982. * @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)
  77983. * @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)
  77984. * @param scene the instance of BABYLON.Scene to append to
  77985. * @param onProgress a callback with a progress event for each file being loaded
  77986. * @param pluginExtension the extension used to determine the plugin
  77987. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77988. */
  77989. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77990. if (sceneFilename === void 0) { sceneFilename = ""; }
  77991. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77992. if (onProgress === void 0) { onProgress = null; }
  77993. if (pluginExtension === void 0) { pluginExtension = null; }
  77994. return new Promise(function (resolve, reject) {
  77995. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77996. resolve({
  77997. meshes: meshes,
  77998. particleSystems: particleSystems,
  77999. skeletons: skeletons,
  78000. animationGroups: animationGroups
  78001. });
  78002. }, onProgress, function (scene, message, exception) {
  78003. reject(exception || new Error(message));
  78004. }, pluginExtension);
  78005. });
  78006. };
  78007. /**
  78008. * Load a scene
  78009. * @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)
  78010. * @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)
  78011. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78012. * @param onSuccess a callback with the scene when import succeeds
  78013. * @param onProgress a callback with a progress event for each file being loaded
  78014. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78015. * @param pluginExtension the extension used to determine the plugin
  78016. * @returns The loaded plugin
  78017. */
  78018. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78019. if (onSuccess === void 0) { onSuccess = null; }
  78020. if (onProgress === void 0) { onProgress = null; }
  78021. if (onError === void 0) { onError = null; }
  78022. if (pluginExtension === void 0) { pluginExtension = null; }
  78023. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78024. };
  78025. /**
  78026. * Load a scene
  78027. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78028. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78029. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78030. * @param onProgress a callback with a progress event for each file being loaded
  78031. * @param pluginExtension the extension used to determine the plugin
  78032. * @returns The loaded scene
  78033. */
  78034. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78035. if (onProgress === void 0) { onProgress = null; }
  78036. if (pluginExtension === void 0) { pluginExtension = null; }
  78037. return new Promise(function (resolve, reject) {
  78038. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78039. resolve(scene);
  78040. }, onProgress, function (scene, message, exception) {
  78041. reject(exception || new Error(message));
  78042. }, pluginExtension);
  78043. });
  78044. };
  78045. /**
  78046. * Append a scene
  78047. * @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)
  78048. * @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)
  78049. * @param scene is the instance of BABYLON.Scene to append to
  78050. * @param onSuccess a callback with the scene when import succeeds
  78051. * @param onProgress a callback with a progress event for each file being loaded
  78052. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78053. * @param pluginExtension the extension used to determine the plugin
  78054. * @returns The loaded plugin
  78055. */
  78056. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78057. if (sceneFilename === void 0) { sceneFilename = ""; }
  78058. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78059. if (onSuccess === void 0) { onSuccess = null; }
  78060. if (onProgress === void 0) { onProgress = null; }
  78061. if (onError === void 0) { onError = null; }
  78062. if (pluginExtension === void 0) { pluginExtension = null; }
  78063. if (!scene) {
  78064. BABYLON.Tools.Error("No scene available to append to");
  78065. return null;
  78066. }
  78067. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78068. if (!fileInfo) {
  78069. return null;
  78070. }
  78071. if (SceneLoader.ShowLoadingScreen) {
  78072. scene.getEngine().displayLoadingUI();
  78073. }
  78074. var loadingToken = {};
  78075. scene._addPendingData(loadingToken);
  78076. var disposeHandler = function () {
  78077. scene._removePendingData(loadingToken);
  78078. scene.getEngine().hideLoadingUI();
  78079. };
  78080. var errorHandler = function (message, exception) {
  78081. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78082. if (onError) {
  78083. onError(scene, errorMessage, exception);
  78084. }
  78085. else {
  78086. BABYLON.Tools.Error(errorMessage);
  78087. // should the exception be thrown?
  78088. }
  78089. disposeHandler();
  78090. };
  78091. var progressHandler = onProgress ? function (event) {
  78092. try {
  78093. onProgress(event);
  78094. }
  78095. catch (e) {
  78096. errorHandler("Error in onProgress callback", e);
  78097. }
  78098. } : undefined;
  78099. var successHandler = function () {
  78100. if (onSuccess) {
  78101. try {
  78102. onSuccess(scene);
  78103. }
  78104. catch (e) {
  78105. errorHandler("Error in onSuccess callback", e);
  78106. }
  78107. }
  78108. scene._removePendingData(loadingToken);
  78109. };
  78110. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78111. if (plugin.load) {
  78112. var syncedPlugin = plugin;
  78113. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78114. return;
  78115. }
  78116. scene.loadingPluginName = plugin.name;
  78117. successHandler();
  78118. }
  78119. else {
  78120. var asyncedPlugin = plugin;
  78121. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78122. scene.loadingPluginName = plugin.name;
  78123. successHandler();
  78124. }).catch(function (error) {
  78125. errorHandler(error.message, error);
  78126. });
  78127. }
  78128. if (SceneLoader.ShowLoadingScreen) {
  78129. scene.executeWhenReady(function () {
  78130. scene.getEngine().hideLoadingUI();
  78131. });
  78132. }
  78133. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78134. };
  78135. /**
  78136. * Append a scene
  78137. * @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)
  78138. * @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)
  78139. * @param scene is the instance of BABYLON.Scene to append to
  78140. * @param onProgress a callback with a progress event for each file being loaded
  78141. * @param pluginExtension the extension used to determine the plugin
  78142. * @returns The given scene
  78143. */
  78144. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78145. if (sceneFilename === void 0) { sceneFilename = ""; }
  78146. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78147. if (onProgress === void 0) { onProgress = null; }
  78148. if (pluginExtension === void 0) { pluginExtension = null; }
  78149. return new Promise(function (resolve, reject) {
  78150. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78151. resolve(scene);
  78152. }, onProgress, function (scene, message, exception) {
  78153. reject(exception || new Error(message));
  78154. }, pluginExtension);
  78155. });
  78156. };
  78157. /**
  78158. * Load a scene into an asset container
  78159. * @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)
  78160. * @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)
  78161. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78162. * @param onSuccess a callback with the scene when import succeeds
  78163. * @param onProgress a callback with a progress event for each file being loaded
  78164. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78165. * @param pluginExtension the extension used to determine the plugin
  78166. * @returns The loaded plugin
  78167. */
  78168. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78169. if (sceneFilename === void 0) { sceneFilename = ""; }
  78170. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78171. if (onSuccess === void 0) { onSuccess = null; }
  78172. if (onProgress === void 0) { onProgress = null; }
  78173. if (onError === void 0) { onError = null; }
  78174. if (pluginExtension === void 0) { pluginExtension = null; }
  78175. if (!scene) {
  78176. BABYLON.Tools.Error("No scene available to load asset container to");
  78177. return null;
  78178. }
  78179. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78180. if (!fileInfo) {
  78181. return null;
  78182. }
  78183. var loadingToken = {};
  78184. scene._addPendingData(loadingToken);
  78185. var disposeHandler = function () {
  78186. scene._removePendingData(loadingToken);
  78187. };
  78188. var errorHandler = function (message, exception) {
  78189. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78190. if (onError) {
  78191. onError(scene, errorMessage, exception);
  78192. }
  78193. else {
  78194. BABYLON.Tools.Error(errorMessage);
  78195. // should the exception be thrown?
  78196. }
  78197. disposeHandler();
  78198. };
  78199. var progressHandler = onProgress ? function (event) {
  78200. try {
  78201. onProgress(event);
  78202. }
  78203. catch (e) {
  78204. errorHandler("Error in onProgress callback", e);
  78205. }
  78206. } : undefined;
  78207. var successHandler = function (assets) {
  78208. if (onSuccess) {
  78209. try {
  78210. onSuccess(assets);
  78211. }
  78212. catch (e) {
  78213. errorHandler("Error in onSuccess callback", e);
  78214. }
  78215. }
  78216. scene._removePendingData(loadingToken);
  78217. };
  78218. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78219. if (plugin.loadAssetContainer) {
  78220. var syncedPlugin = plugin;
  78221. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78222. if (!assetContainer) {
  78223. return;
  78224. }
  78225. scene.loadingPluginName = plugin.name;
  78226. successHandler(assetContainer);
  78227. }
  78228. else if (plugin.loadAssetContainerAsync) {
  78229. var asyncedPlugin = plugin;
  78230. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78231. scene.loadingPluginName = plugin.name;
  78232. successHandler(assetContainer);
  78233. }).catch(function (error) {
  78234. errorHandler(error.message, error);
  78235. });
  78236. }
  78237. else {
  78238. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78239. }
  78240. if (SceneLoader.ShowLoadingScreen) {
  78241. scene.executeWhenReady(function () {
  78242. scene.getEngine().hideLoadingUI();
  78243. });
  78244. }
  78245. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78246. };
  78247. /**
  78248. * Load a scene into an asset container
  78249. * @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)
  78250. * @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)
  78251. * @param scene is the instance of BABYLON.Scene to append to
  78252. * @param onProgress a callback with a progress event for each file being loaded
  78253. * @param pluginExtension the extension used to determine the plugin
  78254. * @returns The loaded asset container
  78255. */
  78256. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78257. if (sceneFilename === void 0) { sceneFilename = ""; }
  78258. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78259. if (onProgress === void 0) { onProgress = null; }
  78260. if (pluginExtension === void 0) { pluginExtension = null; }
  78261. return new Promise(function (resolve, reject) {
  78262. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78263. resolve(assetContainer);
  78264. }, onProgress, function (scene, message, exception) {
  78265. reject(exception || new Error(message));
  78266. }, pluginExtension);
  78267. });
  78268. };
  78269. // Flags
  78270. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78271. SceneLoader._ShowLoadingScreen = true;
  78272. SceneLoader._CleanBoneMatrixWeights = false;
  78273. /**
  78274. * No logging while loading
  78275. */
  78276. SceneLoader.NO_LOGGING = 0;
  78277. /**
  78278. * Minimal logging while loading
  78279. */
  78280. SceneLoader.MINIMAL_LOGGING = 1;
  78281. /**
  78282. * Summary logging while loading
  78283. */
  78284. SceneLoader.SUMMARY_LOGGING = 2;
  78285. /**
  78286. * Detailled logging while loading
  78287. */
  78288. SceneLoader.DETAILED_LOGGING = 3;
  78289. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78290. // Members
  78291. /**
  78292. * Event raised when a plugin is used to load a scene
  78293. */
  78294. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78295. SceneLoader._registeredPlugins = {};
  78296. return SceneLoader;
  78297. }());
  78298. BABYLON.SceneLoader = SceneLoader;
  78299. })(BABYLON || (BABYLON = {}));
  78300. //# sourceMappingURL=babylon.sceneLoader.js.map
  78301. var BABYLON;
  78302. (function (BABYLON) {
  78303. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78304. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78305. var parsedMaterial = parsedData.materials[index];
  78306. if (parsedMaterial.id === id) {
  78307. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78308. }
  78309. }
  78310. return null;
  78311. };
  78312. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78313. for (var i in names) {
  78314. if (mesh.name === names[i]) {
  78315. hierarchyIds.push(mesh.id);
  78316. return true;
  78317. }
  78318. }
  78319. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78320. hierarchyIds.push(mesh.id);
  78321. return true;
  78322. }
  78323. return false;
  78324. };
  78325. var logOperation = function (operation, producer) {
  78326. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78327. };
  78328. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78329. if (addToScene === void 0) { addToScene = false; }
  78330. var container = new BABYLON.AssetContainer(scene);
  78331. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78332. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78333. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78334. // and avoid problems with multiple concurrent .babylon loads.
  78335. var log = "importScene has failed JSON parse";
  78336. try {
  78337. var parsedData = JSON.parse(data);
  78338. log = "";
  78339. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78340. var index;
  78341. var cache;
  78342. // Lights
  78343. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78344. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78345. var parsedLight = parsedData.lights[index];
  78346. var light = BABYLON.Light.Parse(parsedLight, scene);
  78347. if (light) {
  78348. container.lights.push(light);
  78349. log += (index === 0 ? "\n\tLights:" : "");
  78350. log += "\n\t\t" + light.toString(fullDetails);
  78351. }
  78352. }
  78353. }
  78354. // Animations
  78355. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78356. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78357. var parsedAnimation = parsedData.animations[index];
  78358. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78359. scene.animations.push(animation);
  78360. container.animations.push(animation);
  78361. log += (index === 0 ? "\n\tAnimations:" : "");
  78362. log += "\n\t\t" + animation.toString(fullDetails);
  78363. }
  78364. }
  78365. // Materials
  78366. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78367. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78368. var parsedMaterial = parsedData.materials[index];
  78369. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78370. container.materials.push(mat);
  78371. log += (index === 0 ? "\n\tMaterials:" : "");
  78372. log += "\n\t\t" + mat.toString(fullDetails);
  78373. }
  78374. }
  78375. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78376. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78377. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78378. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78379. container.multiMaterials.push(mmat);
  78380. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78381. log += "\n\t\t" + mmat.toString(fullDetails);
  78382. }
  78383. }
  78384. // Morph targets
  78385. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78386. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78387. var managerData = _a[_i];
  78388. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78389. }
  78390. }
  78391. // Skeletons
  78392. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78393. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78394. var parsedSkeleton = parsedData.skeletons[index];
  78395. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78396. container.skeletons.push(skeleton);
  78397. log += (index === 0 ? "\n\tSkeletons:" : "");
  78398. log += "\n\t\t" + skeleton.toString(fullDetails);
  78399. }
  78400. }
  78401. // Geometries
  78402. var geometries = parsedData.geometries;
  78403. if (geometries !== undefined && geometries !== null) {
  78404. var addedGeometry = new Array();
  78405. // Boxes
  78406. var boxes = geometries.boxes;
  78407. if (boxes !== undefined && boxes !== null) {
  78408. for (index = 0, cache = boxes.length; index < cache; index++) {
  78409. var parsedBox = boxes[index];
  78410. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78411. }
  78412. }
  78413. // Spheres
  78414. var spheres = geometries.spheres;
  78415. if (spheres !== undefined && spheres !== null) {
  78416. for (index = 0, cache = spheres.length; index < cache; index++) {
  78417. var parsedSphere = spheres[index];
  78418. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78419. }
  78420. }
  78421. // Cylinders
  78422. var cylinders = geometries.cylinders;
  78423. if (cylinders !== undefined && cylinders !== null) {
  78424. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78425. var parsedCylinder = cylinders[index];
  78426. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78427. }
  78428. }
  78429. // Toruses
  78430. var toruses = geometries.toruses;
  78431. if (toruses !== undefined && toruses !== null) {
  78432. for (index = 0, cache = toruses.length; index < cache; index++) {
  78433. var parsedTorus = toruses[index];
  78434. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78435. }
  78436. }
  78437. // Grounds
  78438. var grounds = geometries.grounds;
  78439. if (grounds !== undefined && grounds !== null) {
  78440. for (index = 0, cache = grounds.length; index < cache; index++) {
  78441. var parsedGround = grounds[index];
  78442. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78443. }
  78444. }
  78445. // Planes
  78446. var planes = geometries.planes;
  78447. if (planes !== undefined && planes !== null) {
  78448. for (index = 0, cache = planes.length; index < cache; index++) {
  78449. var parsedPlane = planes[index];
  78450. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78451. }
  78452. }
  78453. // TorusKnots
  78454. var torusKnots = geometries.torusKnots;
  78455. if (torusKnots !== undefined && torusKnots !== null) {
  78456. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78457. var parsedTorusKnot = torusKnots[index];
  78458. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78459. }
  78460. }
  78461. // VertexData
  78462. var vertexData = geometries.vertexData;
  78463. if (vertexData !== undefined && vertexData !== null) {
  78464. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78465. var parsedVertexData = vertexData[index];
  78466. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78467. }
  78468. }
  78469. addedGeometry.forEach(function (g) {
  78470. if (g) {
  78471. container.geometries.push(g);
  78472. }
  78473. });
  78474. }
  78475. // Transform nodes
  78476. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78477. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78478. var parsedTransformNode = parsedData.transformNodes[index];
  78479. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78480. container.transformNodes.push(node);
  78481. }
  78482. }
  78483. // Meshes
  78484. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78485. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78486. var parsedMesh = parsedData.meshes[index];
  78487. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78488. container.meshes.push(mesh);
  78489. log += (index === 0 ? "\n\tMeshes:" : "");
  78490. log += "\n\t\t" + mesh.toString(fullDetails);
  78491. }
  78492. }
  78493. // Cameras
  78494. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78495. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78496. var parsedCamera = parsedData.cameras[index];
  78497. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78498. container.cameras.push(camera);
  78499. log += (index === 0 ? "\n\tCameras:" : "");
  78500. log += "\n\t\t" + camera.toString(fullDetails);
  78501. }
  78502. }
  78503. // Animation Groups
  78504. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78505. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78506. var parsedAnimationGroup = parsedData.animationGroups[index];
  78507. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78508. container.animationGroups.push(animationGroup);
  78509. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78510. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78511. }
  78512. }
  78513. // Browsing all the graph to connect the dots
  78514. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78515. var camera = scene.cameras[index];
  78516. if (camera._waitingParentId) {
  78517. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78518. camera._waitingParentId = null;
  78519. }
  78520. }
  78521. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78522. var light_1 = scene.lights[index];
  78523. if (light_1 && light_1._waitingParentId) {
  78524. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78525. light_1._waitingParentId = null;
  78526. }
  78527. }
  78528. // Connect parents & children and parse actions
  78529. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78530. var transformNode = scene.transformNodes[index];
  78531. if (transformNode._waitingParentId) {
  78532. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78533. transformNode._waitingParentId = null;
  78534. }
  78535. }
  78536. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78537. var mesh = scene.meshes[index];
  78538. if (mesh._waitingParentId) {
  78539. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78540. mesh._waitingParentId = null;
  78541. }
  78542. }
  78543. // freeze world matrix application
  78544. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78545. var currentMesh = scene.meshes[index];
  78546. if (currentMesh._waitingFreezeWorldMatrix) {
  78547. currentMesh.freezeWorldMatrix();
  78548. currentMesh._waitingFreezeWorldMatrix = null;
  78549. }
  78550. else {
  78551. currentMesh.computeWorldMatrix(true);
  78552. }
  78553. }
  78554. // Lights exclusions / inclusions
  78555. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78556. var light_2 = scene.lights[index];
  78557. // Excluded check
  78558. if (light_2._excludedMeshesIds.length > 0) {
  78559. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78560. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78561. if (excludedMesh) {
  78562. light_2.excludedMeshes.push(excludedMesh);
  78563. }
  78564. }
  78565. light_2._excludedMeshesIds = [];
  78566. }
  78567. // Included check
  78568. if (light_2._includedOnlyMeshesIds.length > 0) {
  78569. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78570. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78571. if (includedOnlyMesh) {
  78572. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78573. }
  78574. }
  78575. light_2._includedOnlyMeshesIds = [];
  78576. }
  78577. }
  78578. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78579. // Actions (scene) Done last as it can access other objects.
  78580. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78581. var mesh = scene.meshes[index];
  78582. if (mesh._waitingActions) {
  78583. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78584. mesh._waitingActions = null;
  78585. }
  78586. }
  78587. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78588. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78589. }
  78590. if (!addToScene) {
  78591. container.removeAllFromScene();
  78592. }
  78593. }
  78594. catch (err) {
  78595. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78596. if (onError) {
  78597. onError(msg, err);
  78598. }
  78599. else {
  78600. BABYLON.Tools.Log(msg);
  78601. throw err;
  78602. }
  78603. }
  78604. finally {
  78605. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78606. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78607. }
  78608. }
  78609. return container;
  78610. };
  78611. BABYLON.SceneLoader.RegisterPlugin({
  78612. name: "babylon.js",
  78613. extensions: ".babylon",
  78614. canDirectLoad: function (data) {
  78615. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78616. return true;
  78617. }
  78618. return false;
  78619. },
  78620. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78621. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78622. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78623. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78624. // and avoid problems with multiple concurrent .babylon loads.
  78625. var log = "importMesh has failed JSON parse";
  78626. try {
  78627. var parsedData = JSON.parse(data);
  78628. log = "";
  78629. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78630. if (!meshesNames) {
  78631. meshesNames = null;
  78632. }
  78633. else if (!Array.isArray(meshesNames)) {
  78634. meshesNames = [meshesNames];
  78635. }
  78636. var hierarchyIds = new Array();
  78637. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78638. var loadedSkeletonsIds = [];
  78639. var loadedMaterialsIds = [];
  78640. var index;
  78641. var cache;
  78642. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78643. var parsedMesh = parsedData.meshes[index];
  78644. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78645. if (meshesNames !== null) {
  78646. // Remove found mesh name from list.
  78647. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78648. }
  78649. //Geometry?
  78650. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78651. //does the file contain geometries?
  78652. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78653. //find the correct geometry and add it to the scene
  78654. var found = false;
  78655. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78656. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78657. return;
  78658. }
  78659. else {
  78660. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78661. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78662. switch (geometryType) {
  78663. case "boxes":
  78664. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78665. break;
  78666. case "spheres":
  78667. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78668. break;
  78669. case "cylinders":
  78670. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78671. break;
  78672. case "toruses":
  78673. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78674. break;
  78675. case "grounds":
  78676. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78677. break;
  78678. case "planes":
  78679. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78680. break;
  78681. case "torusKnots":
  78682. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78683. break;
  78684. case "vertexData":
  78685. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78686. break;
  78687. }
  78688. found = true;
  78689. }
  78690. });
  78691. }
  78692. });
  78693. if (found === false) {
  78694. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78695. }
  78696. }
  78697. }
  78698. // Material ?
  78699. if (parsedMesh.materialId) {
  78700. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78701. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78702. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78703. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78704. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78705. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78706. var subMatId = parsedMultiMaterial.materials[matIndex];
  78707. loadedMaterialsIds.push(subMatId);
  78708. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78709. if (mat) {
  78710. log += "\n\tMaterial " + mat.toString(fullDetails);
  78711. }
  78712. }
  78713. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78714. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78715. if (mmat) {
  78716. materialFound = true;
  78717. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78718. }
  78719. break;
  78720. }
  78721. }
  78722. }
  78723. if (materialFound === false) {
  78724. loadedMaterialsIds.push(parsedMesh.materialId);
  78725. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78726. if (!mat) {
  78727. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78728. }
  78729. else {
  78730. log += "\n\tMaterial " + mat.toString(fullDetails);
  78731. }
  78732. }
  78733. }
  78734. // Skeleton ?
  78735. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78736. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78737. if (skeletonAlreadyLoaded === false) {
  78738. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78739. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78740. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78741. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78742. skeletons.push(skeleton);
  78743. loadedSkeletonsIds.push(parsedSkeleton.id);
  78744. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78745. }
  78746. }
  78747. }
  78748. }
  78749. // Morph targets ?
  78750. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78751. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78752. var managerData = _a[_i];
  78753. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78754. }
  78755. }
  78756. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78757. meshes.push(mesh);
  78758. log += "\n\tMesh " + mesh.toString(fullDetails);
  78759. }
  78760. }
  78761. // Connecting parents
  78762. var currentMesh;
  78763. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78764. currentMesh = scene.meshes[index];
  78765. if (currentMesh._waitingParentId) {
  78766. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78767. currentMesh._waitingParentId = null;
  78768. }
  78769. }
  78770. // freeze and compute world matrix application
  78771. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78772. currentMesh = scene.meshes[index];
  78773. if (currentMesh._waitingFreezeWorldMatrix) {
  78774. currentMesh.freezeWorldMatrix();
  78775. currentMesh._waitingFreezeWorldMatrix = null;
  78776. }
  78777. else {
  78778. currentMesh.computeWorldMatrix(true);
  78779. }
  78780. }
  78781. }
  78782. // Particles
  78783. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78784. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78785. if (parser) {
  78786. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78787. var parsedParticleSystem = parsedData.particleSystems[index];
  78788. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78789. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78790. }
  78791. }
  78792. }
  78793. }
  78794. return true;
  78795. }
  78796. catch (err) {
  78797. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78798. if (onError) {
  78799. onError(msg, err);
  78800. }
  78801. else {
  78802. BABYLON.Tools.Log(msg);
  78803. throw err;
  78804. }
  78805. }
  78806. finally {
  78807. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78808. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78809. }
  78810. }
  78811. return false;
  78812. },
  78813. load: function (scene, data, rootUrl, onError) {
  78814. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78815. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78816. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78817. // and avoid problems with multiple concurrent .babylon loads.
  78818. var log = "importScene has failed JSON parse";
  78819. try {
  78820. var parsedData = JSON.parse(data);
  78821. log = "";
  78822. // Scene
  78823. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78824. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78825. }
  78826. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78827. scene.autoClear = parsedData.autoClear;
  78828. }
  78829. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78830. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78831. }
  78832. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78833. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78834. }
  78835. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78836. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78837. }
  78838. // Fog
  78839. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78840. scene.fogMode = parsedData.fogMode;
  78841. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78842. scene.fogStart = parsedData.fogStart;
  78843. scene.fogEnd = parsedData.fogEnd;
  78844. scene.fogDensity = parsedData.fogDensity;
  78845. log += "\tFog mode for scene: ";
  78846. switch (scene.fogMode) {
  78847. // getters not compiling, so using hardcoded
  78848. case 1:
  78849. log += "exp\n";
  78850. break;
  78851. case 2:
  78852. log += "exp2\n";
  78853. break;
  78854. case 3:
  78855. log += "linear\n";
  78856. break;
  78857. }
  78858. }
  78859. //Physics
  78860. if (parsedData.physicsEnabled) {
  78861. var physicsPlugin;
  78862. if (parsedData.physicsEngine === "cannon") {
  78863. physicsPlugin = new BABYLON.CannonJSPlugin();
  78864. }
  78865. else if (parsedData.physicsEngine === "oimo") {
  78866. physicsPlugin = new BABYLON.OimoJSPlugin();
  78867. }
  78868. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78869. //else - default engine, which is currently oimo
  78870. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78871. scene.enablePhysics(physicsGravity, physicsPlugin);
  78872. }
  78873. // Metadata
  78874. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78875. scene.metadata = parsedData.metadata;
  78876. }
  78877. //collisions, if defined. otherwise, default is true
  78878. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78879. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78880. }
  78881. scene.workerCollisions = !!parsedData.workerCollisions;
  78882. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78883. if (!container) {
  78884. return false;
  78885. }
  78886. if (parsedData.autoAnimate) {
  78887. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78888. }
  78889. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78890. scene.setActiveCameraByID(parsedData.activeCameraID);
  78891. }
  78892. // Environment texture
  78893. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78894. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78895. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78896. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78897. if (parsedData.environmentTextureRotationY) {
  78898. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78899. }
  78900. scene.environmentTexture = hdrTexture;
  78901. }
  78902. else {
  78903. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78904. if (parsedData.environmentTextureRotationY) {
  78905. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78906. }
  78907. scene.environmentTexture = cubeTexture;
  78908. }
  78909. if (parsedData.createDefaultSkybox === true) {
  78910. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78911. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78912. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78913. }
  78914. }
  78915. // Finish
  78916. return true;
  78917. }
  78918. catch (err) {
  78919. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78920. if (onError) {
  78921. onError(msg, err);
  78922. }
  78923. else {
  78924. BABYLON.Tools.Log(msg);
  78925. throw err;
  78926. }
  78927. }
  78928. finally {
  78929. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78930. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78931. }
  78932. }
  78933. return false;
  78934. },
  78935. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78936. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78937. return container;
  78938. }
  78939. });
  78940. })(BABYLON || (BABYLON = {}));
  78941. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78942. var BABYLON;
  78943. (function (BABYLON) {
  78944. /**
  78945. * Class used to help managing file picking and drag'n'drop
  78946. */
  78947. var FilesInput = /** @class */ (function () {
  78948. /**
  78949. * Creates a new FilesInput
  78950. * @param engine defines the rendering engine
  78951. * @param scene defines the hosting scene
  78952. * @param sceneLoadedCallback callback called when scene is loaded
  78953. * @param progressCallback callback called to track progress
  78954. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78955. * @param textureLoadingCallback callback called when a texture is loading
  78956. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78957. * @param onReloadCallback callback called when a reload is requested
  78958. * @param errorCallback callback call if an error occurs
  78959. */
  78960. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78961. /**
  78962. * Callback called when a file is processed
  78963. */
  78964. this.onProcessFileCallback = function () { return true; };
  78965. this._engine = engine;
  78966. this._currentScene = scene;
  78967. this._sceneLoadedCallback = sceneLoadedCallback;
  78968. this._progressCallback = progressCallback;
  78969. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78970. this._textureLoadingCallback = textureLoadingCallback;
  78971. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78972. this._onReloadCallback = onReloadCallback;
  78973. this._errorCallback = errorCallback;
  78974. }
  78975. /**
  78976. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78977. * @param elementToMonitor defines the DOM element to track
  78978. */
  78979. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78980. var _this = this;
  78981. if (elementToMonitor) {
  78982. this._elementToMonitor = elementToMonitor;
  78983. this._dragEnterHandler = function (e) { _this.drag(e); };
  78984. this._dragOverHandler = function (e) { _this.drag(e); };
  78985. this._dropHandler = function (e) { _this.drop(e); };
  78986. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78987. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78988. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78989. }
  78990. };
  78991. /**
  78992. * Release all associated resources
  78993. */
  78994. FilesInput.prototype.dispose = function () {
  78995. if (!this._elementToMonitor) {
  78996. return;
  78997. }
  78998. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78999. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79000. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79001. };
  79002. FilesInput.prototype.renderFunction = function () {
  79003. if (this._additionalRenderLoopLogicCallback) {
  79004. this._additionalRenderLoopLogicCallback();
  79005. }
  79006. if (this._currentScene) {
  79007. if (this._textureLoadingCallback) {
  79008. var remaining = this._currentScene.getWaitingItemsCount();
  79009. if (remaining > 0) {
  79010. this._textureLoadingCallback(remaining);
  79011. }
  79012. }
  79013. this._currentScene.render();
  79014. }
  79015. };
  79016. FilesInput.prototype.drag = function (e) {
  79017. e.stopPropagation();
  79018. e.preventDefault();
  79019. };
  79020. FilesInput.prototype.drop = function (eventDrop) {
  79021. eventDrop.stopPropagation();
  79022. eventDrop.preventDefault();
  79023. this.loadFiles(eventDrop);
  79024. };
  79025. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79026. var _this = this;
  79027. var reader = folder.createReader();
  79028. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79029. reader.readEntries(function (entries) {
  79030. remaining.count += entries.length;
  79031. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79032. var entry = entries_1[_i];
  79033. if (entry.isFile) {
  79034. entry.file(function (file) {
  79035. file.correctName = relativePath + file.name;
  79036. files.push(file);
  79037. if (--remaining.count === 0) {
  79038. callback();
  79039. }
  79040. });
  79041. }
  79042. else if (entry.isDirectory) {
  79043. _this._traverseFolder(entry, files, remaining, callback);
  79044. }
  79045. }
  79046. if (--remaining.count) {
  79047. callback();
  79048. }
  79049. });
  79050. };
  79051. FilesInput.prototype._processFiles = function (files) {
  79052. for (var i = 0; i < files.length; i++) {
  79053. var name = files[i].correctName.toLowerCase();
  79054. var extension = name.split('.').pop();
  79055. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79056. continue;
  79057. }
  79058. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79059. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79060. this._sceneFileToLoad = files[i];
  79061. }
  79062. FilesInput.FilesToLoad[name] = files[i];
  79063. }
  79064. };
  79065. /**
  79066. * Load files from a drop event
  79067. * @param event defines the drop event to use as source
  79068. */
  79069. FilesInput.prototype.loadFiles = function (event) {
  79070. var _this = this;
  79071. // Handling data transfer via drag'n'drop
  79072. if (event && event.dataTransfer && event.dataTransfer.files) {
  79073. this._filesToLoad = event.dataTransfer.files;
  79074. }
  79075. // Handling files from input files
  79076. if (event && event.target && event.target.files) {
  79077. this._filesToLoad = event.target.files;
  79078. }
  79079. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79080. return;
  79081. }
  79082. if (this._startingProcessingFilesCallback) {
  79083. this._startingProcessingFilesCallback(this._filesToLoad);
  79084. }
  79085. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79086. var files_1 = new Array();
  79087. var folders = [];
  79088. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79089. for (var i = 0; i < this._filesToLoad.length; i++) {
  79090. var fileToLoad = this._filesToLoad[i];
  79091. var name_1 = fileToLoad.name.toLowerCase();
  79092. var entry = void 0;
  79093. fileToLoad.correctName = name_1;
  79094. if (items) {
  79095. var item = items[i];
  79096. if (item.getAsEntry) {
  79097. entry = item.getAsEntry();
  79098. }
  79099. else if (item.webkitGetAsEntry) {
  79100. entry = item.webkitGetAsEntry();
  79101. }
  79102. }
  79103. if (!entry) {
  79104. files_1.push(fileToLoad);
  79105. }
  79106. else {
  79107. if (entry.isDirectory) {
  79108. folders.push(entry);
  79109. }
  79110. else {
  79111. files_1.push(fileToLoad);
  79112. }
  79113. }
  79114. }
  79115. if (folders.length === 0) {
  79116. this._processFiles(files_1);
  79117. this._processReload();
  79118. }
  79119. else {
  79120. var remaining = { count: folders.length };
  79121. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79122. var folder = folders_1[_i];
  79123. this._traverseFolder(folder, files_1, remaining, function () {
  79124. _this._processFiles(files_1);
  79125. if (remaining.count === 0) {
  79126. _this._processReload();
  79127. }
  79128. });
  79129. }
  79130. }
  79131. }
  79132. };
  79133. FilesInput.prototype._processReload = function () {
  79134. if (this._onReloadCallback) {
  79135. this._onReloadCallback(this._sceneFileToLoad);
  79136. }
  79137. else {
  79138. this.reload();
  79139. }
  79140. };
  79141. /**
  79142. * Reload the current scene from the loaded files
  79143. */
  79144. FilesInput.prototype.reload = function () {
  79145. var _this = this;
  79146. // If a scene file has been provided
  79147. if (this._sceneFileToLoad) {
  79148. if (this._currentScene) {
  79149. if (BABYLON.Tools.errorsCount > 0) {
  79150. BABYLON.Tools.ClearLogCache();
  79151. }
  79152. this._engine.stopRenderLoop();
  79153. }
  79154. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79155. if (_this._progressCallback) {
  79156. _this._progressCallback(progress);
  79157. }
  79158. }).then(function (scene) {
  79159. if (_this._currentScene) {
  79160. _this._currentScene.dispose();
  79161. }
  79162. _this._currentScene = scene;
  79163. if (_this._sceneLoadedCallback) {
  79164. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79165. }
  79166. // Wait for textures and shaders to be ready
  79167. _this._currentScene.executeWhenReady(function () {
  79168. _this._engine.runRenderLoop(function () {
  79169. _this.renderFunction();
  79170. });
  79171. });
  79172. }).catch(function (error) {
  79173. if (_this._errorCallback) {
  79174. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79175. }
  79176. });
  79177. }
  79178. else {
  79179. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79180. }
  79181. };
  79182. /**
  79183. * List of files ready to be loaded
  79184. */
  79185. FilesInput.FilesToLoad = {};
  79186. return FilesInput;
  79187. }());
  79188. BABYLON.FilesInput = FilesInput;
  79189. })(BABYLON || (BABYLON = {}));
  79190. //# sourceMappingURL=babylon.filesInput.js.map
  79191. var BABYLON;
  79192. (function (BABYLON) {
  79193. /**
  79194. * Class used to store custom tags
  79195. */
  79196. var Tags = /** @class */ (function () {
  79197. function Tags() {
  79198. }
  79199. /**
  79200. * Adds support for tags on the given object
  79201. * @param obj defines the object to use
  79202. */
  79203. Tags.EnableFor = function (obj) {
  79204. obj._tags = obj._tags || {};
  79205. obj.hasTags = function () {
  79206. return Tags.HasTags(obj);
  79207. };
  79208. obj.addTags = function (tagsString) {
  79209. return Tags.AddTagsTo(obj, tagsString);
  79210. };
  79211. obj.removeTags = function (tagsString) {
  79212. return Tags.RemoveTagsFrom(obj, tagsString);
  79213. };
  79214. obj.matchesTagsQuery = function (tagsQuery) {
  79215. return Tags.MatchesQuery(obj, tagsQuery);
  79216. };
  79217. };
  79218. /**
  79219. * Removes tags support
  79220. * @param obj defines the object to use
  79221. */
  79222. Tags.DisableFor = function (obj) {
  79223. delete obj._tags;
  79224. delete obj.hasTags;
  79225. delete obj.addTags;
  79226. delete obj.removeTags;
  79227. delete obj.matchesTagsQuery;
  79228. };
  79229. /**
  79230. * Gets a boolean indicating if the given object has tags
  79231. * @param obj defines the object to use
  79232. * @returns a boolean
  79233. */
  79234. Tags.HasTags = function (obj) {
  79235. if (!obj._tags) {
  79236. return false;
  79237. }
  79238. return !BABYLON.Tools.IsEmpty(obj._tags);
  79239. };
  79240. /**
  79241. * Gets the tags available on a given object
  79242. * @param obj defines the object to use
  79243. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79244. * @returns the tags
  79245. */
  79246. Tags.GetTags = function (obj, asString) {
  79247. if (asString === void 0) { asString = true; }
  79248. if (!obj._tags) {
  79249. return null;
  79250. }
  79251. if (asString) {
  79252. var tagsArray = [];
  79253. for (var tag in obj._tags) {
  79254. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79255. tagsArray.push(tag);
  79256. }
  79257. }
  79258. return tagsArray.join(" ");
  79259. }
  79260. else {
  79261. return obj._tags;
  79262. }
  79263. };
  79264. /**
  79265. * Adds tags to an object
  79266. * @param obj defines the object to use
  79267. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79268. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79269. */
  79270. Tags.AddTagsTo = function (obj, tagsString) {
  79271. if (!tagsString) {
  79272. return;
  79273. }
  79274. if (typeof tagsString !== "string") {
  79275. return;
  79276. }
  79277. var tags = tagsString.split(" ");
  79278. tags.forEach(function (tag, index, array) {
  79279. Tags._AddTagTo(obj, tag);
  79280. });
  79281. };
  79282. /**
  79283. * @hidden
  79284. */
  79285. Tags._AddTagTo = function (obj, tag) {
  79286. tag = tag.trim();
  79287. if (tag === "" || tag === "true" || tag === "false") {
  79288. return;
  79289. }
  79290. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79291. return;
  79292. }
  79293. Tags.EnableFor(obj);
  79294. obj._tags[tag] = true;
  79295. };
  79296. /**
  79297. * Removes specific tags from a specific object
  79298. * @param obj defines the object to use
  79299. * @param tagsString defines the tags to remove
  79300. */
  79301. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79302. if (!Tags.HasTags(obj)) {
  79303. return;
  79304. }
  79305. var tags = tagsString.split(" ");
  79306. for (var t in tags) {
  79307. Tags._RemoveTagFrom(obj, tags[t]);
  79308. }
  79309. };
  79310. /**
  79311. * @hidden
  79312. */
  79313. Tags._RemoveTagFrom = function (obj, tag) {
  79314. delete obj._tags[tag];
  79315. };
  79316. /**
  79317. * Defines if tags hosted on an object match a given query
  79318. * @param obj defines the object to use
  79319. * @param tagsQuery defines the tag query
  79320. * @returns a boolean
  79321. */
  79322. Tags.MatchesQuery = function (obj, tagsQuery) {
  79323. if (tagsQuery === undefined) {
  79324. return true;
  79325. }
  79326. if (tagsQuery === "") {
  79327. return Tags.HasTags(obj);
  79328. }
  79329. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79330. };
  79331. return Tags;
  79332. }());
  79333. BABYLON.Tags = Tags;
  79334. })(BABYLON || (BABYLON = {}));
  79335. //# sourceMappingURL=babylon.tags.js.map
  79336. var BABYLON;
  79337. (function (BABYLON) {
  79338. /**
  79339. * Class used to evalaute queries containing `and` and `or` operators
  79340. */
  79341. var AndOrNotEvaluator = /** @class */ (function () {
  79342. function AndOrNotEvaluator() {
  79343. }
  79344. /**
  79345. * Evaluate a query
  79346. * @param query defines the query to evaluate
  79347. * @param evaluateCallback defines the callback used to filter result
  79348. * @returns true if the query matches
  79349. */
  79350. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79351. if (!query.match(/\([^\(\)]*\)/g)) {
  79352. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79353. }
  79354. else {
  79355. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79356. // remove parenthesis
  79357. r = r.slice(1, r.length - 1);
  79358. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79359. });
  79360. }
  79361. if (query === "true") {
  79362. return true;
  79363. }
  79364. if (query === "false") {
  79365. return false;
  79366. }
  79367. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79368. };
  79369. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79370. evaluateCallback = evaluateCallback || (function (r) {
  79371. return r === "true" ? true : false;
  79372. });
  79373. var result;
  79374. var or = parenthesisContent.split("||");
  79375. for (var i in or) {
  79376. if (or.hasOwnProperty(i)) {
  79377. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79378. var and = ori.split("&&");
  79379. if (and.length > 1) {
  79380. for (var j = 0; j < and.length; ++j) {
  79381. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79382. if (andj !== "true" && andj !== "false") {
  79383. if (andj[0] === "!") {
  79384. result = !evaluateCallback(andj.substring(1));
  79385. }
  79386. else {
  79387. result = evaluateCallback(andj);
  79388. }
  79389. }
  79390. else {
  79391. result = andj === "true" ? true : false;
  79392. }
  79393. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79394. ori = "false";
  79395. break;
  79396. }
  79397. }
  79398. }
  79399. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79400. result = true;
  79401. break;
  79402. }
  79403. // result equals false (or undefined)
  79404. if (ori !== "true" && ori !== "false") {
  79405. if (ori[0] === "!") {
  79406. result = !evaluateCallback(ori.substring(1));
  79407. }
  79408. else {
  79409. result = evaluateCallback(ori);
  79410. }
  79411. }
  79412. else {
  79413. result = ori === "true" ? true : false;
  79414. }
  79415. }
  79416. }
  79417. // the whole parenthesis scope is replaced by 'true' or 'false'
  79418. return result ? "true" : "false";
  79419. };
  79420. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79421. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79422. // remove whitespaces
  79423. r = r.replace(/[\s]/g, function () { return ""; });
  79424. return r.length % 2 ? "!" : "";
  79425. });
  79426. booleanString = booleanString.trim();
  79427. if (booleanString === "!true") {
  79428. booleanString = "false";
  79429. }
  79430. else if (booleanString === "!false") {
  79431. booleanString = "true";
  79432. }
  79433. return booleanString;
  79434. };
  79435. return AndOrNotEvaluator;
  79436. }());
  79437. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79438. })(BABYLON || (BABYLON = {}));
  79439. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79440. var BABYLON;
  79441. (function (BABYLON) {
  79442. // Sets the default offline provider to Babylon.js
  79443. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79444. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79445. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79446. };
  79447. /**
  79448. * Class used to enable access to IndexedDB
  79449. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79450. */
  79451. var Database = /** @class */ (function () {
  79452. /**
  79453. * Creates a new Database
  79454. * @param urlToScene defines the url to load the scene
  79455. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79456. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79457. */
  79458. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79459. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79460. var _this = this;
  79461. // Handling various flavors of prefixed version of IndexedDB
  79462. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79463. this._callbackManifestChecked = callbackManifestChecked;
  79464. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79465. this._db = null;
  79466. this._enableSceneOffline = false;
  79467. this._enableTexturesOffline = false;
  79468. this._manifestVersionFound = 0;
  79469. this._mustUpdateRessources = false;
  79470. this._hasReachedQuota = false;
  79471. if (!Database.IDBStorageEnabled) {
  79472. this._callbackManifestChecked(true);
  79473. }
  79474. else {
  79475. if (disableManifestCheck) {
  79476. this._enableSceneOffline = true;
  79477. this._enableTexturesOffline = true;
  79478. this._manifestVersionFound = 1;
  79479. BABYLON.Tools.SetImmediate(function () {
  79480. _this._callbackManifestChecked(true);
  79481. });
  79482. }
  79483. else {
  79484. this._checkManifestFile();
  79485. }
  79486. }
  79487. }
  79488. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79489. /**
  79490. * Gets a boolean indicating if scene must be saved in the database
  79491. */
  79492. get: function () {
  79493. return this._enableSceneOffline;
  79494. },
  79495. enumerable: true,
  79496. configurable: true
  79497. });
  79498. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79499. /**
  79500. * Gets a boolean indicating if textures must be saved in the database
  79501. */
  79502. get: function () {
  79503. return this._enableTexturesOffline;
  79504. },
  79505. enumerable: true,
  79506. configurable: true
  79507. });
  79508. Database.prototype._checkManifestFile = function () {
  79509. var _this = this;
  79510. var noManifestFile = function () {
  79511. _this._enableSceneOffline = false;
  79512. _this._enableTexturesOffline = false;
  79513. _this._callbackManifestChecked(false);
  79514. };
  79515. var timeStampUsed = false;
  79516. var manifestURL = this._currentSceneUrl + ".manifest";
  79517. var xhr = new XMLHttpRequest();
  79518. if (navigator.onLine) {
  79519. // Adding a timestamp to by-pass browsers' cache
  79520. timeStampUsed = true;
  79521. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79522. }
  79523. xhr.open("GET", manifestURL, true);
  79524. xhr.addEventListener("load", function () {
  79525. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79526. try {
  79527. var manifestFile = JSON.parse(xhr.response);
  79528. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79529. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79530. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79531. _this._manifestVersionFound = manifestFile.version;
  79532. }
  79533. if (_this._callbackManifestChecked) {
  79534. _this._callbackManifestChecked(true);
  79535. }
  79536. }
  79537. catch (ex) {
  79538. noManifestFile();
  79539. }
  79540. }
  79541. else {
  79542. noManifestFile();
  79543. }
  79544. }, false);
  79545. xhr.addEventListener("error", function (event) {
  79546. if (timeStampUsed) {
  79547. timeStampUsed = false;
  79548. // Let's retry without the timeStamp
  79549. // It could fail when coupled with HTML5 Offline API
  79550. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79551. xhr.open("GET", retryManifestURL, true);
  79552. xhr.send();
  79553. }
  79554. else {
  79555. noManifestFile();
  79556. }
  79557. }, false);
  79558. try {
  79559. xhr.send();
  79560. }
  79561. catch (ex) {
  79562. BABYLON.Tools.Error("Error on XHR send request.");
  79563. this._callbackManifestChecked(false);
  79564. }
  79565. };
  79566. /**
  79567. * Open the database and make it available
  79568. * @param successCallback defines the callback to call on success
  79569. * @param errorCallback defines the callback to call on error
  79570. */
  79571. Database.prototype.open = function (successCallback, errorCallback) {
  79572. var _this = this;
  79573. var handleError = function () {
  79574. _this._isSupported = false;
  79575. if (errorCallback) {
  79576. errorCallback();
  79577. }
  79578. };
  79579. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79580. // Your browser doesn't support IndexedDB
  79581. this._isSupported = false;
  79582. if (errorCallback) {
  79583. errorCallback();
  79584. }
  79585. }
  79586. else {
  79587. // If the DB hasn't been opened or created yet
  79588. if (!this._db) {
  79589. this._hasReachedQuota = false;
  79590. this._isSupported = true;
  79591. var request = this._idbFactory.open("babylonjs", 1);
  79592. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79593. request.onerror = function (event) {
  79594. handleError();
  79595. };
  79596. // executes when a version change transaction cannot complete due to other active transactions
  79597. request.onblocked = function (event) {
  79598. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79599. handleError();
  79600. };
  79601. // DB has been opened successfully
  79602. request.onsuccess = function (event) {
  79603. _this._db = request.result;
  79604. successCallback();
  79605. };
  79606. // Initialization of the DB. Creating Scenes & Textures stores
  79607. request.onupgradeneeded = function (event) {
  79608. _this._db = (event.target).result;
  79609. if (_this._db) {
  79610. try {
  79611. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79612. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79613. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79614. }
  79615. catch (ex) {
  79616. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79617. handleError();
  79618. }
  79619. }
  79620. };
  79621. }
  79622. // DB has already been created and opened
  79623. else {
  79624. if (successCallback) {
  79625. successCallback();
  79626. }
  79627. }
  79628. }
  79629. };
  79630. /**
  79631. * Loads an image from the database
  79632. * @param url defines the url to load from
  79633. * @param image defines the target DOM image
  79634. */
  79635. Database.prototype.loadImage = function (url, image) {
  79636. var _this = this;
  79637. var completeURL = Database._ReturnFullUrlLocation(url);
  79638. var saveAndLoadImage = function () {
  79639. if (!_this._hasReachedQuota && _this._db !== null) {
  79640. // the texture is not yet in the DB, let's try to save it
  79641. _this._saveImageIntoDBAsync(completeURL, image);
  79642. }
  79643. // If the texture is not in the DB and we've reached the DB quota limit
  79644. // let's load it directly from the web
  79645. else {
  79646. image.src = url;
  79647. }
  79648. };
  79649. if (!this._mustUpdateRessources) {
  79650. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79651. }
  79652. // First time we're download the images or update requested in the manifest file by a version change
  79653. else {
  79654. saveAndLoadImage();
  79655. }
  79656. };
  79657. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79658. if (this._isSupported && this._db !== null) {
  79659. var texture;
  79660. var transaction = this._db.transaction(["textures"]);
  79661. transaction.onabort = function (event) {
  79662. image.src = url;
  79663. };
  79664. transaction.oncomplete = function (event) {
  79665. var blobTextureURL;
  79666. if (texture) {
  79667. var URL = window.URL || window.webkitURL;
  79668. blobTextureURL = URL.createObjectURL(texture.data);
  79669. image.onerror = function () {
  79670. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79671. image.src = url;
  79672. };
  79673. image.src = blobTextureURL;
  79674. }
  79675. else {
  79676. notInDBCallback();
  79677. }
  79678. };
  79679. var getRequest = transaction.objectStore("textures").get(url);
  79680. getRequest.onsuccess = function (event) {
  79681. texture = (event.target).result;
  79682. };
  79683. getRequest.onerror = function (event) {
  79684. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79685. image.src = url;
  79686. };
  79687. }
  79688. else {
  79689. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79690. image.src = url;
  79691. }
  79692. };
  79693. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79694. var _this = this;
  79695. if (this._isSupported) {
  79696. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79697. var generateBlobUrl = function () {
  79698. var blobTextureURL;
  79699. if (blob) {
  79700. var URL = window.URL || window.webkitURL;
  79701. try {
  79702. blobTextureURL = URL.createObjectURL(blob);
  79703. }
  79704. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79705. catch (ex) {
  79706. blobTextureURL = URL.createObjectURL(blob);
  79707. }
  79708. }
  79709. if (blobTextureURL) {
  79710. image.src = blobTextureURL;
  79711. }
  79712. };
  79713. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79714. var xhr = new XMLHttpRequest(), blob;
  79715. xhr.open("GET", url, true);
  79716. xhr.responseType = "blob";
  79717. xhr.addEventListener("load", function () {
  79718. if (xhr.status === 200 && _this._db) {
  79719. // Blob as response (XHR2)
  79720. blob = xhr.response;
  79721. var transaction = _this._db.transaction(["textures"], "readwrite");
  79722. // the transaction could abort because of a QuotaExceededError error
  79723. transaction.onabort = function (event) {
  79724. try {
  79725. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79726. var srcElement = (event.srcElement || event.target);
  79727. var error = srcElement.error;
  79728. if (error && error.name === "QuotaExceededError") {
  79729. _this._hasReachedQuota = true;
  79730. }
  79731. }
  79732. catch (ex) { }
  79733. generateBlobUrl();
  79734. };
  79735. transaction.oncomplete = function (event) {
  79736. generateBlobUrl();
  79737. };
  79738. var newTexture = { textureUrl: url, data: blob };
  79739. try {
  79740. // Put the blob into the dabase
  79741. var addRequest = transaction.objectStore("textures").put(newTexture);
  79742. addRequest.onsuccess = function (event) {
  79743. };
  79744. addRequest.onerror = function (event) {
  79745. generateBlobUrl();
  79746. };
  79747. }
  79748. catch (ex) {
  79749. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79750. if (ex.code === 25) {
  79751. Database.IsUASupportingBlobStorage = false;
  79752. _this._enableTexturesOffline = false;
  79753. }
  79754. image.src = url;
  79755. }
  79756. }
  79757. else {
  79758. image.src = url;
  79759. }
  79760. }, false);
  79761. xhr.addEventListener("error", function (event) {
  79762. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79763. image.src = url;
  79764. }, false);
  79765. xhr.send();
  79766. }
  79767. else {
  79768. image.src = url;
  79769. }
  79770. }
  79771. else {
  79772. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79773. image.src = url;
  79774. }
  79775. };
  79776. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79777. var _this = this;
  79778. var updateVersion = function () {
  79779. // the version is not yet in the DB or we need to update it
  79780. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79781. };
  79782. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79783. };
  79784. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79785. var _this = this;
  79786. if (this._isSupported && this._db) {
  79787. var version;
  79788. try {
  79789. var transaction = this._db.transaction(["versions"]);
  79790. transaction.oncomplete = function (event) {
  79791. if (version) {
  79792. // If the version in the JSON file is different from the version in DB
  79793. if (_this._manifestVersionFound !== version.data) {
  79794. _this._mustUpdateRessources = true;
  79795. updateInDBCallback();
  79796. }
  79797. else {
  79798. callback(version.data);
  79799. }
  79800. }
  79801. // version was not found in DB
  79802. else {
  79803. _this._mustUpdateRessources = true;
  79804. updateInDBCallback();
  79805. }
  79806. };
  79807. transaction.onabort = function (event) {
  79808. callback(-1);
  79809. };
  79810. var getRequest = transaction.objectStore("versions").get(url);
  79811. getRequest.onsuccess = function (event) {
  79812. version = (event.target).result;
  79813. };
  79814. getRequest.onerror = function (event) {
  79815. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79816. callback(-1);
  79817. };
  79818. }
  79819. catch (ex) {
  79820. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79821. callback(-1);
  79822. }
  79823. }
  79824. else {
  79825. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79826. callback(-1);
  79827. }
  79828. };
  79829. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79830. var _this = this;
  79831. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79832. try {
  79833. // Open a transaction to the database
  79834. var transaction = this._db.transaction(["versions"], "readwrite");
  79835. // the transaction could abort because of a QuotaExceededError error
  79836. transaction.onabort = function (event) {
  79837. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79838. var error = event.srcElement['error'];
  79839. if (error && error.name === "QuotaExceededError") {
  79840. _this._hasReachedQuota = true;
  79841. }
  79842. }
  79843. catch (ex) { }
  79844. callback(-1);
  79845. };
  79846. transaction.oncomplete = function (event) {
  79847. callback(_this._manifestVersionFound);
  79848. };
  79849. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79850. // Put the scene into the database
  79851. var addRequest = transaction.objectStore("versions").put(newVersion);
  79852. addRequest.onsuccess = function (event) {
  79853. };
  79854. addRequest.onerror = function (event) {
  79855. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79856. };
  79857. }
  79858. catch (ex) {
  79859. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79860. callback(-1);
  79861. }
  79862. }
  79863. else {
  79864. callback(-1);
  79865. }
  79866. };
  79867. /**
  79868. * Loads a file from database
  79869. * @param url defines the URL to load from
  79870. * @param sceneLoaded defines a callback to call on success
  79871. * @param progressCallBack defines a callback to call when progress changed
  79872. * @param errorCallback defines a callback to call on error
  79873. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79874. */
  79875. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79876. var _this = this;
  79877. var completeUrl = Database._ReturnFullUrlLocation(url);
  79878. var saveAndLoadFile = function () {
  79879. // the scene is not yet in the DB, let's try to save it
  79880. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79881. };
  79882. this._checkVersionFromDB(completeUrl, function (version) {
  79883. if (version !== -1) {
  79884. if (!_this._mustUpdateRessources) {
  79885. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79886. }
  79887. else {
  79888. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79889. }
  79890. }
  79891. else {
  79892. if (errorCallback) {
  79893. errorCallback();
  79894. }
  79895. }
  79896. });
  79897. };
  79898. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79899. if (this._isSupported && this._db) {
  79900. var targetStore;
  79901. if (url.indexOf(".babylon") !== -1) {
  79902. targetStore = "scenes";
  79903. }
  79904. else {
  79905. targetStore = "textures";
  79906. }
  79907. var file;
  79908. var transaction = this._db.transaction([targetStore]);
  79909. transaction.oncomplete = function (event) {
  79910. if (file) {
  79911. callback(file.data);
  79912. }
  79913. // file was not found in DB
  79914. else {
  79915. notInDBCallback();
  79916. }
  79917. };
  79918. transaction.onabort = function (event) {
  79919. notInDBCallback();
  79920. };
  79921. var getRequest = transaction.objectStore(targetStore).get(url);
  79922. getRequest.onsuccess = function (event) {
  79923. file = (event.target).result;
  79924. };
  79925. getRequest.onerror = function (event) {
  79926. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79927. notInDBCallback();
  79928. };
  79929. }
  79930. else {
  79931. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79932. callback();
  79933. }
  79934. };
  79935. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79936. var _this = this;
  79937. if (this._isSupported) {
  79938. var targetStore;
  79939. if (url.indexOf(".babylon") !== -1) {
  79940. targetStore = "scenes";
  79941. }
  79942. else {
  79943. targetStore = "textures";
  79944. }
  79945. // Create XHR
  79946. var xhr = new XMLHttpRequest();
  79947. var fileData;
  79948. xhr.open("GET", url + "?" + Date.now(), true);
  79949. if (useArrayBuffer) {
  79950. xhr.responseType = "arraybuffer";
  79951. }
  79952. if (progressCallback) {
  79953. xhr.onprogress = progressCallback;
  79954. }
  79955. xhr.addEventListener("load", function () {
  79956. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79957. // Blob as response (XHR2)
  79958. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79959. if (!_this._hasReachedQuota && _this._db) {
  79960. // Open a transaction to the database
  79961. var transaction = _this._db.transaction([targetStore], "readwrite");
  79962. // the transaction could abort because of a QuotaExceededError error
  79963. transaction.onabort = function (event) {
  79964. try {
  79965. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79966. var error = event.srcElement['error'];
  79967. if (error && error.name === "QuotaExceededError") {
  79968. _this._hasReachedQuota = true;
  79969. }
  79970. }
  79971. catch (ex) { }
  79972. callback(fileData);
  79973. };
  79974. transaction.oncomplete = function (event) {
  79975. callback(fileData);
  79976. };
  79977. var newFile;
  79978. if (targetStore === "scenes") {
  79979. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79980. }
  79981. else {
  79982. newFile = { textureUrl: url, data: fileData };
  79983. }
  79984. try {
  79985. // Put the scene into the database
  79986. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79987. addRequest.onsuccess = function (event) {
  79988. };
  79989. addRequest.onerror = function (event) {
  79990. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79991. };
  79992. }
  79993. catch (ex) {
  79994. callback(fileData);
  79995. }
  79996. }
  79997. else {
  79998. callback(fileData);
  79999. }
  80000. }
  80001. else {
  80002. if (xhr.status >= 400 && errorCallback) {
  80003. errorCallback(xhr);
  80004. }
  80005. else {
  80006. callback();
  80007. }
  80008. }
  80009. }, false);
  80010. xhr.addEventListener("error", function (event) {
  80011. BABYLON.Tools.Error("error on XHR request.");
  80012. callback();
  80013. }, false);
  80014. xhr.send();
  80015. }
  80016. else {
  80017. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80018. callback();
  80019. }
  80020. };
  80021. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80022. Database.IsUASupportingBlobStorage = true;
  80023. /**
  80024. * Gets a boolean indicating if Database storate is enabled (off by default)
  80025. */
  80026. Database.IDBStorageEnabled = false;
  80027. Database._ParseURL = function (url) {
  80028. var a = document.createElement('a');
  80029. a.href = url;
  80030. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80031. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80032. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80033. return absLocation;
  80034. };
  80035. Database._ReturnFullUrlLocation = function (url) {
  80036. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80037. return (Database._ParseURL(window.location.href) + url);
  80038. }
  80039. else {
  80040. return url;
  80041. }
  80042. };
  80043. return Database;
  80044. }());
  80045. BABYLON.Database = Database;
  80046. })(BABYLON || (BABYLON = {}));
  80047. //# sourceMappingURL=babylon.database.js.map
  80048. var BABYLON;
  80049. (function (BABYLON) {
  80050. /**
  80051. * This represents all the required information to add a fresnel effect on a material:
  80052. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80053. */
  80054. var FresnelParameters = /** @class */ (function () {
  80055. function FresnelParameters() {
  80056. this._isEnabled = true;
  80057. /**
  80058. * Define the color used on edges (grazing angle)
  80059. */
  80060. this.leftColor = BABYLON.Color3.White();
  80061. /**
  80062. * Define the color used on center
  80063. */
  80064. this.rightColor = BABYLON.Color3.Black();
  80065. /**
  80066. * Define bias applied to computed fresnel term
  80067. */
  80068. this.bias = 0;
  80069. /**
  80070. * Defined the power exponent applied to fresnel term
  80071. */
  80072. this.power = 1;
  80073. }
  80074. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80075. /**
  80076. * Define if the fresnel effect is enable or not.
  80077. */
  80078. get: function () {
  80079. return this._isEnabled;
  80080. },
  80081. set: function (value) {
  80082. if (this._isEnabled === value) {
  80083. return;
  80084. }
  80085. this._isEnabled = value;
  80086. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80087. },
  80088. enumerable: true,
  80089. configurable: true
  80090. });
  80091. /**
  80092. * Clones the current fresnel and its valuues
  80093. * @returns a clone fresnel configuration
  80094. */
  80095. FresnelParameters.prototype.clone = function () {
  80096. var newFresnelParameters = new FresnelParameters();
  80097. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80098. return newFresnelParameters;
  80099. };
  80100. /**
  80101. * Serializes the current fresnel parameters to a JSON representation.
  80102. * @return the JSON serialization
  80103. */
  80104. FresnelParameters.prototype.serialize = function () {
  80105. var serializationObject = {};
  80106. serializationObject.isEnabled = this.isEnabled;
  80107. serializationObject.leftColor = this.leftColor.asArray();
  80108. serializationObject.rightColor = this.rightColor.asArray();
  80109. serializationObject.bias = this.bias;
  80110. serializationObject.power = this.power;
  80111. return serializationObject;
  80112. };
  80113. /**
  80114. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80115. * @param parsedFresnelParameters Define the JSON representation
  80116. * @returns the parsed parameters
  80117. */
  80118. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80119. var fresnelParameters = new FresnelParameters();
  80120. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80121. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80122. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80123. fresnelParameters.bias = parsedFresnelParameters.bias;
  80124. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80125. return fresnelParameters;
  80126. };
  80127. return FresnelParameters;
  80128. }());
  80129. BABYLON.FresnelParameters = FresnelParameters;
  80130. })(BABYLON || (BABYLON = {}));
  80131. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80132. var BABYLON;
  80133. (function (BABYLON) {
  80134. /**
  80135. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80136. * separate meshes. This can be use to improve performances.
  80137. * @see http://doc.babylonjs.com/how_to/multi_materials
  80138. */
  80139. var MultiMaterial = /** @class */ (function (_super) {
  80140. __extends(MultiMaterial, _super);
  80141. /**
  80142. * Instantiates a new Multi Material
  80143. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80144. * separate meshes. This can be use to improve performances.
  80145. * @see http://doc.babylonjs.com/how_to/multi_materials
  80146. * @param name Define the name in the scene
  80147. * @param scene Define the scene the material belongs to
  80148. */
  80149. function MultiMaterial(name, scene) {
  80150. var _this = _super.call(this, name, scene, true) || this;
  80151. scene.multiMaterials.push(_this);
  80152. _this.subMaterials = new Array();
  80153. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80154. return _this;
  80155. }
  80156. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80157. /**
  80158. * Gets or Sets the list of Materials used within the multi material.
  80159. * They need to be ordered according to the submeshes order in the associated mesh
  80160. */
  80161. get: function () {
  80162. return this._subMaterials;
  80163. },
  80164. set: function (value) {
  80165. this._subMaterials = value;
  80166. this._hookArray(value);
  80167. },
  80168. enumerable: true,
  80169. configurable: true
  80170. });
  80171. /**
  80172. * Function used to align with Node.getChildren()
  80173. * @returns the list of Materials used within the multi material
  80174. */
  80175. MultiMaterial.prototype.getChildren = function () {
  80176. return this.subMaterials;
  80177. };
  80178. MultiMaterial.prototype._hookArray = function (array) {
  80179. var _this = this;
  80180. var oldPush = array.push;
  80181. array.push = function () {
  80182. var items = [];
  80183. for (var _i = 0; _i < arguments.length; _i++) {
  80184. items[_i] = arguments[_i];
  80185. }
  80186. var result = oldPush.apply(array, items);
  80187. _this._markAllSubMeshesAsTexturesDirty();
  80188. return result;
  80189. };
  80190. var oldSplice = array.splice;
  80191. array.splice = function (index, deleteCount) {
  80192. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80193. _this._markAllSubMeshesAsTexturesDirty();
  80194. return deleted;
  80195. };
  80196. };
  80197. /**
  80198. * Get one of the submaterial by its index in the submaterials array
  80199. * @param index The index to look the sub material at
  80200. * @returns The Material if the index has been defined
  80201. */
  80202. MultiMaterial.prototype.getSubMaterial = function (index) {
  80203. if (index < 0 || index >= this.subMaterials.length) {
  80204. return this.getScene().defaultMaterial;
  80205. }
  80206. return this.subMaterials[index];
  80207. };
  80208. /**
  80209. * Get the list of active textures for the whole sub materials list.
  80210. * @returns All the textures that will be used during the rendering
  80211. */
  80212. MultiMaterial.prototype.getActiveTextures = function () {
  80213. var _a;
  80214. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80215. if (subMaterial) {
  80216. return subMaterial.getActiveTextures();
  80217. }
  80218. else {
  80219. return [];
  80220. }
  80221. }));
  80222. };
  80223. /**
  80224. * Gets the current class name of the material e.g. "MultiMaterial"
  80225. * Mainly use in serialization.
  80226. * @returns the class name
  80227. */
  80228. MultiMaterial.prototype.getClassName = function () {
  80229. return "MultiMaterial";
  80230. };
  80231. /**
  80232. * Checks if the material is ready to render the requested sub mesh
  80233. * @param mesh Define the mesh the submesh belongs to
  80234. * @param subMesh Define the sub mesh to look readyness for
  80235. * @param useInstances Define whether or not the material is used with instances
  80236. * @returns true if ready, otherwise false
  80237. */
  80238. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80239. for (var index = 0; index < this.subMaterials.length; index++) {
  80240. var subMaterial = this.subMaterials[index];
  80241. if (subMaterial) {
  80242. if (subMaterial._storeEffectOnSubMeshes) {
  80243. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80244. return false;
  80245. }
  80246. continue;
  80247. }
  80248. if (!subMaterial.isReady(mesh)) {
  80249. return false;
  80250. }
  80251. }
  80252. }
  80253. return true;
  80254. };
  80255. /**
  80256. * Clones the current material and its related sub materials
  80257. * @param name Define the name of the newly cloned material
  80258. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80259. * @returns the cloned material
  80260. */
  80261. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80262. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80263. for (var index = 0; index < this.subMaterials.length; index++) {
  80264. var subMaterial = null;
  80265. var current = this.subMaterials[index];
  80266. if (cloneChildren && current) {
  80267. subMaterial = current.clone(name + "-" + current.name);
  80268. }
  80269. else {
  80270. subMaterial = this.subMaterials[index];
  80271. }
  80272. newMultiMaterial.subMaterials.push(subMaterial);
  80273. }
  80274. return newMultiMaterial;
  80275. };
  80276. /**
  80277. * Serializes the materials into a JSON representation.
  80278. * @returns the JSON representation
  80279. */
  80280. MultiMaterial.prototype.serialize = function () {
  80281. var serializationObject = {};
  80282. serializationObject.name = this.name;
  80283. serializationObject.id = this.id;
  80284. if (BABYLON.Tags) {
  80285. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80286. }
  80287. serializationObject.materials = [];
  80288. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80289. var subMat = this.subMaterials[matIndex];
  80290. if (subMat) {
  80291. serializationObject.materials.push(subMat.id);
  80292. }
  80293. else {
  80294. serializationObject.materials.push(null);
  80295. }
  80296. }
  80297. return serializationObject;
  80298. };
  80299. /**
  80300. * Dispose the material and release its associated resources
  80301. * @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)
  80302. * @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)
  80303. */
  80304. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80305. var scene = this.getScene();
  80306. if (!scene) {
  80307. return;
  80308. }
  80309. var index = scene.multiMaterials.indexOf(this);
  80310. if (index >= 0) {
  80311. scene.multiMaterials.splice(index, 1);
  80312. }
  80313. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80314. };
  80315. return MultiMaterial;
  80316. }(BABYLON.Material));
  80317. BABYLON.MultiMaterial = MultiMaterial;
  80318. })(BABYLON || (BABYLON = {}));
  80319. //# sourceMappingURL=babylon.multiMaterial.js.map
  80320. var BABYLON;
  80321. (function (BABYLON) {
  80322. /**
  80323. * Manage the touch inputs to control the movement of a free camera.
  80324. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80325. */
  80326. var FreeCameraTouchInput = /** @class */ (function () {
  80327. function FreeCameraTouchInput() {
  80328. /**
  80329. * Defines the touch sensibility for rotation.
  80330. * The higher the faster.
  80331. */
  80332. this.touchAngularSensibility = 200000.0;
  80333. /**
  80334. * Defines the touch sensibility for move.
  80335. * The higher the faster.
  80336. */
  80337. this.touchMoveSensibility = 250.0;
  80338. this._offsetX = null;
  80339. this._offsetY = null;
  80340. this._pointerPressed = new Array();
  80341. }
  80342. /**
  80343. * Attach the input controls to a specific dom element to get the input from.
  80344. * @param element Defines the element the controls should be listened from
  80345. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80346. */
  80347. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80348. var _this = this;
  80349. var previousPosition = null;
  80350. if (this._pointerInput === undefined) {
  80351. this._onLostFocus = function (evt) {
  80352. _this._offsetX = null;
  80353. _this._offsetY = null;
  80354. };
  80355. this._pointerInput = function (p, s) {
  80356. var evt = p.event;
  80357. if (evt.pointerType === "mouse") {
  80358. return;
  80359. }
  80360. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80361. if (!noPreventDefault) {
  80362. evt.preventDefault();
  80363. }
  80364. _this._pointerPressed.push(evt.pointerId);
  80365. if (_this._pointerPressed.length !== 1) {
  80366. return;
  80367. }
  80368. previousPosition = {
  80369. x: evt.clientX,
  80370. y: evt.clientY
  80371. };
  80372. }
  80373. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80374. if (!noPreventDefault) {
  80375. evt.preventDefault();
  80376. }
  80377. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80378. if (index === -1) {
  80379. return;
  80380. }
  80381. _this._pointerPressed.splice(index, 1);
  80382. if (index != 0) {
  80383. return;
  80384. }
  80385. previousPosition = null;
  80386. _this._offsetX = null;
  80387. _this._offsetY = null;
  80388. }
  80389. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80390. if (!noPreventDefault) {
  80391. evt.preventDefault();
  80392. }
  80393. if (!previousPosition) {
  80394. return;
  80395. }
  80396. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80397. if (index != 0) {
  80398. return;
  80399. }
  80400. _this._offsetX = evt.clientX - previousPosition.x;
  80401. _this._offsetY = -(evt.clientY - previousPosition.y);
  80402. }
  80403. };
  80404. }
  80405. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80406. if (this._onLostFocus) {
  80407. element.addEventListener("blur", this._onLostFocus);
  80408. }
  80409. };
  80410. /**
  80411. * Detach the current controls from the specified dom element.
  80412. * @param element Defines the element to stop listening the inputs from
  80413. */
  80414. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80415. if (this._pointerInput && element) {
  80416. if (this._observer) {
  80417. this.camera.getScene().onPointerObservable.remove(this._observer);
  80418. this._observer = null;
  80419. }
  80420. if (this._onLostFocus) {
  80421. element.removeEventListener("blur", this._onLostFocus);
  80422. this._onLostFocus = null;
  80423. }
  80424. this._pointerPressed = [];
  80425. this._offsetX = null;
  80426. this._offsetY = null;
  80427. }
  80428. };
  80429. /**
  80430. * Update the current camera state depending on the inputs that have been used this frame.
  80431. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80432. */
  80433. FreeCameraTouchInput.prototype.checkInputs = function () {
  80434. if (this._offsetX && this._offsetY) {
  80435. var camera = this.camera;
  80436. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80437. if (this._pointerPressed.length > 1) {
  80438. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80439. }
  80440. else {
  80441. var speed = camera._computeLocalCameraSpeed();
  80442. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80443. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80444. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80445. }
  80446. }
  80447. };
  80448. /**
  80449. * Gets the class name of the current intput.
  80450. * @returns the class name
  80451. */
  80452. FreeCameraTouchInput.prototype.getClassName = function () {
  80453. return "FreeCameraTouchInput";
  80454. };
  80455. /**
  80456. * Get the friendly name associated with the input class.
  80457. * @returns the input friendly name
  80458. */
  80459. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80460. return "touch";
  80461. };
  80462. __decorate([
  80463. BABYLON.serialize()
  80464. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80465. __decorate([
  80466. BABYLON.serialize()
  80467. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80468. return FreeCameraTouchInput;
  80469. }());
  80470. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80471. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80472. })(BABYLON || (BABYLON = {}));
  80473. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80474. var BABYLON;
  80475. (function (BABYLON) {
  80476. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80477. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80478. });
  80479. /**
  80480. * This represents a FPS type of camera controlled by touch.
  80481. * This is like a universal camera minus the Gamepad controls.
  80482. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80483. */
  80484. var TouchCamera = /** @class */ (function (_super) {
  80485. __extends(TouchCamera, _super);
  80486. /**
  80487. * Instantiates a new touch camera.
  80488. * This represents a FPS type of camera controlled by touch.
  80489. * This is like a universal camera minus the Gamepad controls.
  80490. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80491. * @param name Define the name of the camera in the scene
  80492. * @param position Define the start position of the camera in the scene
  80493. * @param scene Define the scene the camera belongs to
  80494. */
  80495. function TouchCamera(name, position, scene) {
  80496. var _this = _super.call(this, name, position, scene) || this;
  80497. _this.inputs.addTouch();
  80498. _this._setupInputs();
  80499. return _this;
  80500. }
  80501. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80502. /**
  80503. * Defines the touch sensibility for rotation.
  80504. * The higher the faster.
  80505. */
  80506. get: function () {
  80507. var touch = this.inputs.attached["touch"];
  80508. if (touch) {
  80509. return touch.touchAngularSensibility;
  80510. }
  80511. return 0;
  80512. },
  80513. set: function (value) {
  80514. var touch = this.inputs.attached["touch"];
  80515. if (touch) {
  80516. touch.touchAngularSensibility = value;
  80517. }
  80518. },
  80519. enumerable: true,
  80520. configurable: true
  80521. });
  80522. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80523. /**
  80524. * Defines the touch sensibility for move.
  80525. * The higher the faster.
  80526. */
  80527. get: function () {
  80528. var touch = this.inputs.attached["touch"];
  80529. if (touch) {
  80530. return touch.touchMoveSensibility;
  80531. }
  80532. return 0;
  80533. },
  80534. set: function (value) {
  80535. var touch = this.inputs.attached["touch"];
  80536. if (touch) {
  80537. touch.touchMoveSensibility = value;
  80538. }
  80539. },
  80540. enumerable: true,
  80541. configurable: true
  80542. });
  80543. /**
  80544. * Gets the current object class name.
  80545. * @return the class name
  80546. */
  80547. TouchCamera.prototype.getClassName = function () {
  80548. return "TouchCamera";
  80549. };
  80550. /** @hidden */
  80551. TouchCamera.prototype._setupInputs = function () {
  80552. var mouse = this.inputs.attached["mouse"];
  80553. if (mouse) {
  80554. mouse.touchEnabled = false;
  80555. }
  80556. };
  80557. return TouchCamera;
  80558. }(BABYLON.FreeCamera));
  80559. BABYLON.TouchCamera = TouchCamera;
  80560. })(BABYLON || (BABYLON = {}));
  80561. //# sourceMappingURL=babylon.touchCamera.js.map
  80562. var BABYLON;
  80563. (function (BABYLON) {
  80564. /**
  80565. * 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.
  80566. * This is the base class of any Procedural texture and contains most of the shareable code.
  80567. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80568. */
  80569. var ProceduralTexture = /** @class */ (function (_super) {
  80570. __extends(ProceduralTexture, _super);
  80571. /**
  80572. * Instantiates a new procedural texture.
  80573. * 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.
  80574. * This is the base class of any Procedural texture and contains most of the shareable code.
  80575. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80576. * @param name Define the name of the texture
  80577. * @param size Define the size of the texture to create
  80578. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80579. * @param scene Define the scene the texture belongs to
  80580. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80581. * @param generateMipMaps Define if the texture should creates mip maps or not
  80582. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80583. */
  80584. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80585. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80586. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80587. if (isCube === void 0) { isCube = false; }
  80588. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80589. _this.isCube = isCube;
  80590. /**
  80591. * Define if the texture is enabled or not (disabled texture will not render)
  80592. */
  80593. _this.isEnabled = true;
  80594. /**
  80595. * Define if the texture must be cleared before rendering (default is true)
  80596. */
  80597. _this.autoClear = true;
  80598. /**
  80599. * Event raised when the texture is generated
  80600. */
  80601. _this.onGeneratedObservable = new BABYLON.Observable();
  80602. /** @hidden */
  80603. _this._textures = {};
  80604. _this._currentRefreshId = -1;
  80605. _this._refreshRate = 1;
  80606. _this._vertexBuffers = {};
  80607. _this._uniforms = new Array();
  80608. _this._samplers = new Array();
  80609. _this._floats = {};
  80610. _this._ints = {};
  80611. _this._floatsArrays = {};
  80612. _this._colors3 = {};
  80613. _this._colors4 = {};
  80614. _this._vectors2 = {};
  80615. _this._vectors3 = {};
  80616. _this._matrices = {};
  80617. _this._fallbackTextureUsed = false;
  80618. _this._cachedDefines = "";
  80619. _this._contentUpdateId = -1;
  80620. scene = _this.getScene();
  80621. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80622. if (!component) {
  80623. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80624. scene._addComponent(component);
  80625. }
  80626. scene.proceduralTextures.push(_this);
  80627. _this._engine = scene.getEngine();
  80628. _this.name = name;
  80629. _this.isRenderTarget = true;
  80630. _this._size = size;
  80631. _this._generateMipMaps = generateMipMaps;
  80632. _this.setFragment(fragment);
  80633. _this._fallbackTexture = fallbackTexture;
  80634. if (isCube) {
  80635. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80636. _this.setFloat("face", 0);
  80637. }
  80638. else {
  80639. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80640. }
  80641. // VBO
  80642. var vertices = [];
  80643. vertices.push(1, 1);
  80644. vertices.push(-1, 1);
  80645. vertices.push(-1, -1);
  80646. vertices.push(1, -1);
  80647. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80648. _this._createIndexBuffer();
  80649. return _this;
  80650. }
  80651. /**
  80652. * The effect that is created when initializing the post process.
  80653. * @returns The created effect corrisponding the the postprocess.
  80654. */
  80655. ProceduralTexture.prototype.getEffect = function () {
  80656. return this._effect;
  80657. };
  80658. /**
  80659. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80660. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80661. */
  80662. ProceduralTexture.prototype.getContent = function () {
  80663. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80664. return this._contentData;
  80665. }
  80666. this._contentData = this.readPixels(0, 0, this._contentData);
  80667. this._contentUpdateId = this._currentRefreshId;
  80668. return this._contentData;
  80669. };
  80670. ProceduralTexture.prototype._createIndexBuffer = function () {
  80671. var engine = this._engine;
  80672. // Indices
  80673. var indices = [];
  80674. indices.push(0);
  80675. indices.push(1);
  80676. indices.push(2);
  80677. indices.push(0);
  80678. indices.push(2);
  80679. indices.push(3);
  80680. this._indexBuffer = engine.createIndexBuffer(indices);
  80681. };
  80682. /** @hidden */
  80683. ProceduralTexture.prototype._rebuild = function () {
  80684. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80685. if (vb) {
  80686. vb._rebuild();
  80687. }
  80688. this._createIndexBuffer();
  80689. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80690. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80691. }
  80692. };
  80693. /**
  80694. * Resets the texture in order to recreate its associated resources.
  80695. * This can be called in case of context loss
  80696. */
  80697. ProceduralTexture.prototype.reset = function () {
  80698. if (this._effect === undefined) {
  80699. return;
  80700. }
  80701. var engine = this._engine;
  80702. engine._releaseEffect(this._effect);
  80703. };
  80704. ProceduralTexture.prototype._getDefines = function () {
  80705. return "";
  80706. };
  80707. /**
  80708. * Is the texture ready to be used ? (rendered at least once)
  80709. * @returns true if ready, otherwise, false.
  80710. */
  80711. ProceduralTexture.prototype.isReady = function () {
  80712. var _this = this;
  80713. var engine = this._engine;
  80714. var shaders;
  80715. if (!this._fragment) {
  80716. return false;
  80717. }
  80718. if (this._fallbackTextureUsed) {
  80719. return true;
  80720. }
  80721. var defines = this._getDefines();
  80722. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80723. return true;
  80724. }
  80725. if (this._fragment.fragmentElement !== undefined) {
  80726. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80727. }
  80728. else {
  80729. shaders = { vertex: "procedural", fragment: this._fragment };
  80730. }
  80731. this._cachedDefines = defines;
  80732. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80733. _this.releaseInternalTexture();
  80734. if (_this._fallbackTexture) {
  80735. _this._texture = _this._fallbackTexture._texture;
  80736. if (_this._texture) {
  80737. _this._texture.incrementReferences();
  80738. }
  80739. }
  80740. _this._fallbackTextureUsed = true;
  80741. });
  80742. return this._effect.isReady();
  80743. };
  80744. /**
  80745. * Resets the refresh counter of the texture and start bak from scratch.
  80746. * Could be usefull to regenerate the texture if it is setup to render only once.
  80747. */
  80748. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80749. this._currentRefreshId = -1;
  80750. };
  80751. /**
  80752. * Set the fragment shader to use in order to render the texture.
  80753. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80754. */
  80755. ProceduralTexture.prototype.setFragment = function (fragment) {
  80756. this._fragment = fragment;
  80757. };
  80758. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80759. /**
  80760. * Define the refresh rate of the texture or the rendering frequency.
  80761. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80762. */
  80763. get: function () {
  80764. return this._refreshRate;
  80765. },
  80766. set: function (value) {
  80767. this._refreshRate = value;
  80768. this.resetRefreshCounter();
  80769. },
  80770. enumerable: true,
  80771. configurable: true
  80772. });
  80773. /** @hidden */
  80774. ProceduralTexture.prototype._shouldRender = function () {
  80775. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80776. if (this._texture) {
  80777. this._texture.isReady = false;
  80778. }
  80779. return false;
  80780. }
  80781. if (this._fallbackTextureUsed) {
  80782. return false;
  80783. }
  80784. if (this._currentRefreshId === -1) { // At least render once
  80785. this._currentRefreshId = 1;
  80786. return true;
  80787. }
  80788. if (this.refreshRate === this._currentRefreshId) {
  80789. this._currentRefreshId = 1;
  80790. return true;
  80791. }
  80792. this._currentRefreshId++;
  80793. return false;
  80794. };
  80795. /**
  80796. * Get the size the texture is rendering at.
  80797. * @returns the size (texture is always squared)
  80798. */
  80799. ProceduralTexture.prototype.getRenderSize = function () {
  80800. return this._size;
  80801. };
  80802. /**
  80803. * Resize the texture to new value.
  80804. * @param size Define the new size the texture should have
  80805. * @param generateMipMaps Define whether the new texture should create mip maps
  80806. */
  80807. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80808. if (this._fallbackTextureUsed) {
  80809. return;
  80810. }
  80811. this.releaseInternalTexture();
  80812. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80813. // Update properties
  80814. this._size = size;
  80815. this._generateMipMaps = generateMipMaps;
  80816. };
  80817. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80818. if (this._uniforms.indexOf(uniformName) === -1) {
  80819. this._uniforms.push(uniformName);
  80820. }
  80821. };
  80822. /**
  80823. * Set a texture in the shader program used to render.
  80824. * @param name Define the name of the uniform samplers as defined in the shader
  80825. * @param texture Define the texture to bind to this sampler
  80826. * @return the texture itself allowing "fluent" like uniform updates
  80827. */
  80828. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80829. if (this._samplers.indexOf(name) === -1) {
  80830. this._samplers.push(name);
  80831. }
  80832. this._textures[name] = texture;
  80833. return this;
  80834. };
  80835. /**
  80836. * Set a float in the shader.
  80837. * @param name Define the name of the uniform as defined in the shader
  80838. * @param value Define the value to give to the uniform
  80839. * @return the texture itself allowing "fluent" like uniform updates
  80840. */
  80841. ProceduralTexture.prototype.setFloat = function (name, value) {
  80842. this._checkUniform(name);
  80843. this._floats[name] = value;
  80844. return this;
  80845. };
  80846. /**
  80847. * Set a int in the shader.
  80848. * @param name Define the name of the uniform as defined in the shader
  80849. * @param value Define the value to give to the uniform
  80850. * @return the texture itself allowing "fluent" like uniform updates
  80851. */
  80852. ProceduralTexture.prototype.setInt = function (name, value) {
  80853. this._checkUniform(name);
  80854. this._ints[name] = value;
  80855. return this;
  80856. };
  80857. /**
  80858. * Set an array of floats in the shader.
  80859. * @param name Define the name of the uniform as defined in the shader
  80860. * @param value Define the value to give to the uniform
  80861. * @return the texture itself allowing "fluent" like uniform updates
  80862. */
  80863. ProceduralTexture.prototype.setFloats = function (name, value) {
  80864. this._checkUniform(name);
  80865. this._floatsArrays[name] = value;
  80866. return this;
  80867. };
  80868. /**
  80869. * Set a vec3 in the shader from a Color3.
  80870. * @param name Define the name of the uniform as defined in the shader
  80871. * @param value Define the value to give to the uniform
  80872. * @return the texture itself allowing "fluent" like uniform updates
  80873. */
  80874. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80875. this._checkUniform(name);
  80876. this._colors3[name] = value;
  80877. return this;
  80878. };
  80879. /**
  80880. * Set a vec4 in the shader from a Color4.
  80881. * @param name Define the name of the uniform as defined in the shader
  80882. * @param value Define the value to give to the uniform
  80883. * @return the texture itself allowing "fluent" like uniform updates
  80884. */
  80885. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80886. this._checkUniform(name);
  80887. this._colors4[name] = value;
  80888. return this;
  80889. };
  80890. /**
  80891. * Set a vec2 in the shader from a Vector2.
  80892. * @param name Define the name of the uniform as defined in the shader
  80893. * @param value Define the value to give to the uniform
  80894. * @return the texture itself allowing "fluent" like uniform updates
  80895. */
  80896. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80897. this._checkUniform(name);
  80898. this._vectors2[name] = value;
  80899. return this;
  80900. };
  80901. /**
  80902. * Set a vec3 in the shader from a Vector3.
  80903. * @param name Define the name of the uniform as defined in the shader
  80904. * @param value Define the value to give to the uniform
  80905. * @return the texture itself allowing "fluent" like uniform updates
  80906. */
  80907. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80908. this._checkUniform(name);
  80909. this._vectors3[name] = value;
  80910. return this;
  80911. };
  80912. /**
  80913. * Set a mat4 in the shader from a MAtrix.
  80914. * @param name Define the name of the uniform as defined in the shader
  80915. * @param value Define the value to give to the uniform
  80916. * @return the texture itself allowing "fluent" like uniform updates
  80917. */
  80918. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80919. this._checkUniform(name);
  80920. this._matrices[name] = value;
  80921. return this;
  80922. };
  80923. /**
  80924. * Render the texture to its associated render target.
  80925. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80926. */
  80927. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80928. var scene = this.getScene();
  80929. if (!scene) {
  80930. return;
  80931. }
  80932. var engine = this._engine;
  80933. // Render
  80934. engine.enableEffect(this._effect);
  80935. engine.setState(false);
  80936. // Texture
  80937. for (var name in this._textures) {
  80938. this._effect.setTexture(name, this._textures[name]);
  80939. }
  80940. // Float
  80941. for (name in this._ints) {
  80942. this._effect.setInt(name, this._ints[name]);
  80943. }
  80944. // Float
  80945. for (name in this._floats) {
  80946. this._effect.setFloat(name, this._floats[name]);
  80947. }
  80948. // Floats
  80949. for (name in this._floatsArrays) {
  80950. this._effect.setArray(name, this._floatsArrays[name]);
  80951. }
  80952. // Color3
  80953. for (name in this._colors3) {
  80954. this._effect.setColor3(name, this._colors3[name]);
  80955. }
  80956. // Color4
  80957. for (name in this._colors4) {
  80958. var color = this._colors4[name];
  80959. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80960. }
  80961. // Vector2
  80962. for (name in this._vectors2) {
  80963. this._effect.setVector2(name, this._vectors2[name]);
  80964. }
  80965. // Vector3
  80966. for (name in this._vectors3) {
  80967. this._effect.setVector3(name, this._vectors3[name]);
  80968. }
  80969. // Matrix
  80970. for (name in this._matrices) {
  80971. this._effect.setMatrix(name, this._matrices[name]);
  80972. }
  80973. if (!this._texture) {
  80974. return;
  80975. }
  80976. if (this.isCube) {
  80977. for (var face = 0; face < 6; face++) {
  80978. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80979. // VBOs
  80980. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80981. this._effect.setFloat("face", face);
  80982. // Clear
  80983. if (this.autoClear) {
  80984. engine.clear(scene.clearColor, true, false, false);
  80985. }
  80986. // Draw order
  80987. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80988. // Mipmaps
  80989. if (face === 5) {
  80990. engine.generateMipMapsForCubemap(this._texture);
  80991. }
  80992. }
  80993. }
  80994. else {
  80995. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80996. // VBOs
  80997. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80998. // Clear
  80999. if (this.autoClear) {
  81000. engine.clear(scene.clearColor, true, false, false);
  81001. }
  81002. // Draw order
  81003. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81004. }
  81005. // Unbind
  81006. engine.unBindFramebuffer(this._texture, this.isCube);
  81007. if (this.onGenerated) {
  81008. this.onGenerated();
  81009. }
  81010. this.onGeneratedObservable.notifyObservers(this);
  81011. };
  81012. /**
  81013. * Clone the texture.
  81014. * @returns the cloned texture
  81015. */
  81016. ProceduralTexture.prototype.clone = function () {
  81017. var textureSize = this.getSize();
  81018. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81019. // Base texture
  81020. newTexture.hasAlpha = this.hasAlpha;
  81021. newTexture.level = this.level;
  81022. // RenderTarget Texture
  81023. newTexture.coordinatesMode = this.coordinatesMode;
  81024. return newTexture;
  81025. };
  81026. /**
  81027. * Dispose the texture and release its asoociated resources.
  81028. */
  81029. ProceduralTexture.prototype.dispose = function () {
  81030. var scene = this.getScene();
  81031. if (!scene) {
  81032. return;
  81033. }
  81034. var index = scene.proceduralTextures.indexOf(this);
  81035. if (index >= 0) {
  81036. scene.proceduralTextures.splice(index, 1);
  81037. }
  81038. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81039. if (vertexBuffer) {
  81040. vertexBuffer.dispose();
  81041. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81042. }
  81043. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81044. this._indexBuffer = null;
  81045. }
  81046. _super.prototype.dispose.call(this);
  81047. };
  81048. __decorate([
  81049. BABYLON.serialize()
  81050. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81051. __decorate([
  81052. BABYLON.serialize()
  81053. ], ProceduralTexture.prototype, "autoClear", void 0);
  81054. __decorate([
  81055. BABYLON.serialize()
  81056. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81057. __decorate([
  81058. BABYLON.serialize()
  81059. ], ProceduralTexture.prototype, "_size", void 0);
  81060. __decorate([
  81061. BABYLON.serialize()
  81062. ], ProceduralTexture.prototype, "refreshRate", null);
  81063. return ProceduralTexture;
  81064. }(BABYLON.Texture));
  81065. BABYLON.ProceduralTexture = ProceduralTexture;
  81066. })(BABYLON || (BABYLON = {}));
  81067. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81068. var BABYLON;
  81069. (function (BABYLON) {
  81070. /**
  81071. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81072. * in a given scene.
  81073. */
  81074. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81075. /**
  81076. * Creates a new instance of the component for the given scene
  81077. * @param scene Defines the scene to register the component in
  81078. */
  81079. function ProceduralTextureSceneComponent(scene) {
  81080. /**
  81081. * The component name helpfull to identify the component in the list of scene components.
  81082. */
  81083. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81084. this.scene = scene;
  81085. this.scene.proceduralTextures = new Array();
  81086. scene.layers = new Array();
  81087. }
  81088. /**
  81089. * Registers the component in a given scene
  81090. */
  81091. ProceduralTextureSceneComponent.prototype.register = function () {
  81092. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81093. };
  81094. /**
  81095. * Rebuilds the elements related to this component in case of
  81096. * context lost for instance.
  81097. */
  81098. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81099. // Nothing to do here.
  81100. };
  81101. /**
  81102. * Disposes the component and the associated ressources.
  81103. */
  81104. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81105. // Nothing to do here.
  81106. };
  81107. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81108. if (this.scene.proceduralTexturesEnabled) {
  81109. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81110. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81111. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81112. if (proceduralTexture._shouldRender()) {
  81113. proceduralTexture.render();
  81114. }
  81115. }
  81116. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81117. }
  81118. };
  81119. return ProceduralTextureSceneComponent;
  81120. }());
  81121. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81122. })(BABYLON || (BABYLON = {}));
  81123. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81124. var BABYLON;
  81125. (function (BABYLON) {
  81126. /**
  81127. * 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.
  81128. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81129. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81130. */
  81131. var CustomProceduralTexture = /** @class */ (function (_super) {
  81132. __extends(CustomProceduralTexture, _super);
  81133. /**
  81134. * Instantiates a new Custom Procedural Texture.
  81135. * 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.
  81136. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81137. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81138. * @param name Define the name of the texture
  81139. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81140. * @param size Define the size of the texture to create
  81141. * @param scene Define the scene the texture belongs to
  81142. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81143. * @param generateMipMaps Define if the texture should creates mip maps or not
  81144. */
  81145. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81146. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81147. _this._animate = true;
  81148. _this._time = 0;
  81149. _this._texturePath = texturePath;
  81150. //Try to load json
  81151. _this._loadJson(texturePath);
  81152. _this.refreshRate = 1;
  81153. return _this;
  81154. }
  81155. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81156. var _this = this;
  81157. var noConfigFile = function () {
  81158. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81159. try {
  81160. _this.setFragment(_this._texturePath);
  81161. }
  81162. catch (ex) {
  81163. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81164. }
  81165. };
  81166. var configFileUrl = jsonUrl + "/config.json";
  81167. var xhr = new XMLHttpRequest();
  81168. xhr.open("GET", configFileUrl, true);
  81169. xhr.addEventListener("load", function () {
  81170. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81171. try {
  81172. _this._config = JSON.parse(xhr.response);
  81173. _this.updateShaderUniforms();
  81174. _this.updateTextures();
  81175. _this.setFragment(_this._texturePath + "/custom");
  81176. _this._animate = _this._config.animate;
  81177. _this.refreshRate = _this._config.refreshrate;
  81178. }
  81179. catch (ex) {
  81180. noConfigFile();
  81181. }
  81182. }
  81183. else {
  81184. noConfigFile();
  81185. }
  81186. }, false);
  81187. xhr.addEventListener("error", function () {
  81188. noConfigFile();
  81189. }, false);
  81190. try {
  81191. xhr.send();
  81192. }
  81193. catch (ex) {
  81194. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81195. }
  81196. };
  81197. /**
  81198. * Is the texture ready to be used ? (rendered at least once)
  81199. * @returns true if ready, otherwise, false.
  81200. */
  81201. CustomProceduralTexture.prototype.isReady = function () {
  81202. if (!_super.prototype.isReady.call(this)) {
  81203. return false;
  81204. }
  81205. for (var name in this._textures) {
  81206. var texture = this._textures[name];
  81207. if (!texture.isReady()) {
  81208. return false;
  81209. }
  81210. }
  81211. return true;
  81212. };
  81213. /**
  81214. * Render the texture to its associated render target.
  81215. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81216. */
  81217. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81218. var scene = this.getScene();
  81219. if (this._animate && scene) {
  81220. this._time += scene.getAnimationRatio() * 0.03;
  81221. this.updateShaderUniforms();
  81222. }
  81223. _super.prototype.render.call(this, useCameraPostProcess);
  81224. };
  81225. /**
  81226. * Update the list of dependant textures samplers in the shader.
  81227. */
  81228. CustomProceduralTexture.prototype.updateTextures = function () {
  81229. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81230. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81231. }
  81232. };
  81233. /**
  81234. * Update the uniform values of the procedural texture in the shader.
  81235. */
  81236. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81237. if (this._config) {
  81238. for (var j = 0; j < this._config.uniforms.length; j++) {
  81239. var uniform = this._config.uniforms[j];
  81240. switch (uniform.type) {
  81241. case "float":
  81242. this.setFloat(uniform.name, uniform.value);
  81243. break;
  81244. case "color3":
  81245. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81246. break;
  81247. case "color4":
  81248. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81249. break;
  81250. case "vector2":
  81251. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81252. break;
  81253. case "vector3":
  81254. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81255. break;
  81256. }
  81257. }
  81258. }
  81259. this.setFloat("time", this._time);
  81260. };
  81261. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81262. /**
  81263. * Define if the texture animates or not.
  81264. */
  81265. get: function () {
  81266. return this._animate;
  81267. },
  81268. set: function (value) {
  81269. this._animate = value;
  81270. },
  81271. enumerable: true,
  81272. configurable: true
  81273. });
  81274. return CustomProceduralTexture;
  81275. }(BABYLON.ProceduralTexture));
  81276. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81277. })(BABYLON || (BABYLON = {}));
  81278. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81279. var BABYLON;
  81280. (function (BABYLON) {
  81281. /**
  81282. * Manage the gamepad inputs to control a free camera.
  81283. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81284. */
  81285. var FreeCameraGamepadInput = /** @class */ (function () {
  81286. function FreeCameraGamepadInput() {
  81287. /**
  81288. * Defines the gamepad rotation sensiblity.
  81289. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81290. */
  81291. this.gamepadAngularSensibility = 200;
  81292. /**
  81293. * Defines the gamepad move sensiblity.
  81294. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81295. */
  81296. this.gamepadMoveSensibility = 40;
  81297. this._cameraTransform = BABYLON.Matrix.Identity();
  81298. this._deltaTransform = BABYLON.Vector3.Zero();
  81299. this._vector3 = BABYLON.Vector3.Zero();
  81300. this._vector2 = BABYLON.Vector2.Zero();
  81301. }
  81302. /**
  81303. * Attach the input controls to a specific dom element to get the input from.
  81304. * @param element Defines the element the controls should be listened from
  81305. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81306. */
  81307. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81308. var _this = this;
  81309. var manager = this.camera.getScene().gamepadManager;
  81310. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81311. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81312. // prioritize XBOX gamepads.
  81313. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81314. _this.gamepad = gamepad;
  81315. }
  81316. }
  81317. });
  81318. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81319. if (_this.gamepad === gamepad) {
  81320. _this.gamepad = null;
  81321. }
  81322. });
  81323. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81324. };
  81325. /**
  81326. * Detach the current controls from the specified dom element.
  81327. * @param element Defines the element to stop listening the inputs from
  81328. */
  81329. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81330. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81331. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81332. this.gamepad = null;
  81333. };
  81334. /**
  81335. * Update the current camera state depending on the inputs that have been used this frame.
  81336. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81337. */
  81338. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81339. if (this.gamepad && this.gamepad.leftStick) {
  81340. var camera = this.camera;
  81341. var LSValues = this.gamepad.leftStick;
  81342. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81343. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81344. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81345. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81346. var RSValues = this.gamepad.rightStick;
  81347. if (RSValues) {
  81348. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81349. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81350. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81351. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81352. }
  81353. else {
  81354. RSValues = { x: 0, y: 0 };
  81355. }
  81356. if (!camera.rotationQuaternion) {
  81357. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81358. }
  81359. else {
  81360. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81361. }
  81362. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81363. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81364. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81365. camera.cameraDirection.addInPlace(this._deltaTransform);
  81366. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81367. camera.cameraRotation.addInPlace(this._vector2);
  81368. }
  81369. };
  81370. /**
  81371. * Gets the class name of the current intput.
  81372. * @returns the class name
  81373. */
  81374. FreeCameraGamepadInput.prototype.getClassName = function () {
  81375. return "FreeCameraGamepadInput";
  81376. };
  81377. /**
  81378. * Get the friendly name associated with the input class.
  81379. * @returns the input friendly name
  81380. */
  81381. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81382. return "gamepad";
  81383. };
  81384. __decorate([
  81385. BABYLON.serialize()
  81386. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81387. __decorate([
  81388. BABYLON.serialize()
  81389. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81390. return FreeCameraGamepadInput;
  81391. }());
  81392. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81393. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81394. })(BABYLON || (BABYLON = {}));
  81395. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81396. var BABYLON;
  81397. (function (BABYLON) {
  81398. /**
  81399. * Manage the gamepad inputs to control an arc rotate camera.
  81400. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81401. */
  81402. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81403. function ArcRotateCameraGamepadInput() {
  81404. /**
  81405. * Defines the gamepad rotation sensiblity.
  81406. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81407. */
  81408. this.gamepadRotationSensibility = 80;
  81409. /**
  81410. * Defines the gamepad move sensiblity.
  81411. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81412. */
  81413. this.gamepadMoveSensibility = 40;
  81414. }
  81415. /**
  81416. * Attach the input controls to a specific dom element to get the input from.
  81417. * @param element Defines the element the controls should be listened from
  81418. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81419. */
  81420. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81421. var _this = this;
  81422. var manager = this.camera.getScene().gamepadManager;
  81423. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81424. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81425. // prioritize XBOX gamepads.
  81426. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81427. _this.gamepad = gamepad;
  81428. }
  81429. }
  81430. });
  81431. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81432. if (_this.gamepad === gamepad) {
  81433. _this.gamepad = null;
  81434. }
  81435. });
  81436. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81437. };
  81438. /**
  81439. * Detach the current controls from the specified dom element.
  81440. * @param element Defines the element to stop listening the inputs from
  81441. */
  81442. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81443. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81444. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81445. this.gamepad = null;
  81446. };
  81447. /**
  81448. * Update the current camera state depending on the inputs that have been used this frame.
  81449. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81450. */
  81451. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81452. if (this.gamepad) {
  81453. var camera = this.camera;
  81454. var RSValues = this.gamepad.rightStick;
  81455. if (RSValues) {
  81456. if (RSValues.x != 0) {
  81457. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81458. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81459. camera.inertialAlphaOffset += normalizedRX;
  81460. }
  81461. }
  81462. if (RSValues.y != 0) {
  81463. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81464. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81465. camera.inertialBetaOffset += normalizedRY;
  81466. }
  81467. }
  81468. }
  81469. var LSValues = this.gamepad.leftStick;
  81470. if (LSValues && LSValues.y != 0) {
  81471. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81472. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81473. this.camera.inertialRadiusOffset -= normalizedLY;
  81474. }
  81475. }
  81476. }
  81477. };
  81478. /**
  81479. * Gets the class name of the current intput.
  81480. * @returns the class name
  81481. */
  81482. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81483. return "ArcRotateCameraGamepadInput";
  81484. };
  81485. /**
  81486. * Get the friendly name associated with the input class.
  81487. * @returns the input friendly name
  81488. */
  81489. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81490. return "gamepad";
  81491. };
  81492. __decorate([
  81493. BABYLON.serialize()
  81494. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81495. __decorate([
  81496. BABYLON.serialize()
  81497. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81498. return ArcRotateCameraGamepadInput;
  81499. }());
  81500. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81501. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81502. })(BABYLON || (BABYLON = {}));
  81503. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81504. var BABYLON;
  81505. (function (BABYLON) {
  81506. /**
  81507. * Manager for handling gamepads
  81508. */
  81509. var GamepadManager = /** @class */ (function () {
  81510. /**
  81511. * Initializes the gamepad manager
  81512. * @param _scene BabylonJS scene
  81513. */
  81514. function GamepadManager(_scene) {
  81515. var _this = this;
  81516. this._scene = _scene;
  81517. this._babylonGamepads = [];
  81518. this._oneGamepadConnected = false;
  81519. /** @hidden */
  81520. this._isMonitoring = false;
  81521. /**
  81522. * observable to be triggered when the gamepad controller has been disconnected
  81523. */
  81524. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81525. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81526. this._gamepadEventSupported = false;
  81527. }
  81528. else {
  81529. this._gamepadEventSupported = 'GamepadEvent' in window;
  81530. this._gamepadSupport = (navigator.getGamepads ||
  81531. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81532. }
  81533. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81534. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81535. for (var i in _this._babylonGamepads) {
  81536. var gamepad = _this._babylonGamepads[i];
  81537. if (gamepad && gamepad._isConnected) {
  81538. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81539. }
  81540. }
  81541. });
  81542. this._onGamepadConnectedEvent = function (evt) {
  81543. var gamepad = evt.gamepad;
  81544. if (gamepad.index in _this._babylonGamepads) {
  81545. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81546. return;
  81547. }
  81548. }
  81549. var newGamepad;
  81550. if (_this._babylonGamepads[gamepad.index]) {
  81551. newGamepad = _this._babylonGamepads[gamepad.index];
  81552. newGamepad.browserGamepad = gamepad;
  81553. newGamepad._isConnected = true;
  81554. }
  81555. else {
  81556. newGamepad = _this._addNewGamepad(gamepad);
  81557. }
  81558. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81559. _this._startMonitoringGamepads();
  81560. };
  81561. this._onGamepadDisconnectedEvent = function (evt) {
  81562. var gamepad = evt.gamepad;
  81563. // Remove the gamepad from the list of gamepads to monitor.
  81564. for (var i in _this._babylonGamepads) {
  81565. if (_this._babylonGamepads[i].index === gamepad.index) {
  81566. var disconnectedGamepad = _this._babylonGamepads[i];
  81567. disconnectedGamepad._isConnected = false;
  81568. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81569. break;
  81570. }
  81571. }
  81572. };
  81573. if (this._gamepadSupport) {
  81574. //first add already-connected gamepads
  81575. this._updateGamepadObjects();
  81576. if (this._babylonGamepads.length) {
  81577. this._startMonitoringGamepads();
  81578. }
  81579. // Checking if the gamepad connected event is supported (like in Firefox)
  81580. if (this._gamepadEventSupported) {
  81581. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81582. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81583. }
  81584. else {
  81585. this._startMonitoringGamepads();
  81586. }
  81587. }
  81588. }
  81589. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81590. /**
  81591. * The gamepads in the game pad manager
  81592. */
  81593. get: function () {
  81594. return this._babylonGamepads;
  81595. },
  81596. enumerable: true,
  81597. configurable: true
  81598. });
  81599. /**
  81600. * Get the gamepad controllers based on type
  81601. * @param type The type of gamepad controller
  81602. * @returns Nullable gamepad
  81603. */
  81604. GamepadManager.prototype.getGamepadByType = function (type) {
  81605. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81606. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81607. var gamepad = _a[_i];
  81608. if (gamepad && gamepad.type === type) {
  81609. return gamepad;
  81610. }
  81611. }
  81612. return null;
  81613. };
  81614. /**
  81615. * Disposes the gamepad manager
  81616. */
  81617. GamepadManager.prototype.dispose = function () {
  81618. if (this._gamepadEventSupported) {
  81619. if (this._onGamepadConnectedEvent) {
  81620. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81621. }
  81622. if (this._onGamepadDisconnectedEvent) {
  81623. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81624. }
  81625. this._onGamepadConnectedEvent = null;
  81626. this._onGamepadDisconnectedEvent = null;
  81627. }
  81628. this._babylonGamepads.forEach(function (gamepad) {
  81629. gamepad.dispose();
  81630. });
  81631. this.onGamepadConnectedObservable.clear();
  81632. this.onGamepadDisconnectedObservable.clear();
  81633. this._oneGamepadConnected = false;
  81634. this._stopMonitoringGamepads();
  81635. this._babylonGamepads = [];
  81636. };
  81637. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81638. if (!this._oneGamepadConnected) {
  81639. this._oneGamepadConnected = true;
  81640. }
  81641. var newGamepad;
  81642. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81643. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81644. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81645. }
  81646. // if pose is supported, use the (WebVR) pose enabled controller
  81647. else if (gamepad.pose) {
  81648. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81649. }
  81650. else {
  81651. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81652. }
  81653. this._babylonGamepads[newGamepad.index] = newGamepad;
  81654. return newGamepad;
  81655. };
  81656. GamepadManager.prototype._startMonitoringGamepads = function () {
  81657. if (!this._isMonitoring) {
  81658. this._isMonitoring = true;
  81659. //back-comp
  81660. if (!this._scene) {
  81661. this._checkGamepadsStatus();
  81662. }
  81663. }
  81664. };
  81665. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81666. this._isMonitoring = false;
  81667. };
  81668. /** @hidden */
  81669. GamepadManager.prototype._checkGamepadsStatus = function () {
  81670. var _this = this;
  81671. // Hack to be compatible Chrome
  81672. this._updateGamepadObjects();
  81673. for (var i in this._babylonGamepads) {
  81674. var gamepad = this._babylonGamepads[i];
  81675. if (!gamepad || !gamepad.isConnected) {
  81676. continue;
  81677. }
  81678. gamepad.update();
  81679. }
  81680. if (this._isMonitoring && !this._scene) {
  81681. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81682. }
  81683. };
  81684. // This function is called only on Chrome, which does not properly support
  81685. // connection/disconnection events and forces you to recopy again the gamepad object
  81686. GamepadManager.prototype._updateGamepadObjects = function () {
  81687. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81688. for (var i = 0; i < gamepads.length; i++) {
  81689. var gamepad = gamepads[i];
  81690. if (gamepad) {
  81691. if (!this._babylonGamepads[gamepad.index]) {
  81692. var newGamepad = this._addNewGamepad(gamepad);
  81693. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81694. }
  81695. else {
  81696. // Forced to copy again this object for Chrome for unknown reason
  81697. this._babylonGamepads[i].browserGamepad = gamepad;
  81698. if (!this._babylonGamepads[i].isConnected) {
  81699. this._babylonGamepads[i]._isConnected = true;
  81700. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81701. }
  81702. }
  81703. }
  81704. }
  81705. };
  81706. return GamepadManager;
  81707. }());
  81708. BABYLON.GamepadManager = GamepadManager;
  81709. })(BABYLON || (BABYLON = {}));
  81710. //# sourceMappingURL=babylon.gamepadManager.js.map
  81711. var BABYLON;
  81712. (function (BABYLON) {
  81713. /**
  81714. * Represents a gamepad control stick position
  81715. */
  81716. var StickValues = /** @class */ (function () {
  81717. /**
  81718. * Initializes the gamepad x and y control stick values
  81719. * @param x The x component of the gamepad control stick value
  81720. * @param y The y component of the gamepad control stick value
  81721. */
  81722. function StickValues(
  81723. /**
  81724. * The x component of the control stick
  81725. */
  81726. x,
  81727. /**
  81728. * The y component of the control stick
  81729. */
  81730. y) {
  81731. this.x = x;
  81732. this.y = y;
  81733. }
  81734. return StickValues;
  81735. }());
  81736. BABYLON.StickValues = StickValues;
  81737. /**
  81738. * Represents a gamepad
  81739. */
  81740. var Gamepad = /** @class */ (function () {
  81741. /**
  81742. * Initializes the gamepad
  81743. * @param id The id of the gamepad
  81744. * @param index The index of the gamepad
  81745. * @param browserGamepad The browser gamepad
  81746. * @param leftStickX The x component of the left joystick
  81747. * @param leftStickY The y component of the left joystick
  81748. * @param rightStickX The x component of the right joystick
  81749. * @param rightStickY The y component of the right joystick
  81750. */
  81751. function Gamepad(
  81752. /**
  81753. * The id of the gamepad
  81754. */
  81755. id,
  81756. /**
  81757. * The index of the gamepad
  81758. */
  81759. index,
  81760. /**
  81761. * The browser gamepad
  81762. */
  81763. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81764. if (leftStickX === void 0) { leftStickX = 0; }
  81765. if (leftStickY === void 0) { leftStickY = 1; }
  81766. if (rightStickX === void 0) { rightStickX = 2; }
  81767. if (rightStickY === void 0) { rightStickY = 3; }
  81768. this.id = id;
  81769. this.index = index;
  81770. this.browserGamepad = browserGamepad;
  81771. this._leftStick = { x: 0, y: 0 };
  81772. this._rightStick = { x: 0, y: 0 };
  81773. /** @hidden */
  81774. this._isConnected = true;
  81775. /**
  81776. * Specifies whether the left control stick should be Y-inverted
  81777. */
  81778. this._invertLeftStickY = false;
  81779. this.type = Gamepad.GAMEPAD;
  81780. this._leftStickAxisX = leftStickX;
  81781. this._leftStickAxisY = leftStickY;
  81782. this._rightStickAxisX = rightStickX;
  81783. this._rightStickAxisY = rightStickY;
  81784. if (this.browserGamepad.axes.length >= 2) {
  81785. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81786. }
  81787. if (this.browserGamepad.axes.length >= 4) {
  81788. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81789. }
  81790. }
  81791. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81792. /**
  81793. * Specifies if the gamepad has been connected
  81794. */
  81795. get: function () {
  81796. return this._isConnected;
  81797. },
  81798. enumerable: true,
  81799. configurable: true
  81800. });
  81801. /**
  81802. * Callback triggered when the left joystick has changed
  81803. * @param callback
  81804. */
  81805. Gamepad.prototype.onleftstickchanged = function (callback) {
  81806. this._onleftstickchanged = callback;
  81807. };
  81808. /**
  81809. * Callback triggered when the right joystick has changed
  81810. * @param callback
  81811. */
  81812. Gamepad.prototype.onrightstickchanged = function (callback) {
  81813. this._onrightstickchanged = callback;
  81814. };
  81815. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81816. /**
  81817. * Gets the left joystick
  81818. */
  81819. get: function () {
  81820. return this._leftStick;
  81821. },
  81822. /**
  81823. * Sets the left joystick values
  81824. */
  81825. set: function (newValues) {
  81826. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81827. this._onleftstickchanged(newValues);
  81828. }
  81829. this._leftStick = newValues;
  81830. },
  81831. enumerable: true,
  81832. configurable: true
  81833. });
  81834. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81835. /**
  81836. * Gets the right joystick
  81837. */
  81838. get: function () {
  81839. return this._rightStick;
  81840. },
  81841. /**
  81842. * Sets the right joystick value
  81843. */
  81844. set: function (newValues) {
  81845. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81846. this._onrightstickchanged(newValues);
  81847. }
  81848. this._rightStick = newValues;
  81849. },
  81850. enumerable: true,
  81851. configurable: true
  81852. });
  81853. /**
  81854. * Updates the gamepad joystick positions
  81855. */
  81856. Gamepad.prototype.update = function () {
  81857. if (this._leftStick) {
  81858. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81859. if (this._invertLeftStickY) {
  81860. this.leftStick.y *= -1;
  81861. }
  81862. }
  81863. if (this._rightStick) {
  81864. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81865. }
  81866. };
  81867. /**
  81868. * Disposes the gamepad
  81869. */
  81870. Gamepad.prototype.dispose = function () {
  81871. };
  81872. /**
  81873. * Represents a gamepad controller
  81874. */
  81875. Gamepad.GAMEPAD = 0;
  81876. /**
  81877. * Represents a generic controller
  81878. */
  81879. Gamepad.GENERIC = 1;
  81880. /**
  81881. * Represents an XBox controller
  81882. */
  81883. Gamepad.XBOX = 2;
  81884. /**
  81885. * Represents a pose-enabled controller
  81886. */
  81887. Gamepad.POSE_ENABLED = 3;
  81888. return Gamepad;
  81889. }());
  81890. BABYLON.Gamepad = Gamepad;
  81891. /**
  81892. * Represents a generic gamepad
  81893. */
  81894. var GenericPad = /** @class */ (function (_super) {
  81895. __extends(GenericPad, _super);
  81896. /**
  81897. * Initializes the generic gamepad
  81898. * @param id The id of the generic gamepad
  81899. * @param index The index of the generic gamepad
  81900. * @param browserGamepad The browser gamepad
  81901. */
  81902. function GenericPad(id, index, browserGamepad) {
  81903. var _this = _super.call(this, id, index, browserGamepad) || this;
  81904. /**
  81905. * Observable triggered when a button has been pressed
  81906. */
  81907. _this.onButtonDownObservable = new BABYLON.Observable();
  81908. /**
  81909. * Observable triggered when a button has been released
  81910. */
  81911. _this.onButtonUpObservable = new BABYLON.Observable();
  81912. _this.type = Gamepad.GENERIC;
  81913. _this._buttons = new Array(browserGamepad.buttons.length);
  81914. return _this;
  81915. }
  81916. /**
  81917. * Callback triggered when a button has been pressed
  81918. * @param callback Called when a button has been pressed
  81919. */
  81920. GenericPad.prototype.onbuttondown = function (callback) {
  81921. this._onbuttondown = callback;
  81922. };
  81923. /**
  81924. * Callback triggered when a button has been released
  81925. * @param callback Called when a button has been released
  81926. */
  81927. GenericPad.prototype.onbuttonup = function (callback) {
  81928. this._onbuttonup = callback;
  81929. };
  81930. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81931. if (newValue !== currentValue) {
  81932. if (newValue === 1) {
  81933. if (this._onbuttondown) {
  81934. this._onbuttondown(buttonIndex);
  81935. }
  81936. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81937. }
  81938. if (newValue === 0) {
  81939. if (this._onbuttonup) {
  81940. this._onbuttonup(buttonIndex);
  81941. }
  81942. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81943. }
  81944. }
  81945. return newValue;
  81946. };
  81947. /**
  81948. * Updates the generic gamepad
  81949. */
  81950. GenericPad.prototype.update = function () {
  81951. _super.prototype.update.call(this);
  81952. for (var index = 0; index < this._buttons.length; index++) {
  81953. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81954. }
  81955. };
  81956. /**
  81957. * Disposes the generic gamepad
  81958. */
  81959. GenericPad.prototype.dispose = function () {
  81960. _super.prototype.dispose.call(this);
  81961. this.onButtonDownObservable.clear();
  81962. this.onButtonUpObservable.clear();
  81963. };
  81964. return GenericPad;
  81965. }(Gamepad));
  81966. BABYLON.GenericPad = GenericPad;
  81967. })(BABYLON || (BABYLON = {}));
  81968. //# sourceMappingURL=babylon.gamepad.js.map
  81969. var BABYLON;
  81970. (function (BABYLON) {
  81971. /**
  81972. * Defines supported buttons for XBox360 compatible gamepads
  81973. */
  81974. var Xbox360Button;
  81975. (function (Xbox360Button) {
  81976. /** A */
  81977. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81978. /** B */
  81979. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81980. /** X */
  81981. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81982. /** Y */
  81983. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81984. /** Start */
  81985. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81986. /** Back */
  81987. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81988. /** Left button */
  81989. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81990. /** Right button */
  81991. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81992. /** Left stick */
  81993. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81994. /** Right stick */
  81995. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81996. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81997. /** Defines values for XBox360 DPad */
  81998. var Xbox360Dpad;
  81999. (function (Xbox360Dpad) {
  82000. /** Up */
  82001. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82002. /** Down */
  82003. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82004. /** Left */
  82005. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82006. /** Right */
  82007. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82008. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82009. /**
  82010. * Defines a XBox360 gamepad
  82011. */
  82012. var Xbox360Pad = /** @class */ (function (_super) {
  82013. __extends(Xbox360Pad, _super);
  82014. /**
  82015. * Creates a new XBox360 gamepad object
  82016. * @param id defines the id of this gamepad
  82017. * @param index defines its index
  82018. * @param gamepad defines the internal HTML gamepad object
  82019. * @param xboxOne defines if it is a XBox One gamepad
  82020. */
  82021. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82022. if (xboxOne === void 0) { xboxOne = false; }
  82023. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82024. _this._leftTrigger = 0;
  82025. _this._rightTrigger = 0;
  82026. /** Observable raised when a button is pressed */
  82027. _this.onButtonDownObservable = new BABYLON.Observable();
  82028. /** Observable raised when a button is released */
  82029. _this.onButtonUpObservable = new BABYLON.Observable();
  82030. /** Observable raised when a pad is pressed */
  82031. _this.onPadDownObservable = new BABYLON.Observable();
  82032. /** Observable raised when a pad is released */
  82033. _this.onPadUpObservable = new BABYLON.Observable();
  82034. _this._buttonA = 0;
  82035. _this._buttonB = 0;
  82036. _this._buttonX = 0;
  82037. _this._buttonY = 0;
  82038. _this._buttonBack = 0;
  82039. _this._buttonStart = 0;
  82040. _this._buttonLB = 0;
  82041. _this._buttonRB = 0;
  82042. _this._buttonLeftStick = 0;
  82043. _this._buttonRightStick = 0;
  82044. _this._dPadUp = 0;
  82045. _this._dPadDown = 0;
  82046. _this._dPadLeft = 0;
  82047. _this._dPadRight = 0;
  82048. _this._isXboxOnePad = false;
  82049. _this.type = BABYLON.Gamepad.XBOX;
  82050. _this._isXboxOnePad = xboxOne;
  82051. return _this;
  82052. }
  82053. /**
  82054. * Defines the callback to call when left trigger is pressed
  82055. * @param callback defines the callback to use
  82056. */
  82057. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82058. this._onlefttriggerchanged = callback;
  82059. };
  82060. /**
  82061. * Defines the callback to call when right trigger is pressed
  82062. * @param callback defines the callback to use
  82063. */
  82064. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82065. this._onrighttriggerchanged = callback;
  82066. };
  82067. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82068. /**
  82069. * Gets the left trigger value
  82070. */
  82071. get: function () {
  82072. return this._leftTrigger;
  82073. },
  82074. /**
  82075. * Sets the left trigger value
  82076. */
  82077. set: function (newValue) {
  82078. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82079. this._onlefttriggerchanged(newValue);
  82080. }
  82081. this._leftTrigger = newValue;
  82082. },
  82083. enumerable: true,
  82084. configurable: true
  82085. });
  82086. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82087. /**
  82088. * Gets the right trigger value
  82089. */
  82090. get: function () {
  82091. return this._rightTrigger;
  82092. },
  82093. /**
  82094. * Sets the right trigger value
  82095. */
  82096. set: function (newValue) {
  82097. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82098. this._onrighttriggerchanged(newValue);
  82099. }
  82100. this._rightTrigger = newValue;
  82101. },
  82102. enumerable: true,
  82103. configurable: true
  82104. });
  82105. /**
  82106. * Defines the callback to call when a button is pressed
  82107. * @param callback defines the callback to use
  82108. */
  82109. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82110. this._onbuttondown = callback;
  82111. };
  82112. /**
  82113. * Defines the callback to call when a button is released
  82114. * @param callback defines the callback to use
  82115. */
  82116. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82117. this._onbuttonup = callback;
  82118. };
  82119. /**
  82120. * Defines the callback to call when a pad is pressed
  82121. * @param callback defines the callback to use
  82122. */
  82123. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82124. this._ondpaddown = callback;
  82125. };
  82126. /**
  82127. * Defines the callback to call when a pad is released
  82128. * @param callback defines the callback to use
  82129. */
  82130. Xbox360Pad.prototype.ondpadup = function (callback) {
  82131. this._ondpadup = callback;
  82132. };
  82133. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82134. if (newValue !== currentValue) {
  82135. if (newValue === 1) {
  82136. if (this._onbuttondown) {
  82137. this._onbuttondown(buttonType);
  82138. }
  82139. this.onButtonDownObservable.notifyObservers(buttonType);
  82140. }
  82141. if (newValue === 0) {
  82142. if (this._onbuttonup) {
  82143. this._onbuttonup(buttonType);
  82144. }
  82145. this.onButtonUpObservable.notifyObservers(buttonType);
  82146. }
  82147. }
  82148. return newValue;
  82149. };
  82150. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82151. if (newValue !== currentValue) {
  82152. if (newValue === 1) {
  82153. if (this._ondpaddown) {
  82154. this._ondpaddown(buttonType);
  82155. }
  82156. this.onPadDownObservable.notifyObservers(buttonType);
  82157. }
  82158. if (newValue === 0) {
  82159. if (this._ondpadup) {
  82160. this._ondpadup(buttonType);
  82161. }
  82162. this.onPadUpObservable.notifyObservers(buttonType);
  82163. }
  82164. }
  82165. return newValue;
  82166. };
  82167. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82168. /**
  82169. * Gets the value of the `A` button
  82170. */
  82171. get: function () {
  82172. return this._buttonA;
  82173. },
  82174. /**
  82175. * Sets the value of the `A` button
  82176. */
  82177. set: function (value) {
  82178. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82179. },
  82180. enumerable: true,
  82181. configurable: true
  82182. });
  82183. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82184. /**
  82185. * Gets the value of the `B` button
  82186. */
  82187. get: function () {
  82188. return this._buttonB;
  82189. },
  82190. /**
  82191. * Sets the value of the `B` button
  82192. */
  82193. set: function (value) {
  82194. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82195. },
  82196. enumerable: true,
  82197. configurable: true
  82198. });
  82199. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82200. /**
  82201. * Gets the value of the `X` button
  82202. */
  82203. get: function () {
  82204. return this._buttonX;
  82205. },
  82206. /**
  82207. * Sets the value of the `X` button
  82208. */
  82209. set: function (value) {
  82210. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82211. },
  82212. enumerable: true,
  82213. configurable: true
  82214. });
  82215. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82216. /**
  82217. * Gets the value of the `Y` button
  82218. */
  82219. get: function () {
  82220. return this._buttonY;
  82221. },
  82222. /**
  82223. * Sets the value of the `Y` button
  82224. */
  82225. set: function (value) {
  82226. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82227. },
  82228. enumerable: true,
  82229. configurable: true
  82230. });
  82231. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82232. /**
  82233. * Gets the value of the `Start` button
  82234. */
  82235. get: function () {
  82236. return this._buttonStart;
  82237. },
  82238. /**
  82239. * Sets the value of the `Start` button
  82240. */
  82241. set: function (value) {
  82242. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82243. },
  82244. enumerable: true,
  82245. configurable: true
  82246. });
  82247. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82248. /**
  82249. * Gets the value of the `Back` button
  82250. */
  82251. get: function () {
  82252. return this._buttonBack;
  82253. },
  82254. /**
  82255. * Sets the value of the `Back` button
  82256. */
  82257. set: function (value) {
  82258. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82259. },
  82260. enumerable: true,
  82261. configurable: true
  82262. });
  82263. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82264. /**
  82265. * Gets the value of the `Left` button
  82266. */
  82267. get: function () {
  82268. return this._buttonLB;
  82269. },
  82270. /**
  82271. * Sets the value of the `Left` button
  82272. */
  82273. set: function (value) {
  82274. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82275. },
  82276. enumerable: true,
  82277. configurable: true
  82278. });
  82279. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82280. /**
  82281. * Gets the value of the `Right` button
  82282. */
  82283. get: function () {
  82284. return this._buttonRB;
  82285. },
  82286. /**
  82287. * Sets the value of the `Right` button
  82288. */
  82289. set: function (value) {
  82290. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82291. },
  82292. enumerable: true,
  82293. configurable: true
  82294. });
  82295. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82296. /**
  82297. * Gets the value of the Left joystick
  82298. */
  82299. get: function () {
  82300. return this._buttonLeftStick;
  82301. },
  82302. /**
  82303. * Sets the value of the Left joystick
  82304. */
  82305. set: function (value) {
  82306. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82307. },
  82308. enumerable: true,
  82309. configurable: true
  82310. });
  82311. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82312. /**
  82313. * Gets the value of the Right joystick
  82314. */
  82315. get: function () {
  82316. return this._buttonRightStick;
  82317. },
  82318. /**
  82319. * Sets the value of the Right joystick
  82320. */
  82321. set: function (value) {
  82322. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82323. },
  82324. enumerable: true,
  82325. configurable: true
  82326. });
  82327. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82328. /**
  82329. * Gets the value of D-pad up
  82330. */
  82331. get: function () {
  82332. return this._dPadUp;
  82333. },
  82334. /**
  82335. * Sets the value of D-pad up
  82336. */
  82337. set: function (value) {
  82338. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82339. },
  82340. enumerable: true,
  82341. configurable: true
  82342. });
  82343. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82344. /**
  82345. * Gets the value of D-pad down
  82346. */
  82347. get: function () {
  82348. return this._dPadDown;
  82349. },
  82350. /**
  82351. * Sets the value of D-pad down
  82352. */
  82353. set: function (value) {
  82354. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82355. },
  82356. enumerable: true,
  82357. configurable: true
  82358. });
  82359. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82360. /**
  82361. * Gets the value of D-pad left
  82362. */
  82363. get: function () {
  82364. return this._dPadLeft;
  82365. },
  82366. /**
  82367. * Sets the value of D-pad left
  82368. */
  82369. set: function (value) {
  82370. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82371. },
  82372. enumerable: true,
  82373. configurable: true
  82374. });
  82375. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82376. /**
  82377. * Gets the value of D-pad right
  82378. */
  82379. get: function () {
  82380. return this._dPadRight;
  82381. },
  82382. /**
  82383. * Sets the value of D-pad right
  82384. */
  82385. set: function (value) {
  82386. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82387. },
  82388. enumerable: true,
  82389. configurable: true
  82390. });
  82391. /**
  82392. * Force the gamepad to synchronize with device values
  82393. */
  82394. Xbox360Pad.prototype.update = function () {
  82395. _super.prototype.update.call(this);
  82396. if (this._isXboxOnePad) {
  82397. this.buttonA = this.browserGamepad.buttons[0].value;
  82398. this.buttonB = this.browserGamepad.buttons[1].value;
  82399. this.buttonX = this.browserGamepad.buttons[2].value;
  82400. this.buttonY = this.browserGamepad.buttons[3].value;
  82401. this.buttonLB = this.browserGamepad.buttons[4].value;
  82402. this.buttonRB = this.browserGamepad.buttons[5].value;
  82403. this.leftTrigger = this.browserGamepad.axes[2];
  82404. this.rightTrigger = this.browserGamepad.axes[5];
  82405. this.buttonBack = this.browserGamepad.buttons[9].value;
  82406. this.buttonStart = this.browserGamepad.buttons[8].value;
  82407. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82408. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82409. this.dPadUp = this.browserGamepad.buttons[11].value;
  82410. this.dPadDown = this.browserGamepad.buttons[12].value;
  82411. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82412. this.dPadRight = this.browserGamepad.buttons[14].value;
  82413. }
  82414. else {
  82415. this.buttonA = this.browserGamepad.buttons[0].value;
  82416. this.buttonB = this.browserGamepad.buttons[1].value;
  82417. this.buttonX = this.browserGamepad.buttons[2].value;
  82418. this.buttonY = this.browserGamepad.buttons[3].value;
  82419. this.buttonLB = this.browserGamepad.buttons[4].value;
  82420. this.buttonRB = this.browserGamepad.buttons[5].value;
  82421. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82422. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82423. this.buttonBack = this.browserGamepad.buttons[8].value;
  82424. this.buttonStart = this.browserGamepad.buttons[9].value;
  82425. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82426. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82427. this.dPadUp = this.browserGamepad.buttons[12].value;
  82428. this.dPadDown = this.browserGamepad.buttons[13].value;
  82429. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82430. this.dPadRight = this.browserGamepad.buttons[15].value;
  82431. }
  82432. };
  82433. /**
  82434. * Disposes the gamepad
  82435. */
  82436. Xbox360Pad.prototype.dispose = function () {
  82437. _super.prototype.dispose.call(this);
  82438. this.onButtonDownObservable.clear();
  82439. this.onButtonUpObservable.clear();
  82440. this.onPadDownObservable.clear();
  82441. this.onPadUpObservable.clear();
  82442. };
  82443. return Xbox360Pad;
  82444. }(BABYLON.Gamepad));
  82445. BABYLON.Xbox360Pad = Xbox360Pad;
  82446. })(BABYLON || (BABYLON = {}));
  82447. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82448. var BABYLON;
  82449. (function (BABYLON) {
  82450. /**
  82451. * Defines the types of pose enabled controllers that are supported
  82452. */
  82453. var PoseEnabledControllerType;
  82454. (function (PoseEnabledControllerType) {
  82455. /**
  82456. * HTC Vive
  82457. */
  82458. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82459. /**
  82460. * Oculus Rift
  82461. */
  82462. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82463. /**
  82464. * Windows mixed reality
  82465. */
  82466. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82467. /**
  82468. * Samsung gear VR
  82469. */
  82470. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82471. /**
  82472. * Google Daydream
  82473. */
  82474. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82475. /**
  82476. * Generic
  82477. */
  82478. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82479. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82480. /**
  82481. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82482. */
  82483. var PoseEnabledControllerHelper = /** @class */ (function () {
  82484. function PoseEnabledControllerHelper() {
  82485. }
  82486. /**
  82487. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82488. * @param vrGamepad the gamepad to initialized
  82489. * @returns a vr controller of the type the gamepad identified as
  82490. */
  82491. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82492. // Oculus Touch
  82493. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82494. return new BABYLON.OculusTouchController(vrGamepad);
  82495. }
  82496. // Windows Mixed Reality controllers
  82497. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82498. return new BABYLON.WindowsMotionController(vrGamepad);
  82499. }
  82500. // HTC Vive
  82501. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82502. return new BABYLON.ViveController(vrGamepad);
  82503. }
  82504. // Samsung/Oculus Gear VR or Oculus Go
  82505. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82506. return new BABYLON.GearVRController(vrGamepad);
  82507. }
  82508. // Google Daydream
  82509. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82510. return new BABYLON.DaydreamController(vrGamepad);
  82511. }
  82512. // Generic
  82513. else {
  82514. return new BABYLON.GenericController(vrGamepad);
  82515. }
  82516. };
  82517. return PoseEnabledControllerHelper;
  82518. }());
  82519. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82520. /**
  82521. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82522. */
  82523. var PoseEnabledController = /** @class */ (function (_super) {
  82524. __extends(PoseEnabledController, _super);
  82525. /**
  82526. * Creates a new PoseEnabledController from a gamepad
  82527. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82528. */
  82529. function PoseEnabledController(browserGamepad) {
  82530. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82531. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82532. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82533. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82534. /**
  82535. * The device position in babylon space
  82536. */
  82537. _this.devicePosition = BABYLON.Vector3.Zero();
  82538. /**
  82539. * The device rotation in babylon space
  82540. */
  82541. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82542. /**
  82543. * The scale factor of the device in babylon space
  82544. */
  82545. _this.deviceScaleFactor = 1;
  82546. // Used to convert 6dof controllers to 3dof
  82547. _this._trackPosition = true;
  82548. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82549. _this._draggedRoomRotation = 0;
  82550. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82551. /**
  82552. * Internal, matrix used to convert room space to babylon space
  82553. * @hidden
  82554. */
  82555. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82556. /**
  82557. * Node to be used when casting a ray from the controller
  82558. * @hidden
  82559. */
  82560. _this._pointingPoseNode = null;
  82561. _this._workingMatrix = BABYLON.Matrix.Identity();
  82562. /**
  82563. * @hidden
  82564. */
  82565. _this._meshAttachedObservable = new BABYLON.Observable();
  82566. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82567. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82568. _this.position = BABYLON.Vector3.Zero();
  82569. _this.rotationQuaternion = new BABYLON.Quaternion();
  82570. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82571. _this._calculatedRotation = new BABYLON.Quaternion();
  82572. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82573. return _this;
  82574. }
  82575. /**
  82576. * @hidden
  82577. */
  82578. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82579. if (this._trackPosition) {
  82580. this._calculatedPosition.copyFrom(fixedPosition);
  82581. this._trackPosition = false;
  82582. }
  82583. };
  82584. /**
  82585. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82586. */
  82587. PoseEnabledController.prototype.update = function () {
  82588. _super.prototype.update.call(this);
  82589. this._updatePoseAndMesh();
  82590. };
  82591. /**
  82592. * Updates only the pose device and mesh without doing any button event checking
  82593. */
  82594. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82595. var pose = this.browserGamepad.pose;
  82596. this.updateFromDevice(pose);
  82597. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82598. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82599. camera._computeDevicePosition();
  82600. this._deviceToWorld.setTranslation(camera.devicePosition);
  82601. if (camera.deviceRotationQuaternion) {
  82602. var camera = camera;
  82603. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82604. // Find the radian distance away that the headset is from the controllers rotation
  82605. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82606. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82607. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82608. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82609. this._draggedRoomRotation += rotationAmount;
  82610. // Rotate controller around headset
  82611. var sin = Math.sin(-rotationAmount);
  82612. var cos = Math.cos(-rotationAmount);
  82613. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82614. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82615. }
  82616. }
  82617. }
  82618. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82619. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82620. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82621. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82622. if (this._mesh) {
  82623. this._mesh.position.copyFrom(this.devicePosition);
  82624. if (this._mesh.rotationQuaternion) {
  82625. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82626. }
  82627. }
  82628. };
  82629. /**
  82630. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82631. * @param poseData raw pose fromthe device
  82632. */
  82633. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82634. if (poseData) {
  82635. this.rawPose = poseData;
  82636. if (poseData.position) {
  82637. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82638. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82639. this._deviceRoomPosition.z *= -1;
  82640. }
  82641. if (this._trackPosition) {
  82642. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82643. }
  82644. this._calculatedPosition.addInPlace(this.position);
  82645. }
  82646. var pose = this.rawPose;
  82647. if (poseData.orientation && pose.orientation) {
  82648. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82649. if (this._mesh) {
  82650. if (this._mesh.getScene().useRightHandedSystem) {
  82651. this._deviceRoomRotationQuaternion.z *= -1;
  82652. this._deviceRoomRotationQuaternion.w *= -1;
  82653. }
  82654. else {
  82655. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82656. }
  82657. }
  82658. // if the camera is set, rotate to the camera's rotation
  82659. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82660. }
  82661. }
  82662. };
  82663. /**
  82664. * Attaches a mesh to the controller
  82665. * @param mesh the mesh to be attached
  82666. */
  82667. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82668. if (this._mesh) {
  82669. this._mesh.parent = null;
  82670. }
  82671. this._mesh = mesh;
  82672. if (this._poseControlledCamera) {
  82673. this._mesh.parent = this._poseControlledCamera;
  82674. }
  82675. if (!this._mesh.rotationQuaternion) {
  82676. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82677. }
  82678. // 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
  82679. this._updatePoseAndMesh();
  82680. if (this._pointingPoseNode) {
  82681. var parents = [];
  82682. var obj = this._pointingPoseNode;
  82683. while (obj.parent) {
  82684. parents.push(obj.parent);
  82685. obj = obj.parent;
  82686. }
  82687. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82688. }
  82689. this._meshAttachedObservable.notifyObservers(mesh);
  82690. };
  82691. /**
  82692. * Attaches the controllers mesh to a camera
  82693. * @param camera the camera the mesh should be attached to
  82694. */
  82695. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82696. this._poseControlledCamera = camera;
  82697. if (this._mesh) {
  82698. this._mesh.parent = this._poseControlledCamera;
  82699. }
  82700. };
  82701. /**
  82702. * Disposes of the controller
  82703. */
  82704. PoseEnabledController.prototype.dispose = function () {
  82705. if (this._mesh) {
  82706. this._mesh.dispose();
  82707. }
  82708. this._mesh = null;
  82709. _super.prototype.dispose.call(this);
  82710. };
  82711. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82712. /**
  82713. * The mesh that is attached to the controller
  82714. */
  82715. get: function () {
  82716. return this._mesh;
  82717. },
  82718. enumerable: true,
  82719. configurable: true
  82720. });
  82721. /**
  82722. * Gets the ray of the controller in the direction the controller is pointing
  82723. * @param length the length the resulting ray should be
  82724. * @returns a ray in the direction the controller is pointing
  82725. */
  82726. PoseEnabledController.prototype.getForwardRay = function (length) {
  82727. if (length === void 0) { length = 100; }
  82728. if (!this.mesh) {
  82729. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82730. }
  82731. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82732. var origin = m.getTranslation();
  82733. var forward = new BABYLON.Vector3(0, 0, -1);
  82734. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82735. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82736. return new BABYLON.Ray(origin, direction, length);
  82737. };
  82738. /**
  82739. * Name of the child mesh that can be used to cast a ray from the controller
  82740. */
  82741. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82742. return PoseEnabledController;
  82743. }(BABYLON.Gamepad));
  82744. BABYLON.PoseEnabledController = PoseEnabledController;
  82745. })(BABYLON || (BABYLON = {}));
  82746. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82747. var BABYLON;
  82748. (function (BABYLON) {
  82749. /**
  82750. * Defines the WebVRController object that represents controllers tracked in 3D space
  82751. */
  82752. var WebVRController = /** @class */ (function (_super) {
  82753. __extends(WebVRController, _super);
  82754. /**
  82755. * Creates a new WebVRController from a gamepad
  82756. * @param vrGamepad the gamepad that the WebVRController should be created from
  82757. */
  82758. function WebVRController(vrGamepad) {
  82759. var _this = _super.call(this, vrGamepad) || this;
  82760. // Observables
  82761. /**
  82762. * Fired when the trigger state has changed
  82763. */
  82764. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82765. /**
  82766. * Fired when the main button state has changed
  82767. */
  82768. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82769. /**
  82770. * Fired when the secondary button state has changed
  82771. */
  82772. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82773. /**
  82774. * Fired when the pad state has changed
  82775. */
  82776. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82777. /**
  82778. * Fired when controllers stick values have changed
  82779. */
  82780. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82781. /**
  82782. * X and Y axis corrisponding to the controllers joystick
  82783. */
  82784. _this.pad = { x: 0, y: 0 };
  82785. // avoid GC, store state in a tmp object
  82786. _this._changes = {
  82787. pressChanged: false,
  82788. touchChanged: false,
  82789. valueChanged: false,
  82790. changed: false
  82791. };
  82792. _this._buttons = new Array(vrGamepad.buttons.length);
  82793. _this.hand = vrGamepad.hand;
  82794. return _this;
  82795. }
  82796. /**
  82797. * Fired when a controller button's state has changed
  82798. * @param callback the callback containing the button that was modified
  82799. */
  82800. WebVRController.prototype.onButtonStateChange = function (callback) {
  82801. this._onButtonStateChange = callback;
  82802. };
  82803. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82804. /**
  82805. * The default controller model for the controller
  82806. */
  82807. get: function () {
  82808. return this._defaultModel;
  82809. },
  82810. enumerable: true,
  82811. configurable: true
  82812. });
  82813. /**
  82814. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82815. */
  82816. WebVRController.prototype.update = function () {
  82817. _super.prototype.update.call(this);
  82818. for (var index = 0; index < this._buttons.length; index++) {
  82819. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82820. }
  82821. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82822. this.pad.x = this.leftStick.x;
  82823. this.pad.y = this.leftStick.y;
  82824. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82825. }
  82826. };
  82827. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82828. if (!newState) {
  82829. newState = {
  82830. pressed: false,
  82831. touched: false,
  82832. value: 0
  82833. };
  82834. }
  82835. if (!currentState) {
  82836. this._buttons[buttonIndex] = {
  82837. pressed: newState.pressed,
  82838. touched: newState.touched,
  82839. value: newState.value
  82840. };
  82841. return;
  82842. }
  82843. this._checkChanges(newState, currentState);
  82844. if (this._changes.changed) {
  82845. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82846. this._handleButtonChange(buttonIndex, newState, this._changes);
  82847. }
  82848. this._buttons[buttonIndex].pressed = newState.pressed;
  82849. this._buttons[buttonIndex].touched = newState.touched;
  82850. // oculus triggers are never 0, thou not touched.
  82851. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82852. };
  82853. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82854. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82855. this._changes.touchChanged = newState.touched !== currentState.touched;
  82856. this._changes.valueChanged = newState.value !== currentState.value;
  82857. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82858. return this._changes;
  82859. };
  82860. /**
  82861. * Disposes of th webVRCOntroller
  82862. */
  82863. WebVRController.prototype.dispose = function () {
  82864. _super.prototype.dispose.call(this);
  82865. this.onTriggerStateChangedObservable.clear();
  82866. this.onMainButtonStateChangedObservable.clear();
  82867. this.onSecondaryButtonStateChangedObservable.clear();
  82868. this.onPadStateChangedObservable.clear();
  82869. this.onPadValuesChangedObservable.clear();
  82870. };
  82871. return WebVRController;
  82872. }(BABYLON.PoseEnabledController));
  82873. BABYLON.WebVRController = WebVRController;
  82874. })(BABYLON || (BABYLON = {}));
  82875. //# sourceMappingURL=babylon.webVRController.js.map
  82876. var BABYLON;
  82877. (function (BABYLON) {
  82878. /**
  82879. * Oculus Touch Controller
  82880. */
  82881. var OculusTouchController = /** @class */ (function (_super) {
  82882. __extends(OculusTouchController, _super);
  82883. /**
  82884. * Creates a new OculusTouchController from a gamepad
  82885. * @param vrGamepad the gamepad that the controller should be created from
  82886. */
  82887. function OculusTouchController(vrGamepad) {
  82888. var _this = _super.call(this, vrGamepad) || this;
  82889. /**
  82890. * Fired when the secondary trigger on this controller is modified
  82891. */
  82892. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82893. /**
  82894. * Fired when the thumb rest on this controller is modified
  82895. */
  82896. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82897. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82898. return _this;
  82899. }
  82900. /**
  82901. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82902. * @param scene scene in which to add meshes
  82903. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82904. */
  82905. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82906. var _this = this;
  82907. var meshName;
  82908. // Hand
  82909. if (this.hand === 'left') {
  82910. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82911. }
  82912. else { // Right is the default if no hand is specified
  82913. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82914. }
  82915. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82916. /*
  82917. Parent Mesh name: oculus_touch_left
  82918. - body
  82919. - trigger
  82920. - thumbstick
  82921. - grip
  82922. - button_y
  82923. - button_x
  82924. - button_enter
  82925. */
  82926. _this._defaultModel = newMeshes[1];
  82927. _this.attachToMesh(_this._defaultModel);
  82928. if (meshLoaded) {
  82929. meshLoaded(_this._defaultModel);
  82930. }
  82931. });
  82932. };
  82933. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82934. /**
  82935. * Fired when the A button on this controller is modified
  82936. */
  82937. get: function () {
  82938. if (this.hand === 'right') {
  82939. return this.onMainButtonStateChangedObservable;
  82940. }
  82941. else {
  82942. throw new Error('No A button on left hand');
  82943. }
  82944. },
  82945. enumerable: true,
  82946. configurable: true
  82947. });
  82948. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82949. /**
  82950. * Fired when the B button on this controller is modified
  82951. */
  82952. get: function () {
  82953. if (this.hand === 'right') {
  82954. return this.onSecondaryButtonStateChangedObservable;
  82955. }
  82956. else {
  82957. throw new Error('No B button on left hand');
  82958. }
  82959. },
  82960. enumerable: true,
  82961. configurable: true
  82962. });
  82963. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82964. /**
  82965. * Fired when the X button on this controller is modified
  82966. */
  82967. get: function () {
  82968. if (this.hand === 'left') {
  82969. return this.onMainButtonStateChangedObservable;
  82970. }
  82971. else {
  82972. throw new Error('No X button on right hand');
  82973. }
  82974. },
  82975. enumerable: true,
  82976. configurable: true
  82977. });
  82978. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82979. /**
  82980. * Fired when the Y button on this controller is modified
  82981. */
  82982. get: function () {
  82983. if (this.hand === 'left') {
  82984. return this.onSecondaryButtonStateChangedObservable;
  82985. }
  82986. else {
  82987. throw new Error('No Y button on right hand');
  82988. }
  82989. },
  82990. enumerable: true,
  82991. configurable: true
  82992. });
  82993. /**
  82994. * Called once for each button that changed state since the last frame
  82995. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82996. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82997. * 2) secondary trigger (same)
  82998. * 3) A (right) X (left), touch, pressed = value
  82999. * 4) B / Y
  83000. * 5) thumb rest
  83001. * @param buttonIdx Which button index changed
  83002. * @param state New state of the button
  83003. * @param changes Which properties on the state changed since last frame
  83004. */
  83005. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83006. var notifyObject = state; //{ state: state, changes: changes };
  83007. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83008. switch (buttonIdx) {
  83009. case 0:
  83010. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83011. return;
  83012. case 1: // index trigger
  83013. if (this._defaultModel) {
  83014. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83015. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83016. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83017. }
  83018. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83019. return;
  83020. case 2: // secondary trigger
  83021. if (this._defaultModel) {
  83022. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83023. }
  83024. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83025. return;
  83026. case 3:
  83027. if (this._defaultModel) {
  83028. if (notifyObject.pressed) {
  83029. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83030. }
  83031. else {
  83032. (this._defaultModel.getChildren()[1]).position.y = 0;
  83033. }
  83034. }
  83035. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83036. return;
  83037. case 4:
  83038. if (this._defaultModel) {
  83039. if (notifyObject.pressed) {
  83040. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83041. }
  83042. else {
  83043. (this._defaultModel.getChildren()[2]).position.y = 0;
  83044. }
  83045. }
  83046. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83047. return;
  83048. case 5:
  83049. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83050. return;
  83051. }
  83052. };
  83053. /**
  83054. * Base Url for the controller model.
  83055. */
  83056. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83057. /**
  83058. * File name for the left controller model.
  83059. */
  83060. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83061. /**
  83062. * File name for the right controller model.
  83063. */
  83064. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83065. return OculusTouchController;
  83066. }(BABYLON.WebVRController));
  83067. BABYLON.OculusTouchController = OculusTouchController;
  83068. })(BABYLON || (BABYLON = {}));
  83069. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83070. var BABYLON;
  83071. (function (BABYLON) {
  83072. /**
  83073. * Vive Controller
  83074. */
  83075. var ViveController = /** @class */ (function (_super) {
  83076. __extends(ViveController, _super);
  83077. /**
  83078. * Creates a new ViveController from a gamepad
  83079. * @param vrGamepad the gamepad that the controller should be created from
  83080. */
  83081. function ViveController(vrGamepad) {
  83082. var _this = _super.call(this, vrGamepad) || this;
  83083. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83084. _this._invertLeftStickY = true;
  83085. return _this;
  83086. }
  83087. /**
  83088. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83089. * @param scene scene in which to add meshes
  83090. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83091. */
  83092. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83093. var _this = this;
  83094. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83095. /*
  83096. Parent Mesh name: ViveWand
  83097. - body
  83098. - r_gripper
  83099. - l_gripper
  83100. - menu_button
  83101. - system_button
  83102. - trackpad
  83103. - trigger
  83104. - LED
  83105. */
  83106. _this._defaultModel = newMeshes[1];
  83107. _this.attachToMesh(_this._defaultModel);
  83108. if (meshLoaded) {
  83109. meshLoaded(_this._defaultModel);
  83110. }
  83111. });
  83112. };
  83113. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83114. /**
  83115. * Fired when the left button on this controller is modified
  83116. */
  83117. get: function () {
  83118. return this.onMainButtonStateChangedObservable;
  83119. },
  83120. enumerable: true,
  83121. configurable: true
  83122. });
  83123. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83124. /**
  83125. * Fired when the right button on this controller is modified
  83126. */
  83127. get: function () {
  83128. return this.onMainButtonStateChangedObservable;
  83129. },
  83130. enumerable: true,
  83131. configurable: true
  83132. });
  83133. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83134. /**
  83135. * Fired when the menu button on this controller is modified
  83136. */
  83137. get: function () {
  83138. return this.onSecondaryButtonStateChangedObservable;
  83139. },
  83140. enumerable: true,
  83141. configurable: true
  83142. });
  83143. /**
  83144. * Called once for each button that changed state since the last frame
  83145. * Vive mapping:
  83146. * 0: touchpad
  83147. * 1: trigger
  83148. * 2: left AND right buttons
  83149. * 3: menu button
  83150. * @param buttonIdx Which button index changed
  83151. * @param state New state of the button
  83152. * @param changes Which properties on the state changed since last frame
  83153. */
  83154. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83155. var notifyObject = state; //{ state: state, changes: changes };
  83156. switch (buttonIdx) {
  83157. case 0:
  83158. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83159. return;
  83160. case 1: // index trigger
  83161. if (this._defaultModel) {
  83162. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83163. }
  83164. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83165. return;
  83166. case 2: // left AND right button
  83167. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83168. return;
  83169. case 3:
  83170. if (this._defaultModel) {
  83171. if (notifyObject.pressed) {
  83172. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83173. }
  83174. else {
  83175. (this._defaultModel.getChildren()[2]).position.y = 0;
  83176. }
  83177. }
  83178. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83179. return;
  83180. }
  83181. };
  83182. /**
  83183. * Base Url for the controller model.
  83184. */
  83185. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83186. /**
  83187. * File name for the controller model.
  83188. */
  83189. ViveController.MODEL_FILENAME = 'wand.babylon';
  83190. return ViveController;
  83191. }(BABYLON.WebVRController));
  83192. BABYLON.ViveController = ViveController;
  83193. })(BABYLON || (BABYLON = {}));
  83194. //# sourceMappingURL=babylon.viveController.js.map
  83195. var BABYLON;
  83196. (function (BABYLON) {
  83197. /**
  83198. * Generic Controller
  83199. */
  83200. var GenericController = /** @class */ (function (_super) {
  83201. __extends(GenericController, _super);
  83202. /**
  83203. * Creates a new GenericController from a gamepad
  83204. * @param vrGamepad the gamepad that the controller should be created from
  83205. */
  83206. function GenericController(vrGamepad) {
  83207. return _super.call(this, vrGamepad) || this;
  83208. }
  83209. /**
  83210. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83211. * @param scene scene in which to add meshes
  83212. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83213. */
  83214. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83215. var _this = this;
  83216. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83217. _this._defaultModel = newMeshes[1];
  83218. _this.attachToMesh(_this._defaultModel);
  83219. if (meshLoaded) {
  83220. meshLoaded(_this._defaultModel);
  83221. }
  83222. });
  83223. };
  83224. /**
  83225. * Called once for each button that changed state since the last frame
  83226. * @param buttonIdx Which button index changed
  83227. * @param state New state of the button
  83228. * @param changes Which properties on the state changed since last frame
  83229. */
  83230. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83231. console.log("Button id: " + buttonIdx + "state: ");
  83232. console.dir(state);
  83233. };
  83234. /**
  83235. * Base Url for the controller model.
  83236. */
  83237. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83238. /**
  83239. * File name for the controller model.
  83240. */
  83241. GenericController.MODEL_FILENAME = 'generic.babylon';
  83242. return GenericController;
  83243. }(BABYLON.WebVRController));
  83244. BABYLON.GenericController = GenericController;
  83245. })(BABYLON || (BABYLON = {}));
  83246. //# sourceMappingURL=babylon.genericController.js.map
  83247. var BABYLON;
  83248. (function (BABYLON) {
  83249. /**
  83250. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83251. */
  83252. var LoadedMeshInfo = /** @class */ (function () {
  83253. function LoadedMeshInfo() {
  83254. /**
  83255. * Map of the button meshes contained in the controller
  83256. */
  83257. this.buttonMeshes = {};
  83258. /**
  83259. * Map of the axis meshes contained in the controller
  83260. */
  83261. this.axisMeshes = {};
  83262. }
  83263. return LoadedMeshInfo;
  83264. }());
  83265. /**
  83266. * Defines the WindowsMotionController object that the state of the windows motion controller
  83267. */
  83268. var WindowsMotionController = /** @class */ (function (_super) {
  83269. __extends(WindowsMotionController, _super);
  83270. /**
  83271. * Creates a new WindowsMotionController from a gamepad
  83272. * @param vrGamepad the gamepad that the controller should be created from
  83273. */
  83274. function WindowsMotionController(vrGamepad) {
  83275. var _this = _super.call(this, vrGamepad) || this;
  83276. _this._mapping = {
  83277. // Semantic button names
  83278. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83279. // A mapping of the button name to glTF model node name
  83280. // that should be transformed by button value.
  83281. buttonMeshNames: {
  83282. 'trigger': 'SELECT',
  83283. 'menu': 'MENU',
  83284. 'grip': 'GRASP',
  83285. 'thumbstick': 'THUMBSTICK_PRESS',
  83286. 'trackpad': 'TOUCHPAD_PRESS'
  83287. },
  83288. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83289. buttonObservableNames: {
  83290. 'trigger': 'onTriggerStateChangedObservable',
  83291. 'menu': 'onSecondaryButtonStateChangedObservable',
  83292. 'grip': 'onMainButtonStateChangedObservable',
  83293. 'thumbstick': 'onPadStateChangedObservable',
  83294. 'trackpad': 'onTrackpadChangedObservable'
  83295. },
  83296. // A mapping of the axis name to glTF model node name
  83297. // that should be transformed by axis value.
  83298. // This array mirrors the browserGamepad.axes array, such that
  83299. // the mesh corresponding to axis 0 is in this array index 0.
  83300. axisMeshNames: [
  83301. 'THUMBSTICK_X',
  83302. 'THUMBSTICK_Y',
  83303. 'TOUCHPAD_TOUCH_X',
  83304. 'TOUCHPAD_TOUCH_Y'
  83305. ],
  83306. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83307. };
  83308. /**
  83309. * Fired when the trackpad on this controller is clicked
  83310. */
  83311. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83312. /**
  83313. * Fired when the trackpad on this controller is modified
  83314. */
  83315. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83316. /**
  83317. * The current x and y values of this controller's trackpad
  83318. */
  83319. _this.trackpad = { x: 0, y: 0 };
  83320. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83321. _this._loadedMeshInfo = null;
  83322. return _this;
  83323. }
  83324. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83325. /**
  83326. * Fired when the trigger on this controller is modified
  83327. */
  83328. get: function () {
  83329. return this.onTriggerStateChangedObservable;
  83330. },
  83331. enumerable: true,
  83332. configurable: true
  83333. });
  83334. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83335. /**
  83336. * Fired when the menu button on this controller is modified
  83337. */
  83338. get: function () {
  83339. return this.onSecondaryButtonStateChangedObservable;
  83340. },
  83341. enumerable: true,
  83342. configurable: true
  83343. });
  83344. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83345. /**
  83346. * Fired when the grip button on this controller is modified
  83347. */
  83348. get: function () {
  83349. return this.onMainButtonStateChangedObservable;
  83350. },
  83351. enumerable: true,
  83352. configurable: true
  83353. });
  83354. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83355. /**
  83356. * Fired when the thumbstick button on this controller is modified
  83357. */
  83358. get: function () {
  83359. return this.onPadStateChangedObservable;
  83360. },
  83361. enumerable: true,
  83362. configurable: true
  83363. });
  83364. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83365. /**
  83366. * Fired when the touchpad button on this controller is modified
  83367. */
  83368. get: function () {
  83369. return this.onTrackpadChangedObservable;
  83370. },
  83371. enumerable: true,
  83372. configurable: true
  83373. });
  83374. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83375. /**
  83376. * Fired when the touchpad values on this controller are modified
  83377. */
  83378. get: function () {
  83379. return this.onTrackpadValuesChangedObservable;
  83380. },
  83381. enumerable: true,
  83382. configurable: true
  83383. });
  83384. WindowsMotionController.prototype._updateTrackpad = function () {
  83385. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83386. this.trackpad.x = this.browserGamepad["axes"][2];
  83387. this.trackpad.y = this.browserGamepad["axes"][3];
  83388. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83389. }
  83390. };
  83391. /**
  83392. * Called once per frame by the engine.
  83393. */
  83394. WindowsMotionController.prototype.update = function () {
  83395. _super.prototype.update.call(this);
  83396. if (this.browserGamepad.axes) {
  83397. this._updateTrackpad();
  83398. // Only need to animate axes if there is a loaded mesh
  83399. if (this._loadedMeshInfo) {
  83400. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83401. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83402. }
  83403. }
  83404. }
  83405. };
  83406. /**
  83407. * Called once for each button that changed state since the last frame
  83408. * @param buttonIdx Which button index changed
  83409. * @param state New state of the button
  83410. * @param changes Which properties on the state changed since last frame
  83411. */
  83412. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83413. var buttonName = this._mapping.buttons[buttonIdx];
  83414. if (!buttonName) {
  83415. return;
  83416. }
  83417. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83418. this._updateTrackpad();
  83419. // Only emit events for buttons that we know how to map from index to name
  83420. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83421. if (observable) {
  83422. observable.notifyObservers(state);
  83423. }
  83424. this._lerpButtonTransform(buttonName, state.value);
  83425. };
  83426. /**
  83427. * Moves the buttons on the controller mesh based on their current state
  83428. * @param buttonName the name of the button to move
  83429. * @param buttonValue the value of the button which determines the buttons new position
  83430. */
  83431. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83432. // If there is no loaded mesh, there is nothing to transform.
  83433. if (!this._loadedMeshInfo) {
  83434. return;
  83435. }
  83436. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83437. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83438. return;
  83439. }
  83440. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83441. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83442. };
  83443. /**
  83444. * Moves the axis on the controller mesh based on its current state
  83445. * @param axis the index of the axis
  83446. * @param axisValue the value of the axis which determines the meshes new position
  83447. * @hidden
  83448. */
  83449. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83450. if (!this._loadedMeshInfo) {
  83451. return;
  83452. }
  83453. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83454. if (!meshInfo) {
  83455. return;
  83456. }
  83457. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83458. return;
  83459. }
  83460. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83461. var lerpValue = axisValue * 0.5 + 0.5;
  83462. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83463. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83464. };
  83465. /**
  83466. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83467. * @param scene scene in which to add meshes
  83468. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83469. */
  83470. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83471. var _this = this;
  83472. if (forceDefault === void 0) { forceDefault = false; }
  83473. var path;
  83474. var filename;
  83475. // Checking if GLB loader is present
  83476. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83477. // Determine the device specific folder based on the ID suffix
  83478. var device = 'default';
  83479. if (this.id && !forceDefault) {
  83480. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83481. device = ((match && match[0]) || device);
  83482. }
  83483. // Hand
  83484. if (this.hand === 'left') {
  83485. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83486. }
  83487. else { // Right is the default if no hand is specified
  83488. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83489. }
  83490. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83491. }
  83492. else {
  83493. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83494. path = BABYLON.GenericController.MODEL_BASE_URL;
  83495. filename = BABYLON.GenericController.MODEL_FILENAME;
  83496. }
  83497. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83498. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83499. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83500. if (!_this._loadedMeshInfo) {
  83501. return;
  83502. }
  83503. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83504. _this.attachToMesh(_this._defaultModel);
  83505. if (meshLoaded) {
  83506. meshLoaded(_this._defaultModel);
  83507. }
  83508. }, null, function (scene, message) {
  83509. BABYLON.Tools.Log(message);
  83510. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83511. if (!forceDefault) {
  83512. _this.initControllerMesh(scene, meshLoaded, true);
  83513. }
  83514. });
  83515. };
  83516. /**
  83517. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83518. * can be transformed by button presses and axes values, based on this._mapping.
  83519. *
  83520. * @param scene scene in which the meshes exist
  83521. * @param meshes list of meshes that make up the controller model to process
  83522. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83523. */
  83524. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83525. var loadedMeshInfo = null;
  83526. // Create a new mesh to contain the glTF hierarchy
  83527. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83528. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83529. var childMesh = null;
  83530. for (var i = 0; i < meshes.length; i++) {
  83531. var mesh = meshes[i];
  83532. if (!mesh.parent) {
  83533. // Exclude controller meshes from picking results
  83534. mesh.isPickable = false;
  83535. // Handle root node, attach to the new parentMesh
  83536. childMesh = mesh;
  83537. break;
  83538. }
  83539. }
  83540. if (childMesh) {
  83541. childMesh.setParent(parentMesh);
  83542. // Create our mesh info. Note that this method will always return non-null.
  83543. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83544. }
  83545. else {
  83546. BABYLON.Tools.Warn('Could not find root node in model file.');
  83547. }
  83548. return loadedMeshInfo;
  83549. };
  83550. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83551. var loadedMeshInfo = new LoadedMeshInfo();
  83552. var i;
  83553. loadedMeshInfo.rootNode = rootNode;
  83554. // Reset the caches
  83555. loadedMeshInfo.buttonMeshes = {};
  83556. loadedMeshInfo.axisMeshes = {};
  83557. // Button Meshes
  83558. for (i = 0; i < this._mapping.buttons.length; i++) {
  83559. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83560. if (!buttonMeshName) {
  83561. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83562. continue;
  83563. }
  83564. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83565. if (!buttonMesh) {
  83566. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83567. continue;
  83568. }
  83569. var buttonMeshInfo = {
  83570. index: i,
  83571. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83572. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83573. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83574. };
  83575. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83576. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83577. }
  83578. else {
  83579. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83580. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83581. '(VALUE: ' + !!buttonMeshInfo.value +
  83582. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83583. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83584. ')');
  83585. }
  83586. }
  83587. // Axis Meshes
  83588. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83589. var axisMeshName = this._mapping.axisMeshNames[i];
  83590. if (!axisMeshName) {
  83591. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83592. continue;
  83593. }
  83594. var axisMesh = getChildByName(rootNode, axisMeshName);
  83595. if (!axisMesh) {
  83596. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83597. continue;
  83598. }
  83599. var axisMeshInfo = {
  83600. index: i,
  83601. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83602. min: getImmediateChildByName(axisMesh, 'MIN'),
  83603. max: getImmediateChildByName(axisMesh, 'MAX')
  83604. };
  83605. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83606. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83607. }
  83608. else {
  83609. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83610. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83611. '(VALUE: ' + !!axisMeshInfo.value +
  83612. ', MIN: ' + !!axisMeshInfo.min +
  83613. ', MAX:' + !!axisMeshInfo.max +
  83614. ')');
  83615. }
  83616. }
  83617. // Pointing Ray
  83618. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83619. if (!loadedMeshInfo.pointingPoseNode) {
  83620. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83621. }
  83622. else {
  83623. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83624. }
  83625. return loadedMeshInfo;
  83626. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83627. function getChildByName(node, name) {
  83628. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  83629. }
  83630. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83631. function getImmediateChildByName(node, name) {
  83632. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  83633. }
  83634. };
  83635. /**
  83636. * Gets the ray of the controller in the direction the controller is pointing
  83637. * @param length the length the resulting ray should be
  83638. * @returns a ray in the direction the controller is pointing
  83639. */
  83640. WindowsMotionController.prototype.getForwardRay = function (length) {
  83641. if (length === void 0) { length = 100; }
  83642. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83643. return _super.prototype.getForwardRay.call(this, length);
  83644. }
  83645. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83646. var origin = m.getTranslation();
  83647. var forward = new BABYLON.Vector3(0, 0, -1);
  83648. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83649. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83650. return new BABYLON.Ray(origin, direction, length);
  83651. };
  83652. /**
  83653. * Disposes of the controller
  83654. */
  83655. WindowsMotionController.prototype.dispose = function () {
  83656. _super.prototype.dispose.call(this);
  83657. this.onTrackpadChangedObservable.clear();
  83658. };
  83659. /**
  83660. * The base url used to load the left and right controller models
  83661. */
  83662. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83663. /**
  83664. * The name of the left controller model file
  83665. */
  83666. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83667. /**
  83668. * The name of the right controller model file
  83669. */
  83670. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83671. /**
  83672. * The controller name prefix for this controller type
  83673. */
  83674. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83675. /**
  83676. * The controller id pattern for this controller type
  83677. */
  83678. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83679. return WindowsMotionController;
  83680. }(BABYLON.WebVRController));
  83681. BABYLON.WindowsMotionController = WindowsMotionController;
  83682. })(BABYLON || (BABYLON = {}));
  83683. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83684. var BABYLON;
  83685. (function (BABYLON) {
  83686. /**
  83687. * Gear VR Controller
  83688. */
  83689. var GearVRController = /** @class */ (function (_super) {
  83690. __extends(GearVRController, _super);
  83691. /**
  83692. * Creates a new GearVRController from a gamepad
  83693. * @param vrGamepad the gamepad that the controller should be created from
  83694. */
  83695. function GearVRController(vrGamepad) {
  83696. var _this = _super.call(this, vrGamepad) || this;
  83697. _this._buttonIndexToObservableNameMap = [
  83698. 'onTrackpadChangedObservable',
  83699. 'onTriggerStateChangedObservable' // Trigger
  83700. ];
  83701. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83702. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83703. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83704. _this._disableTrackPosition(_this._calculatedPosition);
  83705. return _this;
  83706. }
  83707. /**
  83708. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83709. * @param scene scene in which to add meshes
  83710. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83711. */
  83712. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83713. var _this = this;
  83714. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83715. // Offset the controller so it will rotate around the users wrist
  83716. var mesh = new BABYLON.Mesh("", scene);
  83717. newMeshes[1].parent = mesh;
  83718. newMeshes[1].position.z = -0.15;
  83719. _this._defaultModel = mesh;
  83720. _this.attachToMesh(_this._defaultModel);
  83721. if (meshLoaded) {
  83722. meshLoaded(_this._defaultModel);
  83723. }
  83724. });
  83725. };
  83726. /**
  83727. * Called once for each button that changed state since the last frame
  83728. * @param buttonIdx Which button index changed
  83729. * @param state New state of the button
  83730. * @param changes Which properties on the state changed since last frame
  83731. */
  83732. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83733. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83734. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83735. // Only emit events for buttons that we know how to map from index to observable
  83736. var observable = this[observableName];
  83737. if (observable) {
  83738. observable.notifyObservers(state);
  83739. }
  83740. }
  83741. };
  83742. /**
  83743. * Base Url for the controller model.
  83744. */
  83745. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83746. /**
  83747. * File name for the controller model.
  83748. */
  83749. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83750. /**
  83751. * Gamepad Id prefix used to identify this controller.
  83752. */
  83753. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83754. return GearVRController;
  83755. }(BABYLON.WebVRController));
  83756. BABYLON.GearVRController = GearVRController;
  83757. })(BABYLON || (BABYLON = {}));
  83758. //# sourceMappingURL=babylon.gearVRController.js.map
  83759. var BABYLON;
  83760. (function (BABYLON) {
  83761. /**
  83762. * Google Daydream controller
  83763. */
  83764. var DaydreamController = /** @class */ (function (_super) {
  83765. __extends(DaydreamController, _super);
  83766. /**
  83767. * Creates a new DaydreamController from a gamepad
  83768. * @param vrGamepad the gamepad that the controller should be created from
  83769. */
  83770. function DaydreamController(vrGamepad) {
  83771. var _this = _super.call(this, vrGamepad) || this;
  83772. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83773. return _this;
  83774. }
  83775. /**
  83776. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83777. * @param scene scene in which to add meshes
  83778. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83779. */
  83780. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83781. var _this = this;
  83782. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83783. _this._defaultModel = newMeshes[1];
  83784. _this.attachToMesh(_this._defaultModel);
  83785. if (meshLoaded) {
  83786. meshLoaded(_this._defaultModel);
  83787. }
  83788. });
  83789. };
  83790. /**
  83791. * Called once for each button that changed state since the last frame
  83792. * @param buttonIdx Which button index changed
  83793. * @param state New state of the button
  83794. * @param changes Which properties on the state changed since last frame
  83795. */
  83796. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83797. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83798. if (buttonIdx === 0) {
  83799. var observable = this.onTriggerStateChangedObservable;
  83800. if (observable) {
  83801. observable.notifyObservers(state);
  83802. }
  83803. }
  83804. else {
  83805. // If the app or home buttons are ever made available
  83806. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83807. }
  83808. };
  83809. /**
  83810. * Base Url for the controller model.
  83811. */
  83812. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83813. /**
  83814. * File name for the controller model.
  83815. */
  83816. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83817. /**
  83818. * Gamepad Id prefix used to identify Daydream Controller.
  83819. */
  83820. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83821. return DaydreamController;
  83822. }(BABYLON.WebVRController));
  83823. BABYLON.DaydreamController = DaydreamController;
  83824. })(BABYLON || (BABYLON = {}));
  83825. //# sourceMappingURL=babylon.daydreamController.js.map
  83826. var BABYLON;
  83827. (function (BABYLON) {
  83828. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83829. get: function () {
  83830. if (!this._gamepadManager) {
  83831. this._gamepadManager = new BABYLON.GamepadManager(this);
  83832. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83833. if (!component) {
  83834. component = new GamepadSystemSceneComponent(this);
  83835. this._addComponent(component);
  83836. }
  83837. }
  83838. return this._gamepadManager;
  83839. },
  83840. enumerable: true,
  83841. configurable: true
  83842. });
  83843. /**
  83844. * Adds a gamepad to the free camera inputs manager
  83845. */
  83846. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83847. this.add(new BABYLON.FreeCameraGamepadInput());
  83848. return this;
  83849. };
  83850. /**
  83851. * Adds a gamepad to the arc rotate camera inputs manager
  83852. */
  83853. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83854. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83855. return this;
  83856. };
  83857. /**
  83858. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83859. */
  83860. var GamepadSystemSceneComponent = /** @class */ (function () {
  83861. /**
  83862. * Creates a new instance of the component for the given scene
  83863. * @param scene Defines the scene to register the component in
  83864. */
  83865. function GamepadSystemSceneComponent(scene) {
  83866. /**
  83867. * The component name helpfull to identify the component in the list of scene components.
  83868. */
  83869. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83870. this.scene = scene;
  83871. }
  83872. /**
  83873. * Registers the component in a given scene
  83874. */
  83875. GamepadSystemSceneComponent.prototype.register = function () {
  83876. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83877. };
  83878. /**
  83879. * Rebuilds the elements related to this component in case of
  83880. * context lost for instance.
  83881. */
  83882. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83883. // Nothing to do for gamepads
  83884. };
  83885. /**
  83886. * Disposes the component and the associated ressources
  83887. */
  83888. GamepadSystemSceneComponent.prototype.dispose = function () {
  83889. var gamepadManager = this.scene._gamepadManager;
  83890. if (gamepadManager) {
  83891. gamepadManager.dispose();
  83892. this.scene._gamepadManager = null;
  83893. }
  83894. };
  83895. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83896. var gamepadManager = this.scene._gamepadManager;
  83897. if (gamepadManager && gamepadManager._isMonitoring) {
  83898. gamepadManager._checkGamepadsStatus();
  83899. }
  83900. };
  83901. return GamepadSystemSceneComponent;
  83902. }());
  83903. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83904. })(BABYLON || (BABYLON = {}));
  83905. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83906. var BABYLON;
  83907. (function (BABYLON) {
  83908. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83909. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83910. });
  83911. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83912. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83913. });
  83914. /**
  83915. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83916. * an arc rotate version arcFollowCamera are available.
  83917. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83918. */
  83919. var FollowCamera = /** @class */ (function (_super) {
  83920. __extends(FollowCamera, _super);
  83921. /**
  83922. * Instantiates the follow camera.
  83923. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83924. * @param name Define the name of the camera in the scene
  83925. * @param position Define the position of the camera
  83926. * @param scene Define the scene the camera belong to
  83927. * @param lockedTarget Define the target of the camera
  83928. */
  83929. function FollowCamera(name, position, scene, lockedTarget) {
  83930. if (lockedTarget === void 0) { lockedTarget = null; }
  83931. var _this = _super.call(this, name, position, scene) || this;
  83932. /**
  83933. * Distance the follow camera should follow an object at
  83934. */
  83935. _this.radius = 12;
  83936. /**
  83937. * Define a rotation offset between the camera and the object it follows
  83938. */
  83939. _this.rotationOffset = 0;
  83940. /**
  83941. * Define a height offset between the camera and the object it follows.
  83942. * It can help following an object from the top (like a car chaing a plane)
  83943. */
  83944. _this.heightOffset = 4;
  83945. /**
  83946. * Define how fast the camera can accelerate to follow it s target.
  83947. */
  83948. _this.cameraAcceleration = 0.05;
  83949. /**
  83950. * Define the speed limit of the camera following an object.
  83951. */
  83952. _this.maxCameraSpeed = 20;
  83953. _this.lockedTarget = lockedTarget;
  83954. return _this;
  83955. }
  83956. FollowCamera.prototype._follow = function (cameraTarget) {
  83957. if (!cameraTarget) {
  83958. return;
  83959. }
  83960. var yRotation;
  83961. if (cameraTarget.rotationQuaternion) {
  83962. var rotMatrix = new BABYLON.Matrix();
  83963. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83964. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83965. }
  83966. else {
  83967. yRotation = cameraTarget.rotation.y;
  83968. }
  83969. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83970. var targetPosition = cameraTarget.getAbsolutePosition();
  83971. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83972. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83973. var dx = targetX - this.position.x;
  83974. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83975. var dz = (targetZ) - this.position.z;
  83976. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83977. var vy = dy * this.cameraAcceleration;
  83978. var vz = dz * this.cameraAcceleration * 2;
  83979. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83980. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83981. }
  83982. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83983. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83984. }
  83985. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83986. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83987. }
  83988. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83989. this.setTarget(targetPosition);
  83990. };
  83991. /** @hidden */
  83992. FollowCamera.prototype._checkInputs = function () {
  83993. _super.prototype._checkInputs.call(this);
  83994. if (this.lockedTarget) {
  83995. this._follow(this.lockedTarget);
  83996. }
  83997. };
  83998. /**
  83999. * Gets the camera class name.
  84000. * @returns the class name
  84001. */
  84002. FollowCamera.prototype.getClassName = function () {
  84003. return "FollowCamera";
  84004. };
  84005. __decorate([
  84006. BABYLON.serialize()
  84007. ], FollowCamera.prototype, "radius", void 0);
  84008. __decorate([
  84009. BABYLON.serialize()
  84010. ], FollowCamera.prototype, "rotationOffset", void 0);
  84011. __decorate([
  84012. BABYLON.serialize()
  84013. ], FollowCamera.prototype, "heightOffset", void 0);
  84014. __decorate([
  84015. BABYLON.serialize()
  84016. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84017. __decorate([
  84018. BABYLON.serialize()
  84019. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84020. __decorate([
  84021. BABYLON.serializeAsMeshReference("lockedTargetId")
  84022. ], FollowCamera.prototype, "lockedTarget", void 0);
  84023. return FollowCamera;
  84024. }(BABYLON.TargetCamera));
  84025. BABYLON.FollowCamera = FollowCamera;
  84026. /**
  84027. * Arc Rotate version of the follow camera.
  84028. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84029. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84030. */
  84031. var ArcFollowCamera = /** @class */ (function (_super) {
  84032. __extends(ArcFollowCamera, _super);
  84033. /**
  84034. * Instantiates a new ArcFollowCamera
  84035. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84036. * @param name Define the name of the camera
  84037. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84038. * @param beta Define the rotation angle of the camera around the elevation axis
  84039. * @param radius Define the radius of the camera from its target point
  84040. * @param target Define the target of the camera
  84041. * @param scene Define the scene the camera belongs to
  84042. */
  84043. function ArcFollowCamera(name,
  84044. /** The longitudinal angle of the camera */
  84045. alpha,
  84046. /** The latitudinal angle of the camera */
  84047. beta,
  84048. /** The radius of the camera from its target */
  84049. radius,
  84050. /** Define the camera target (the messh it should follow) */
  84051. target, scene) {
  84052. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84053. _this.alpha = alpha;
  84054. _this.beta = beta;
  84055. _this.radius = radius;
  84056. _this.target = target;
  84057. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84058. _this._follow();
  84059. return _this;
  84060. }
  84061. ArcFollowCamera.prototype._follow = function () {
  84062. if (!this.target) {
  84063. return;
  84064. }
  84065. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84066. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84067. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84068. var targetPosition = this.target.getAbsolutePosition();
  84069. this.position = targetPosition.add(this._cartesianCoordinates);
  84070. this.setTarget(targetPosition);
  84071. };
  84072. /** @hidden */
  84073. ArcFollowCamera.prototype._checkInputs = function () {
  84074. _super.prototype._checkInputs.call(this);
  84075. this._follow();
  84076. };
  84077. /**
  84078. * Returns the class name of the object.
  84079. * It is mostly used internally for serialization purposes.
  84080. */
  84081. ArcFollowCamera.prototype.getClassName = function () {
  84082. return "ArcFollowCamera";
  84083. };
  84084. return ArcFollowCamera;
  84085. }(BABYLON.TargetCamera));
  84086. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84087. })(BABYLON || (BABYLON = {}));
  84088. //# sourceMappingURL=babylon.followCamera.js.map
  84089. var BABYLON;
  84090. (function (BABYLON) {
  84091. /**
  84092. * 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,
  84093. * which still works and will still be found in many Playgrounds.
  84094. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84095. */
  84096. var UniversalCamera = /** @class */ (function (_super) {
  84097. __extends(UniversalCamera, _super);
  84098. /**
  84099. * 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,
  84100. * which still works and will still be found in many Playgrounds.
  84101. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84102. * @param name Define the name of the camera in the scene
  84103. * @param position Define the start position of the camera in the scene
  84104. * @param scene Define the scene the camera belongs to
  84105. */
  84106. function UniversalCamera(name, position, scene) {
  84107. var _this = _super.call(this, name, position, scene) || this;
  84108. _this.inputs.addGamepad();
  84109. return _this;
  84110. }
  84111. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84112. /**
  84113. * Defines the gamepad rotation sensiblity.
  84114. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84115. */
  84116. get: function () {
  84117. var gamepad = this.inputs.attached["gamepad"];
  84118. if (gamepad) {
  84119. return gamepad.gamepadAngularSensibility;
  84120. }
  84121. return 0;
  84122. },
  84123. set: function (value) {
  84124. var gamepad = this.inputs.attached["gamepad"];
  84125. if (gamepad) {
  84126. gamepad.gamepadAngularSensibility = value;
  84127. }
  84128. },
  84129. enumerable: true,
  84130. configurable: true
  84131. });
  84132. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84133. /**
  84134. * Defines the gamepad move sensiblity.
  84135. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84136. */
  84137. get: function () {
  84138. var gamepad = this.inputs.attached["gamepad"];
  84139. if (gamepad) {
  84140. return gamepad.gamepadMoveSensibility;
  84141. }
  84142. return 0;
  84143. },
  84144. set: function (value) {
  84145. var gamepad = this.inputs.attached["gamepad"];
  84146. if (gamepad) {
  84147. gamepad.gamepadMoveSensibility = value;
  84148. }
  84149. },
  84150. enumerable: true,
  84151. configurable: true
  84152. });
  84153. /**
  84154. * Gets the current object class name.
  84155. * @return the class name
  84156. */
  84157. UniversalCamera.prototype.getClassName = function () {
  84158. return "UniversalCamera";
  84159. };
  84160. return UniversalCamera;
  84161. }(BABYLON.TouchCamera));
  84162. BABYLON.UniversalCamera = UniversalCamera;
  84163. })(BABYLON || (BABYLON = {}));
  84164. //# sourceMappingURL=babylon.universalCamera.js.map
  84165. var BABYLON;
  84166. (function (BABYLON) {
  84167. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84168. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84169. });
  84170. /**
  84171. * This represents a FPS type of camera. This is only here for back compat purpose.
  84172. * Please use the UniversalCamera instead as both are identical.
  84173. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84174. */
  84175. var GamepadCamera = /** @class */ (function (_super) {
  84176. __extends(GamepadCamera, _super);
  84177. /**
  84178. * Instantiates a new Gamepad Camera
  84179. * This represents a FPS type of camera. This is only here for back compat purpose.
  84180. * Please use the UniversalCamera instead as both are identical.
  84181. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84182. * @param name Define the name of the camera in the scene
  84183. * @param position Define the start position of the camera in the scene
  84184. * @param scene Define the scene the camera belongs to
  84185. */
  84186. function GamepadCamera(name, position, scene) {
  84187. return _super.call(this, name, position, scene) || this;
  84188. }
  84189. /**
  84190. * Gets the current object class name.
  84191. * @return the class name
  84192. */
  84193. GamepadCamera.prototype.getClassName = function () {
  84194. return "GamepadCamera";
  84195. };
  84196. return GamepadCamera;
  84197. }(BABYLON.UniversalCamera));
  84198. BABYLON.GamepadCamera = GamepadCamera;
  84199. })(BABYLON || (BABYLON = {}));
  84200. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84201. var BABYLON;
  84202. (function (BABYLON) {
  84203. /**
  84204. * PostProcessRenderPipelineManager class
  84205. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84206. */
  84207. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84208. /**
  84209. * Initializes a PostProcessRenderPipelineManager
  84210. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84211. */
  84212. function PostProcessRenderPipelineManager() {
  84213. this._renderPipelines = {};
  84214. }
  84215. /**
  84216. * Adds a pipeline to the manager
  84217. * @param renderPipeline The pipeline to add
  84218. */
  84219. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84220. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84221. };
  84222. /**
  84223. * Attaches a camera to the pipeline
  84224. * @param renderPipelineName The name of the pipeline to attach to
  84225. * @param cameras the camera to attach
  84226. * @param unique if the camera can be attached multiple times to the pipeline
  84227. */
  84228. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84229. if (unique === void 0) { unique = false; }
  84230. var renderPipeline = this._renderPipelines[renderPipelineName];
  84231. if (!renderPipeline) {
  84232. return;
  84233. }
  84234. renderPipeline._attachCameras(cameras, unique);
  84235. };
  84236. /**
  84237. * Detaches a camera from the pipeline
  84238. * @param renderPipelineName The name of the pipeline to detach from
  84239. * @param cameras the camera to detach
  84240. */
  84241. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84242. var renderPipeline = this._renderPipelines[renderPipelineName];
  84243. if (!renderPipeline) {
  84244. return;
  84245. }
  84246. renderPipeline._detachCameras(cameras);
  84247. };
  84248. /**
  84249. * Enables an effect by name on a pipeline
  84250. * @param renderPipelineName the name of the pipeline to enable the effect in
  84251. * @param renderEffectName the name of the effect to enable
  84252. * @param cameras the cameras that the effect should be enabled on
  84253. */
  84254. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84255. var renderPipeline = this._renderPipelines[renderPipelineName];
  84256. if (!renderPipeline) {
  84257. return;
  84258. }
  84259. renderPipeline._enableEffect(renderEffectName, cameras);
  84260. };
  84261. /**
  84262. * Disables an effect by name on a pipeline
  84263. * @param renderPipelineName the name of the pipeline to disable the effect in
  84264. * @param renderEffectName the name of the effect to disable
  84265. * @param cameras the cameras that the effect should be disabled on
  84266. */
  84267. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84268. var renderPipeline = this._renderPipelines[renderPipelineName];
  84269. if (!renderPipeline) {
  84270. return;
  84271. }
  84272. renderPipeline._disableEffect(renderEffectName, cameras);
  84273. };
  84274. /**
  84275. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84276. */
  84277. PostProcessRenderPipelineManager.prototype.update = function () {
  84278. for (var renderPipelineName in this._renderPipelines) {
  84279. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84280. var pipeline = this._renderPipelines[renderPipelineName];
  84281. if (!pipeline.isSupported) {
  84282. pipeline.dispose();
  84283. delete this._renderPipelines[renderPipelineName];
  84284. }
  84285. else {
  84286. pipeline._update();
  84287. }
  84288. }
  84289. }
  84290. };
  84291. /** @hidden */
  84292. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84293. for (var renderPipelineName in this._renderPipelines) {
  84294. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84295. var pipeline = this._renderPipelines[renderPipelineName];
  84296. pipeline._rebuild();
  84297. }
  84298. }
  84299. };
  84300. /**
  84301. * Disposes of the manager and pipelines
  84302. */
  84303. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84304. for (var renderPipelineName in this._renderPipelines) {
  84305. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84306. var pipeline = this._renderPipelines[renderPipelineName];
  84307. pipeline.dispose();
  84308. }
  84309. }
  84310. };
  84311. return PostProcessRenderPipelineManager;
  84312. }());
  84313. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84314. })(BABYLON || (BABYLON = {}));
  84315. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84316. var BABYLON;
  84317. (function (BABYLON) {
  84318. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84319. get: function () {
  84320. if (!this._postProcessRenderPipelineManager) {
  84321. // Register the G Buffer component to the scene.
  84322. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84323. if (!component) {
  84324. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84325. this._addComponent(component);
  84326. }
  84327. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84328. }
  84329. return this._postProcessRenderPipelineManager;
  84330. },
  84331. enumerable: true,
  84332. configurable: true
  84333. });
  84334. /**
  84335. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84336. */
  84337. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84338. /**
  84339. * Creates a new instance of the component for the given scene
  84340. * @param scene Defines the scene to register the component in
  84341. */
  84342. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84343. /**
  84344. * The component name helpfull to identify the component in the list of scene components.
  84345. */
  84346. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84347. this.scene = scene;
  84348. }
  84349. /**
  84350. * Registers the component in a given scene
  84351. */
  84352. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84353. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84354. };
  84355. /**
  84356. * Rebuilds the elements related to this component in case of
  84357. * context lost for instance.
  84358. */
  84359. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84360. if (this.scene._postProcessRenderPipelineManager) {
  84361. this.scene._postProcessRenderPipelineManager._rebuild();
  84362. }
  84363. };
  84364. /**
  84365. * Disposes the component and the associated ressources
  84366. */
  84367. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84368. if (this.scene._postProcessRenderPipelineManager) {
  84369. this.scene._postProcessRenderPipelineManager.dispose();
  84370. }
  84371. };
  84372. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84373. if (this.scene._postProcessRenderPipelineManager) {
  84374. this.scene._postProcessRenderPipelineManager.update();
  84375. }
  84376. };
  84377. return PostProcessRenderPipelineManagerSceneComponent;
  84378. }());
  84379. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84380. })(BABYLON || (BABYLON = {}));
  84381. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84382. var BABYLON;
  84383. (function (BABYLON) {
  84384. /**
  84385. * This represents a set of one or more post processes in Babylon.
  84386. * A post process can be used to apply a shader to a texture after it is rendered.
  84387. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84388. */
  84389. var PostProcessRenderEffect = /** @class */ (function () {
  84390. /**
  84391. * Instantiates a post process render effect.
  84392. * A post process can be used to apply a shader to a texture after it is rendered.
  84393. * @param engine The engine the effect is tied to
  84394. * @param name The name of the effect
  84395. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84396. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84397. */
  84398. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84399. this._name = name;
  84400. this._singleInstance = singleInstance || true;
  84401. this._getPostProcesses = getPostProcesses;
  84402. this._cameras = {};
  84403. this._indicesForCamera = {};
  84404. this._postProcesses = {};
  84405. }
  84406. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84407. /**
  84408. * Checks if all the post processes in the effect are supported.
  84409. */
  84410. get: function () {
  84411. for (var index in this._postProcesses) {
  84412. if (this._postProcesses.hasOwnProperty(index)) {
  84413. var pps = this._postProcesses[index];
  84414. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84415. if (!pps[ppIndex].isSupported) {
  84416. return false;
  84417. }
  84418. }
  84419. }
  84420. }
  84421. return true;
  84422. },
  84423. enumerable: true,
  84424. configurable: true
  84425. });
  84426. /**
  84427. * Updates the current state of the effect
  84428. * @hidden
  84429. */
  84430. PostProcessRenderEffect.prototype._update = function () {
  84431. };
  84432. /**
  84433. * Attaches the effect on cameras
  84434. * @param cameras The camera to attach to.
  84435. * @hidden
  84436. */
  84437. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84438. var _this = this;
  84439. var cameraKey;
  84440. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84441. if (!cams) {
  84442. return;
  84443. }
  84444. for (var i = 0; i < cams.length; i++) {
  84445. var camera = cams[i];
  84446. var cameraName = camera.name;
  84447. if (this._singleInstance) {
  84448. cameraKey = 0;
  84449. }
  84450. else {
  84451. cameraKey = cameraName;
  84452. }
  84453. if (!this._postProcesses[cameraKey]) {
  84454. var postProcess = this._getPostProcesses();
  84455. if (postProcess) {
  84456. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84457. }
  84458. }
  84459. if (!this._indicesForCamera[cameraName]) {
  84460. this._indicesForCamera[cameraName] = [];
  84461. }
  84462. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84463. var index = camera.attachPostProcess(postProcess);
  84464. _this._indicesForCamera[cameraName].push(index);
  84465. });
  84466. if (!this._cameras[cameraName]) {
  84467. this._cameras[cameraName] = camera;
  84468. }
  84469. }
  84470. };
  84471. /**
  84472. * Detatches the effect on cameras
  84473. * @param cameras The camera to detatch from.
  84474. * @hidden
  84475. */
  84476. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84477. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84478. if (!cams) {
  84479. return;
  84480. }
  84481. for (var i = 0; i < cams.length; i++) {
  84482. var camera = cams[i];
  84483. var cameraName = camera.name;
  84484. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84485. if (postProcesses) {
  84486. postProcesses.forEach(function (postProcess) {
  84487. camera.detachPostProcess(postProcess);
  84488. });
  84489. }
  84490. if (this._cameras[cameraName]) {
  84491. this._cameras[cameraName] = null;
  84492. }
  84493. }
  84494. };
  84495. /**
  84496. * Enables the effect on given cameras
  84497. * @param cameras The camera to enable.
  84498. * @hidden
  84499. */
  84500. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84501. var _this = this;
  84502. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84503. if (!cams) {
  84504. return;
  84505. }
  84506. for (var i = 0; i < cams.length; i++) {
  84507. var camera = cams[i];
  84508. var cameraName = camera.name;
  84509. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84510. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84511. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84512. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84513. });
  84514. }
  84515. }
  84516. }
  84517. };
  84518. /**
  84519. * Disables the effect on the given cameras
  84520. * @param cameras The camera to disable.
  84521. * @hidden
  84522. */
  84523. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84524. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84525. if (!cams) {
  84526. return;
  84527. }
  84528. for (var i = 0; i < cams.length; i++) {
  84529. var camera = cams[i];
  84530. var cameraName = camera.name;
  84531. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84532. camera.detachPostProcess(postProcess);
  84533. });
  84534. }
  84535. };
  84536. /**
  84537. * Gets a list of the post processes contained in the effect.
  84538. * @param camera The camera to get the post processes on.
  84539. * @returns The list of the post processes in the effect.
  84540. */
  84541. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84542. if (this._singleInstance) {
  84543. return this._postProcesses[0];
  84544. }
  84545. else {
  84546. if (!camera) {
  84547. return null;
  84548. }
  84549. return this._postProcesses[camera.name];
  84550. }
  84551. };
  84552. return PostProcessRenderEffect;
  84553. }());
  84554. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84555. })(BABYLON || (BABYLON = {}));
  84556. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84557. var BABYLON;
  84558. (function (BABYLON) {
  84559. /**
  84560. * PostProcessRenderPipeline
  84561. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84562. */
  84563. var PostProcessRenderPipeline = /** @class */ (function () {
  84564. /**
  84565. * Initializes a PostProcessRenderPipeline
  84566. * @param engine engine to add the pipeline to
  84567. * @param name name of the pipeline
  84568. */
  84569. function PostProcessRenderPipeline(engine, name) {
  84570. this.engine = engine;
  84571. this._name = name;
  84572. this._renderEffects = {};
  84573. this._renderEffectsForIsolatedPass = new Array();
  84574. this._cameras = [];
  84575. }
  84576. /**
  84577. * "PostProcessRenderPipeline"
  84578. * @returns "PostProcessRenderPipeline"
  84579. */
  84580. PostProcessRenderPipeline.prototype.getClassName = function () {
  84581. return "PostProcessRenderPipeline";
  84582. };
  84583. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84584. /**
  84585. * If all the render effects in the pipeline are support
  84586. */
  84587. get: function () {
  84588. for (var renderEffectName in this._renderEffects) {
  84589. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84590. if (!this._renderEffects[renderEffectName].isSupported) {
  84591. return false;
  84592. }
  84593. }
  84594. }
  84595. return true;
  84596. },
  84597. enumerable: true,
  84598. configurable: true
  84599. });
  84600. /**
  84601. * Adds an effect to the pipeline
  84602. * @param renderEffect the effect to add
  84603. */
  84604. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84605. this._renderEffects[renderEffect._name] = renderEffect;
  84606. };
  84607. // private
  84608. /** @hidden */
  84609. PostProcessRenderPipeline.prototype._rebuild = function () {
  84610. };
  84611. /** @hidden */
  84612. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84613. var renderEffects = this._renderEffects[renderEffectName];
  84614. if (!renderEffects) {
  84615. return;
  84616. }
  84617. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84618. };
  84619. /** @hidden */
  84620. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84621. var renderEffects = this._renderEffects[renderEffectName];
  84622. if (!renderEffects) {
  84623. return;
  84624. }
  84625. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84626. };
  84627. /** @hidden */
  84628. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84629. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84630. if (!cams) {
  84631. return;
  84632. }
  84633. var indicesToDelete = [];
  84634. var i;
  84635. for (i = 0; i < cams.length; i++) {
  84636. var camera = cams[i];
  84637. var cameraName = camera.name;
  84638. if (this._cameras.indexOf(camera) === -1) {
  84639. this._cameras[cameraName] = camera;
  84640. }
  84641. else if (unique) {
  84642. indicesToDelete.push(i);
  84643. }
  84644. }
  84645. for (i = 0; i < indicesToDelete.length; i++) {
  84646. cameras.splice(indicesToDelete[i], 1);
  84647. }
  84648. for (var renderEffectName in this._renderEffects) {
  84649. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84650. this._renderEffects[renderEffectName]._attachCameras(cams);
  84651. }
  84652. }
  84653. };
  84654. /** @hidden */
  84655. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84656. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84657. if (!cams) {
  84658. return;
  84659. }
  84660. for (var renderEffectName in this._renderEffects) {
  84661. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84662. this._renderEffects[renderEffectName]._detachCameras(cams);
  84663. }
  84664. }
  84665. for (var i = 0; i < cams.length; i++) {
  84666. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84667. }
  84668. };
  84669. /** @hidden */
  84670. PostProcessRenderPipeline.prototype._update = function () {
  84671. for (var renderEffectName in this._renderEffects) {
  84672. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84673. this._renderEffects[renderEffectName]._update();
  84674. }
  84675. }
  84676. for (var i = 0; i < this._cameras.length; i++) {
  84677. var cameraName = this._cameras[i].name;
  84678. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84679. this._renderEffectsForIsolatedPass[cameraName]._update();
  84680. }
  84681. }
  84682. };
  84683. /** @hidden */
  84684. PostProcessRenderPipeline.prototype._reset = function () {
  84685. this._renderEffects = {};
  84686. this._renderEffectsForIsolatedPass = new Array();
  84687. };
  84688. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84689. // 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)
  84690. var effectKeys = Object.keys(this._renderEffects);
  84691. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84692. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84693. if (postProcesses) {
  84694. postProcesses[0].samples = sampleCount;
  84695. return true;
  84696. }
  84697. }
  84698. return false;
  84699. };
  84700. /**
  84701. * Disposes of the pipeline
  84702. */
  84703. PostProcessRenderPipeline.prototype.dispose = function () {
  84704. // Must be implemented by children
  84705. };
  84706. __decorate([
  84707. BABYLON.serialize()
  84708. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84709. return PostProcessRenderPipeline;
  84710. }());
  84711. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84712. })(BABYLON || (BABYLON = {}));
  84713. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84714. var BABYLON;
  84715. (function (BABYLON) {
  84716. /**
  84717. * This represents a depth renderer in Babylon.
  84718. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84719. */
  84720. var DepthRenderer = /** @class */ (function () {
  84721. /**
  84722. * Instantiates a depth renderer
  84723. * @param scene The scene the renderer belongs to
  84724. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84725. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84726. */
  84727. function DepthRenderer(scene, type, camera) {
  84728. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84729. if (camera === void 0) { camera = null; }
  84730. var _this = this;
  84731. /**
  84732. * Specifiess that the depth renderer will only be used within
  84733. * the camera it is created for.
  84734. * This can help forcing its rendering during the camera processing.
  84735. */
  84736. this.useOnlyInActiveCamera = false;
  84737. this._scene = scene;
  84738. // Register the G Buffer component to the scene.
  84739. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84740. if (!component) {
  84741. component = new BABYLON.DepthRendererSceneComponent(scene);
  84742. scene._addComponent(component);
  84743. }
  84744. this._camera = camera;
  84745. var engine = scene.getEngine();
  84746. // Render target
  84747. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84748. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84749. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84750. this._depthMap.refreshRate = 1;
  84751. this._depthMap.renderParticles = false;
  84752. this._depthMap.renderList = null;
  84753. // Camera to get depth map from to support multiple concurrent cameras
  84754. this._depthMap.activeCamera = this._camera;
  84755. this._depthMap.ignoreCameraViewport = true;
  84756. this._depthMap.useCameraPostProcesses = false;
  84757. // set default depth value to 1.0 (far away)
  84758. this._depthMap.onClearObservable.add(function (engine) {
  84759. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84760. });
  84761. // Custom render function
  84762. var renderSubMesh = function (subMesh) {
  84763. var mesh = subMesh.getRenderingMesh();
  84764. var scene = _this._scene;
  84765. var engine = scene.getEngine();
  84766. var material = subMesh.getMaterial();
  84767. if (!material) {
  84768. return;
  84769. }
  84770. // Culling and reverse (right handed system)
  84771. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84772. // Managing instances
  84773. var batch = mesh._getInstancesRenderList(subMesh._id);
  84774. if (batch.mustReturn) {
  84775. return;
  84776. }
  84777. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84778. var camera = _this._camera || scene.activeCamera;
  84779. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84780. engine.enableEffect(_this._effect);
  84781. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84782. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84783. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84784. // Alpha test
  84785. if (material && material.needAlphaTesting()) {
  84786. var alphaTexture = material.getAlphaTestTexture();
  84787. if (alphaTexture) {
  84788. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84789. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84790. }
  84791. }
  84792. // Bones
  84793. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84794. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84795. }
  84796. // Draw
  84797. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84798. }
  84799. };
  84800. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84801. var index;
  84802. if (depthOnlySubMeshes.length) {
  84803. engine.setColorWrite(false);
  84804. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84805. renderSubMesh(depthOnlySubMeshes.data[index]);
  84806. }
  84807. engine.setColorWrite(true);
  84808. }
  84809. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84810. renderSubMesh(opaqueSubMeshes.data[index]);
  84811. }
  84812. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84813. renderSubMesh(alphaTestSubMeshes.data[index]);
  84814. }
  84815. };
  84816. }
  84817. /**
  84818. * Creates the depth rendering effect and checks if the effect is ready.
  84819. * @param subMesh The submesh to be used to render the depth map of
  84820. * @param useInstances If multiple world instances should be used
  84821. * @returns if the depth renderer is ready to render the depth map
  84822. */
  84823. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84824. var material = subMesh.getMaterial();
  84825. if (material.disableDepthWrite) {
  84826. return false;
  84827. }
  84828. var defines = [];
  84829. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84830. var mesh = subMesh.getMesh();
  84831. // Alpha test
  84832. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84833. defines.push("#define ALPHATEST");
  84834. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84835. attribs.push(BABYLON.VertexBuffer.UVKind);
  84836. defines.push("#define UV1");
  84837. }
  84838. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84839. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84840. defines.push("#define UV2");
  84841. }
  84842. }
  84843. // Bones
  84844. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84845. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84846. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84847. if (mesh.numBoneInfluencers > 4) {
  84848. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84849. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84850. }
  84851. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84852. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84853. }
  84854. else {
  84855. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84856. }
  84857. // Instances
  84858. if (useInstances) {
  84859. defines.push("#define INSTANCES");
  84860. attribs.push("world0");
  84861. attribs.push("world1");
  84862. attribs.push("world2");
  84863. attribs.push("world3");
  84864. }
  84865. // Get correct effect
  84866. var join = defines.join("\n");
  84867. if (this._cachedDefines !== join) {
  84868. this._cachedDefines = join;
  84869. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84870. }
  84871. return this._effect.isReady();
  84872. };
  84873. /**
  84874. * Gets the texture which the depth map will be written to.
  84875. * @returns The depth map texture
  84876. */
  84877. DepthRenderer.prototype.getDepthMap = function () {
  84878. return this._depthMap;
  84879. };
  84880. /**
  84881. * Disposes of the depth renderer.
  84882. */
  84883. DepthRenderer.prototype.dispose = function () {
  84884. this._depthMap.dispose();
  84885. };
  84886. return DepthRenderer;
  84887. }());
  84888. BABYLON.DepthRenderer = DepthRenderer;
  84889. })(BABYLON || (BABYLON = {}));
  84890. //# sourceMappingURL=babylon.depthRenderer.js.map
  84891. var BABYLON;
  84892. (function (BABYLON) {
  84893. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84894. camera = camera || this.activeCamera;
  84895. if (!camera) {
  84896. throw "No camera available to enable depth renderer";
  84897. }
  84898. if (!this._depthRenderer) {
  84899. this._depthRenderer = {};
  84900. }
  84901. if (!this._depthRenderer[camera.id]) {
  84902. var textureType = 0;
  84903. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84904. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84905. }
  84906. else if (this.getEngine().getCaps().textureFloatRender) {
  84907. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84908. }
  84909. else {
  84910. throw "Depth renderer does not support int texture type";
  84911. }
  84912. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84913. }
  84914. return this._depthRenderer[camera.id];
  84915. };
  84916. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84917. camera = camera || this.activeCamera;
  84918. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84919. return;
  84920. }
  84921. this._depthRenderer[camera.id].dispose();
  84922. delete this._depthRenderer[camera.id];
  84923. };
  84924. /**
  84925. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84926. * in several rendering techniques.
  84927. */
  84928. var DepthRendererSceneComponent = /** @class */ (function () {
  84929. /**
  84930. * Creates a new instance of the component for the given scene
  84931. * @param scene Defines the scene to register the component in
  84932. */
  84933. function DepthRendererSceneComponent(scene) {
  84934. /**
  84935. * The component name helpfull to identify the component in the list of scene components.
  84936. */
  84937. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84938. this.scene = scene;
  84939. }
  84940. /**
  84941. * Registers the component in a given scene
  84942. */
  84943. DepthRendererSceneComponent.prototype.register = function () {
  84944. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84945. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84946. };
  84947. /**
  84948. * Rebuilds the elements related to this component in case of
  84949. * context lost for instance.
  84950. */
  84951. DepthRendererSceneComponent.prototype.rebuild = function () {
  84952. // Nothing to do for this component
  84953. };
  84954. /**
  84955. * Disposes the component and the associated ressources
  84956. */
  84957. DepthRendererSceneComponent.prototype.dispose = function () {
  84958. for (var key in this.scene._depthRenderer) {
  84959. this.scene._depthRenderer[key].dispose();
  84960. }
  84961. };
  84962. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84963. if (this.scene._depthRenderer) {
  84964. for (var key in this.scene._depthRenderer) {
  84965. var depthRenderer = this.scene._depthRenderer[key];
  84966. if (!depthRenderer.useOnlyInActiveCamera) {
  84967. renderTargets.push(depthRenderer.getDepthMap());
  84968. }
  84969. }
  84970. }
  84971. };
  84972. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84973. if (this.scene._depthRenderer) {
  84974. for (var key in this.scene._depthRenderer) {
  84975. var depthRenderer = this.scene._depthRenderer[key];
  84976. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84977. renderTargets.push(depthRenderer.getDepthMap());
  84978. }
  84979. }
  84980. }
  84981. };
  84982. return DepthRendererSceneComponent;
  84983. }());
  84984. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84985. })(BABYLON || (BABYLON = {}));
  84986. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84987. var BABYLON;
  84988. (function (BABYLON) {
  84989. /**
  84990. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84991. */
  84992. var GeometryBufferRenderer = /** @class */ (function () {
  84993. /**
  84994. * Creates a new G Buffer for the scene
  84995. * @param scene The scene the buffer belongs to
  84996. * @param ratio How big is the buffer related to the main canvas.
  84997. */
  84998. function GeometryBufferRenderer(scene, ratio) {
  84999. if (ratio === void 0) { ratio = 1; }
  85000. /**
  85001. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85002. * in order to compute objects velocities when enableVelocity is set to "true"
  85003. * @hidden
  85004. */
  85005. this._previousTransformationMatrices = {};
  85006. this._enablePosition = false;
  85007. this._enableVelocity = false;
  85008. this._positionIndex = -1;
  85009. this._velocityIndex = -1;
  85010. this._scene = scene;
  85011. this._ratio = ratio;
  85012. // Register the G Buffer component to the scene.
  85013. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85014. if (!component) {
  85015. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85016. scene._addComponent(component);
  85017. }
  85018. // Render target
  85019. this._createRenderTargets();
  85020. }
  85021. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85022. /**
  85023. * Set the render list (meshes to be rendered) used in the G buffer.
  85024. */
  85025. set: function (meshes) {
  85026. this._multiRenderTarget.renderList = meshes;
  85027. },
  85028. enumerable: true,
  85029. configurable: true
  85030. });
  85031. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85032. /**
  85033. * Gets wether or not G buffer are supported by the running hardware.
  85034. * This requires draw buffer supports
  85035. */
  85036. get: function () {
  85037. return this._multiRenderTarget.isSupported;
  85038. },
  85039. enumerable: true,
  85040. configurable: true
  85041. });
  85042. /**
  85043. * Returns the index of the given texture type in the G-Buffer textures array
  85044. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85045. * @returns the index of the given texture type in the G-Buffer textures array
  85046. */
  85047. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85048. switch (textureType) {
  85049. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85050. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85051. default: return -1;
  85052. }
  85053. };
  85054. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85055. /**
  85056. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85057. */
  85058. get: function () {
  85059. return this._enablePosition;
  85060. },
  85061. /**
  85062. * Sets whether or not objects positions are enabled for the G buffer.
  85063. */
  85064. set: function (enable) {
  85065. this._enablePosition = enable;
  85066. this.dispose();
  85067. this._createRenderTargets();
  85068. },
  85069. enumerable: true,
  85070. configurable: true
  85071. });
  85072. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85073. /**
  85074. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85075. */
  85076. get: function () {
  85077. return this._enableVelocity;
  85078. },
  85079. /**
  85080. * Sets wether or not objects velocities are enabled for the G buffer.
  85081. */
  85082. set: function (enable) {
  85083. this._enableVelocity = enable;
  85084. this.dispose();
  85085. this._createRenderTargets();
  85086. },
  85087. enumerable: true,
  85088. configurable: true
  85089. });
  85090. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85091. /**
  85092. * Gets the scene associated with the buffer.
  85093. */
  85094. get: function () {
  85095. return this._scene;
  85096. },
  85097. enumerable: true,
  85098. configurable: true
  85099. });
  85100. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85101. /**
  85102. * Gets the ratio used by the buffer during its creation.
  85103. * How big is the buffer related to the main canvas.
  85104. */
  85105. get: function () {
  85106. return this._ratio;
  85107. },
  85108. enumerable: true,
  85109. configurable: true
  85110. });
  85111. /**
  85112. * Checks wether everything is ready to render a submesh to the G buffer.
  85113. * @param subMesh the submesh to check readiness for
  85114. * @param useInstances is the mesh drawn using instance or not
  85115. * @returns true if ready otherwise false
  85116. */
  85117. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85118. var material = subMesh.getMaterial();
  85119. if (material && material.disableDepthWrite) {
  85120. return false;
  85121. }
  85122. var defines = [];
  85123. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85124. var mesh = subMesh.getMesh();
  85125. // Alpha test
  85126. if (material && material.needAlphaTesting()) {
  85127. defines.push("#define ALPHATEST");
  85128. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85129. attribs.push(BABYLON.VertexBuffer.UVKind);
  85130. defines.push("#define UV1");
  85131. }
  85132. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85133. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85134. defines.push("#define UV2");
  85135. }
  85136. }
  85137. // Buffers
  85138. if (this._enablePosition) {
  85139. defines.push("#define POSITION");
  85140. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85141. }
  85142. if (this._enableVelocity) {
  85143. defines.push("#define VELOCITY");
  85144. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85145. }
  85146. // Bones
  85147. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85148. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85149. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85150. if (mesh.numBoneInfluencers > 4) {
  85151. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85152. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85153. }
  85154. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85155. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85156. }
  85157. else {
  85158. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85159. }
  85160. // Instances
  85161. if (useInstances) {
  85162. defines.push("#define INSTANCES");
  85163. attribs.push("world0");
  85164. attribs.push("world1");
  85165. attribs.push("world2");
  85166. attribs.push("world3");
  85167. }
  85168. // Setup textures count
  85169. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85170. // Get correct effect
  85171. var join = defines.join("\n");
  85172. if (this._cachedDefines !== join) {
  85173. this._cachedDefines = join;
  85174. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85175. }
  85176. return this._effect.isReady();
  85177. };
  85178. /**
  85179. * Gets the current underlying G Buffer.
  85180. * @returns the buffer
  85181. */
  85182. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85183. return this._multiRenderTarget;
  85184. };
  85185. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85186. /**
  85187. * Gets the number of samples used to render the buffer (anti aliasing).
  85188. */
  85189. get: function () {
  85190. return this._multiRenderTarget.samples;
  85191. },
  85192. /**
  85193. * Sets the number of samples used to render the buffer (anti aliasing).
  85194. */
  85195. set: function (value) {
  85196. this._multiRenderTarget.samples = value;
  85197. },
  85198. enumerable: true,
  85199. configurable: true
  85200. });
  85201. /**
  85202. * Disposes the renderer and frees up associated resources.
  85203. */
  85204. GeometryBufferRenderer.prototype.dispose = function () {
  85205. this.getGBuffer().dispose();
  85206. };
  85207. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85208. var _this = this;
  85209. var engine = this._scene.getEngine();
  85210. var count = 2;
  85211. if (this._enablePosition) {
  85212. this._positionIndex = count;
  85213. count++;
  85214. }
  85215. if (this._enableVelocity) {
  85216. this._velocityIndex = count;
  85217. count++;
  85218. }
  85219. 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 });
  85220. if (!this.isSupported) {
  85221. return;
  85222. }
  85223. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85224. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85225. this._multiRenderTarget.refreshRate = 1;
  85226. this._multiRenderTarget.renderParticles = false;
  85227. this._multiRenderTarget.renderList = null;
  85228. // set default depth value to 1.0 (far away)
  85229. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85230. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85231. });
  85232. // Custom render function
  85233. var renderSubMesh = function (subMesh) {
  85234. var mesh = subMesh.getRenderingMesh();
  85235. var scene = _this._scene;
  85236. var engine = scene.getEngine();
  85237. var material = subMesh.getMaterial();
  85238. if (!material) {
  85239. return;
  85240. }
  85241. // Velocity
  85242. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85243. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85244. }
  85245. // Culling
  85246. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85247. // Managing instances
  85248. var batch = mesh._getInstancesRenderList(subMesh._id);
  85249. if (batch.mustReturn) {
  85250. return;
  85251. }
  85252. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85253. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85254. engine.enableEffect(_this._effect);
  85255. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85256. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85257. _this._effect.setMatrix("view", scene.getViewMatrix());
  85258. // Alpha test
  85259. if (material && material.needAlphaTesting()) {
  85260. var alphaTexture = material.getAlphaTestTexture();
  85261. if (alphaTexture) {
  85262. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85263. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85264. }
  85265. }
  85266. // Bones
  85267. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85268. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85269. }
  85270. // Velocity
  85271. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85272. // Draw
  85273. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85274. }
  85275. // Velocity
  85276. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85277. };
  85278. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85279. var index;
  85280. if (depthOnlySubMeshes.length) {
  85281. engine.setColorWrite(false);
  85282. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85283. renderSubMesh(depthOnlySubMeshes.data[index]);
  85284. }
  85285. engine.setColorWrite(true);
  85286. }
  85287. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85288. renderSubMesh(opaqueSubMeshes.data[index]);
  85289. }
  85290. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85291. renderSubMesh(alphaTestSubMeshes.data[index]);
  85292. }
  85293. };
  85294. };
  85295. /**
  85296. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85297. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85298. */
  85299. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85300. /**
  85301. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85302. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85303. */
  85304. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85305. return GeometryBufferRenderer;
  85306. }());
  85307. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85308. })(BABYLON || (BABYLON = {}));
  85309. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85310. var BABYLON;
  85311. (function (BABYLON) {
  85312. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85313. get: function () {
  85314. this._geometryBufferRenderer;
  85315. },
  85316. set: function (value) {
  85317. if (value && value.isSupported) {
  85318. this._geometryBufferRenderer = value;
  85319. }
  85320. },
  85321. enumerable: true,
  85322. configurable: true
  85323. });
  85324. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85325. if (ratio === void 0) { ratio = 1; }
  85326. if (this._geometryBufferRenderer) {
  85327. return this._geometryBufferRenderer;
  85328. }
  85329. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85330. if (!this._geometryBufferRenderer.isSupported) {
  85331. this._geometryBufferRenderer = null;
  85332. }
  85333. return this._geometryBufferRenderer;
  85334. };
  85335. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85336. if (!this._geometryBufferRenderer) {
  85337. return;
  85338. }
  85339. this._geometryBufferRenderer.dispose();
  85340. this._geometryBufferRenderer = null;
  85341. };
  85342. /**
  85343. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85344. * in several rendering techniques.
  85345. */
  85346. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85347. /**
  85348. * Creates a new instance of the component for the given scene
  85349. * @param scene Defines the scene to register the component in
  85350. */
  85351. function GeometryBufferRendererSceneComponent(scene) {
  85352. /**
  85353. * The component name helpful to identify the component in the list of scene components.
  85354. */
  85355. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85356. this.scene = scene;
  85357. }
  85358. /**
  85359. * Registers the component in a given scene
  85360. */
  85361. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85362. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85363. };
  85364. /**
  85365. * Rebuilds the elements related to this component in case of
  85366. * context lost for instance.
  85367. */
  85368. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85369. // Nothing to do for this component
  85370. };
  85371. /**
  85372. * Disposes the component and the associated ressources
  85373. */
  85374. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85375. // Nothing to do for this component
  85376. };
  85377. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85378. if (this.scene._geometryBufferRenderer) {
  85379. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85380. }
  85381. };
  85382. return GeometryBufferRendererSceneComponent;
  85383. }());
  85384. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85385. })(BABYLON || (BABYLON = {}));
  85386. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85387. var BABYLON;
  85388. (function (BABYLON) {
  85389. /**
  85390. * Render pipeline to produce ssao effect
  85391. */
  85392. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85393. __extends(SSAORenderingPipeline, _super);
  85394. /**
  85395. * @constructor
  85396. * @param name - The rendering pipeline name
  85397. * @param scene - The scene linked to this pipeline
  85398. * @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 }
  85399. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85400. */
  85401. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85402. var _this = _super.call(this, scene.getEngine(), name) || this;
  85403. // Members
  85404. /**
  85405. * @ignore
  85406. * The PassPostProcess id in the pipeline that contains the original scene color
  85407. */
  85408. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85409. /**
  85410. * @ignore
  85411. * The SSAO PostProcess id in the pipeline
  85412. */
  85413. _this.SSAORenderEffect = "SSAORenderEffect";
  85414. /**
  85415. * @ignore
  85416. * The horizontal blur PostProcess id in the pipeline
  85417. */
  85418. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85419. /**
  85420. * @ignore
  85421. * The vertical blur PostProcess id in the pipeline
  85422. */
  85423. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85424. /**
  85425. * @ignore
  85426. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85427. */
  85428. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85429. /**
  85430. * The output strength of the SSAO post-process. Default value is 1.0.
  85431. */
  85432. _this.totalStrength = 1.0;
  85433. /**
  85434. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85435. */
  85436. _this.radius = 0.0001;
  85437. /**
  85438. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85439. * Must not be equal to fallOff and superior to fallOff.
  85440. * Default value is 0.975
  85441. */
  85442. _this.area = 0.0075;
  85443. /**
  85444. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85445. * Must not be equal to area and inferior to area.
  85446. * Default value is 0.0
  85447. */
  85448. _this.fallOff = 0.000001;
  85449. /**
  85450. * The base color of the SSAO post-process
  85451. * The final result is "base + ssao" between [0, 1]
  85452. */
  85453. _this.base = 0.5;
  85454. _this._firstUpdate = true;
  85455. _this._scene = scene;
  85456. // Set up assets
  85457. _this._createRandomTexture();
  85458. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85459. var ssaoRatio = ratio.ssaoRatio || ratio;
  85460. var combineRatio = ratio.combineRatio || ratio;
  85461. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85462. _this._createSSAOPostProcess(ssaoRatio);
  85463. _this._createBlurPostProcess(ssaoRatio);
  85464. _this._createSSAOCombinePostProcess(combineRatio);
  85465. // Set up pipeline
  85466. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85467. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85468. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85469. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85470. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85471. // Finish
  85472. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85473. if (cameras) {
  85474. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85475. }
  85476. return _this;
  85477. }
  85478. // Public Methods
  85479. /**
  85480. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85481. */
  85482. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85483. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85484. for (var i = 0; i < this._scene.cameras.length; i++) {
  85485. var camera = this._scene.cameras[i];
  85486. this._originalColorPostProcess.dispose(camera);
  85487. this._ssaoPostProcess.dispose(camera);
  85488. this._blurHPostProcess.dispose(camera);
  85489. this._blurVPostProcess.dispose(camera);
  85490. this._ssaoCombinePostProcess.dispose(camera);
  85491. }
  85492. this._randomTexture.dispose();
  85493. if (disableDepthRender) {
  85494. this._scene.disableDepthRenderer();
  85495. }
  85496. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85497. _super.prototype.dispose.call(this);
  85498. };
  85499. // Private Methods
  85500. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85501. var _this = this;
  85502. var size = 16;
  85503. 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);
  85504. 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);
  85505. this._blurHPostProcess.onActivateObservable.add(function () {
  85506. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85507. _this._blurHPostProcess.kernel = size * dw;
  85508. });
  85509. this._blurVPostProcess.onActivateObservable.add(function () {
  85510. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85511. _this._blurVPostProcess.kernel = size * dw;
  85512. });
  85513. };
  85514. /** @hidden */
  85515. SSAORenderingPipeline.prototype._rebuild = function () {
  85516. this._firstUpdate = true;
  85517. _super.prototype._rebuild.call(this);
  85518. };
  85519. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85520. var _this = this;
  85521. var numSamples = 16;
  85522. var sampleSphere = [
  85523. 0.5381, 0.1856, -0.4319,
  85524. 0.1379, 0.2486, 0.4430,
  85525. 0.3371, 0.5679, -0.0057,
  85526. -0.6999, -0.0451, -0.0019,
  85527. 0.0689, -0.1598, -0.8547,
  85528. 0.0560, 0.0069, -0.1843,
  85529. -0.0146, 0.1402, 0.0762,
  85530. 0.0100, -0.1924, -0.0344,
  85531. -0.3577, -0.5301, -0.4358,
  85532. -0.3169, 0.1063, 0.0158,
  85533. 0.0103, -0.5869, 0.0046,
  85534. -0.0897, -0.4940, 0.3287,
  85535. 0.7119, -0.0154, -0.0918,
  85536. -0.0533, 0.0596, -0.5411,
  85537. 0.0352, -0.0631, 0.5460,
  85538. -0.4776, 0.2847, -0.0271
  85539. ];
  85540. var samplesFactor = 1.0 / numSamples;
  85541. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85542. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85543. "area", "fallOff", "base", "range", "viewport"
  85544. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85545. this._ssaoPostProcess.onApply = function (effect) {
  85546. if (_this._firstUpdate) {
  85547. effect.setArray3("sampleSphere", sampleSphere);
  85548. effect.setFloat("samplesFactor", samplesFactor);
  85549. effect.setFloat("randTextureTiles", 4.0);
  85550. }
  85551. effect.setFloat("totalStrength", _this.totalStrength);
  85552. effect.setFloat("radius", _this.radius);
  85553. effect.setFloat("area", _this.area);
  85554. effect.setFloat("fallOff", _this.fallOff);
  85555. effect.setFloat("base", _this.base);
  85556. effect.setTexture("textureSampler", _this._depthTexture);
  85557. effect.setTexture("randomSampler", _this._randomTexture);
  85558. };
  85559. };
  85560. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85561. var _this = this;
  85562. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85563. this._ssaoCombinePostProcess.onApply = function (effect) {
  85564. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85565. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85566. };
  85567. };
  85568. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85569. var size = 512;
  85570. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85571. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85572. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85573. var context = this._randomTexture.getContext();
  85574. var rand = function (min, max) {
  85575. return Math.random() * (max - min) + min;
  85576. };
  85577. var randVector = BABYLON.Vector3.Zero();
  85578. for (var x = 0; x < size; x++) {
  85579. for (var y = 0; y < size; y++) {
  85580. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85581. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85582. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85583. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85584. context.fillRect(x, y, 1, 1);
  85585. }
  85586. }
  85587. this._randomTexture.update(false);
  85588. };
  85589. __decorate([
  85590. BABYLON.serialize()
  85591. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85592. __decorate([
  85593. BABYLON.serialize()
  85594. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85595. __decorate([
  85596. BABYLON.serialize()
  85597. ], SSAORenderingPipeline.prototype, "area", void 0);
  85598. __decorate([
  85599. BABYLON.serialize()
  85600. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85601. __decorate([
  85602. BABYLON.serialize()
  85603. ], SSAORenderingPipeline.prototype, "base", void 0);
  85604. return SSAORenderingPipeline;
  85605. }(BABYLON.PostProcessRenderPipeline));
  85606. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85607. })(BABYLON || (BABYLON = {}));
  85608. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85609. var BABYLON;
  85610. (function (BABYLON) {
  85611. /**
  85612. * Render pipeline to produce ssao effect
  85613. */
  85614. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85615. __extends(SSAO2RenderingPipeline, _super);
  85616. /**
  85617. * @constructor
  85618. * @param name The rendering pipeline name
  85619. * @param scene The scene linked to this pipeline
  85620. * @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 }
  85621. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85622. */
  85623. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85624. var _this = _super.call(this, scene.getEngine(), name) || this;
  85625. // Members
  85626. /**
  85627. * @ignore
  85628. * The PassPostProcess id in the pipeline that contains the original scene color
  85629. */
  85630. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85631. /**
  85632. * @ignore
  85633. * The SSAO PostProcess id in the pipeline
  85634. */
  85635. _this.SSAORenderEffect = "SSAORenderEffect";
  85636. /**
  85637. * @ignore
  85638. * The horizontal blur PostProcess id in the pipeline
  85639. */
  85640. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85641. /**
  85642. * @ignore
  85643. * The vertical blur PostProcess id in the pipeline
  85644. */
  85645. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85646. /**
  85647. * @ignore
  85648. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85649. */
  85650. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85651. /**
  85652. * The output strength of the SSAO post-process. Default value is 1.0.
  85653. */
  85654. _this.totalStrength = 1.0;
  85655. /**
  85656. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85657. */
  85658. _this.maxZ = 100.0;
  85659. /**
  85660. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85661. */
  85662. _this.minZAspect = 0.2;
  85663. _this._samples = 8;
  85664. _this._textureSamples = 1;
  85665. _this._expensiveBlur = true;
  85666. /**
  85667. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85668. */
  85669. _this.radius = 2.0;
  85670. /**
  85671. * The base color of the SSAO post-process
  85672. * The final result is "base + ssao" between [0, 1]
  85673. */
  85674. _this.base = 0;
  85675. _this._firstUpdate = true;
  85676. _this._bits = new Uint32Array(1);
  85677. _this._scene = scene;
  85678. _this._ratio = ratio;
  85679. if (!_this.isSupported) {
  85680. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85681. return _this;
  85682. }
  85683. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85684. var blurRatio = _this._ratio.blurRatio || ratio;
  85685. // Set up assets
  85686. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85687. _this._createRandomTexture();
  85688. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85689. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85690. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85691. _this._originalColorPostProcess.samples = _this.textureSamples;
  85692. _this._createSSAOPostProcess(1.0);
  85693. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85694. _this._createSSAOCombinePostProcess(blurRatio);
  85695. // Set up pipeline
  85696. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85697. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85698. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85699. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85700. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85701. // Finish
  85702. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85703. if (cameras) {
  85704. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85705. }
  85706. return _this;
  85707. }
  85708. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85709. get: function () {
  85710. return this._samples;
  85711. },
  85712. /**
  85713. * Number of samples used for the SSAO calculations. Default value is 8
  85714. */
  85715. set: function (n) {
  85716. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85717. this._samples = n;
  85718. this._sampleSphere = this._generateHemisphere();
  85719. this._firstUpdate = true;
  85720. },
  85721. enumerable: true,
  85722. configurable: true
  85723. });
  85724. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85725. get: function () {
  85726. return this._textureSamples;
  85727. },
  85728. /**
  85729. * Number of samples to use for antialiasing
  85730. */
  85731. set: function (n) {
  85732. this._textureSamples = n;
  85733. this._originalColorPostProcess.samples = n;
  85734. this._blurHPostProcess.samples = n;
  85735. this._blurVPostProcess.samples = n;
  85736. this._ssaoPostProcess.samples = n;
  85737. this._ssaoCombinePostProcess.samples = n;
  85738. },
  85739. enumerable: true,
  85740. configurable: true
  85741. });
  85742. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85743. get: function () {
  85744. return this._expensiveBlur;
  85745. },
  85746. /**
  85747. * If bilateral blur should be used
  85748. */
  85749. set: function (b) {
  85750. 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"]);
  85751. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85752. this._expensiveBlur = b;
  85753. this._firstUpdate = true;
  85754. },
  85755. enumerable: true,
  85756. configurable: true
  85757. });
  85758. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85759. /**
  85760. * Support test.
  85761. */
  85762. get: function () {
  85763. var engine = BABYLON.Engine.LastCreatedEngine;
  85764. if (!engine) {
  85765. return false;
  85766. }
  85767. return engine.getCaps().drawBuffersExtension;
  85768. },
  85769. enumerable: true,
  85770. configurable: true
  85771. });
  85772. // Public Methods
  85773. /**
  85774. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85775. */
  85776. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85777. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85778. for (var i = 0; i < this._scene.cameras.length; i++) {
  85779. var camera = this._scene.cameras[i];
  85780. this._originalColorPostProcess.dispose(camera);
  85781. this._ssaoPostProcess.dispose(camera);
  85782. this._blurHPostProcess.dispose(camera);
  85783. this._blurVPostProcess.dispose(camera);
  85784. this._ssaoCombinePostProcess.dispose(camera);
  85785. }
  85786. this._randomTexture.dispose();
  85787. if (disableGeometryBufferRenderer) {
  85788. this._scene.disableGeometryBufferRenderer();
  85789. }
  85790. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85791. _super.prototype.dispose.call(this);
  85792. };
  85793. // Private Methods
  85794. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85795. var _this = this;
  85796. this._samplerOffsets = [];
  85797. var expensive = this.expensiveBlur;
  85798. for (var i = -8; i < 8; i++) {
  85799. this._samplerOffsets.push(i * 2 + 0.5);
  85800. }
  85801. 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");
  85802. this._blurHPostProcess.onApply = function (effect) {
  85803. if (!_this._scene.activeCamera) {
  85804. return;
  85805. }
  85806. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85807. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85808. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85809. effect.setFloat("radius", _this.radius);
  85810. effect.setTexture("depthSampler", _this._depthTexture);
  85811. if (_this._firstUpdate) {
  85812. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85813. }
  85814. };
  85815. 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");
  85816. this._blurVPostProcess.onApply = function (effect) {
  85817. if (!_this._scene.activeCamera) {
  85818. return;
  85819. }
  85820. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85821. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85822. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85823. effect.setFloat("radius", _this.radius);
  85824. effect.setTexture("depthSampler", _this._depthTexture);
  85825. if (_this._firstUpdate) {
  85826. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85827. _this._firstUpdate = false;
  85828. }
  85829. };
  85830. this._blurHPostProcess.samples = this.textureSamples;
  85831. this._blurVPostProcess.samples = this.textureSamples;
  85832. };
  85833. /** @hidden */
  85834. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85835. this._firstUpdate = true;
  85836. _super.prototype._rebuild.call(this);
  85837. };
  85838. //Van der Corput radical inverse
  85839. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85840. this._bits[0] = i;
  85841. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85842. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85843. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85844. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85845. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85846. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85847. };
  85848. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85849. return [i / n, this._radicalInverse_VdC(i)];
  85850. };
  85851. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85852. var phi = v * 2.0 * Math.PI;
  85853. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85854. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85855. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85856. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85857. };
  85858. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85859. var numSamples = this.samples;
  85860. var result = [];
  85861. var vector;
  85862. var i = 0;
  85863. while (i < numSamples) {
  85864. if (numSamples < 16) {
  85865. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85866. }
  85867. else {
  85868. var rand = this._hammersley(i, numSamples);
  85869. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85870. }
  85871. result.push(vector.x, vector.y, vector.z);
  85872. i++;
  85873. }
  85874. return result;
  85875. };
  85876. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85877. var _this = this;
  85878. var numSamples = this.samples;
  85879. this._sampleSphere = this._generateHemisphere();
  85880. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85881. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85882. "base", "range", "projection", "near", "far", "texelSize",
  85883. "xViewport", "yViewport", "maxZ", "minZAspect"
  85884. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85885. this._ssaoPostProcess.onApply = function (effect) {
  85886. if (_this._firstUpdate) {
  85887. effect.setArray3("sampleSphere", _this._sampleSphere);
  85888. effect.setFloat("randTextureTiles", 32.0);
  85889. }
  85890. if (!_this._scene.activeCamera) {
  85891. return;
  85892. }
  85893. effect.setFloat("samplesFactor", 1 / _this.samples);
  85894. effect.setFloat("totalStrength", _this.totalStrength);
  85895. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85896. effect.setFloat("radius", _this.radius);
  85897. effect.setFloat("maxZ", _this.maxZ);
  85898. effect.setFloat("minZAspect", _this.minZAspect);
  85899. effect.setFloat("base", _this.base);
  85900. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85901. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85902. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85903. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85904. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85905. effect.setTexture("textureSampler", _this._depthTexture);
  85906. effect.setTexture("normalSampler", _this._normalTexture);
  85907. effect.setTexture("randomSampler", _this._randomTexture);
  85908. };
  85909. this._ssaoPostProcess.samples = this.textureSamples;
  85910. };
  85911. SSAO2RenderingPipeline.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. var viewport = _this._scene.activeCamera.viewport;
  85916. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85917. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85918. };
  85919. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85920. };
  85921. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85922. var size = 128;
  85923. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85924. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85925. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85926. var context = this._randomTexture.getContext();
  85927. var rand = function (min, max) {
  85928. return Math.random() * (max - min) + min;
  85929. };
  85930. var randVector = BABYLON.Vector3.Zero();
  85931. for (var x = 0; x < size; x++) {
  85932. for (var y = 0; y < size; y++) {
  85933. randVector.x = rand(0.0, 1.0);
  85934. randVector.y = rand(0.0, 1.0);
  85935. randVector.z = 0.0;
  85936. randVector.normalize();
  85937. randVector.scaleInPlace(255);
  85938. randVector.x = Math.floor(randVector.x);
  85939. randVector.y = Math.floor(randVector.y);
  85940. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85941. context.fillRect(x, y, 1, 1);
  85942. }
  85943. }
  85944. this._randomTexture.update(false);
  85945. };
  85946. /**
  85947. * Serialize the rendering pipeline (Used when exporting)
  85948. * @returns the serialized object
  85949. */
  85950. SSAO2RenderingPipeline.prototype.serialize = function () {
  85951. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85952. serializationObject.customType = "SSAO2RenderingPipeline";
  85953. return serializationObject;
  85954. };
  85955. /**
  85956. * Parse the serialized pipeline
  85957. * @param source Source pipeline.
  85958. * @param scene The scene to load the pipeline to.
  85959. * @param rootUrl The URL of the serialized pipeline.
  85960. * @returns An instantiated pipeline from the serialized object.
  85961. */
  85962. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85963. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85964. };
  85965. __decorate([
  85966. BABYLON.serialize()
  85967. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85968. __decorate([
  85969. BABYLON.serialize()
  85970. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85971. __decorate([
  85972. BABYLON.serialize()
  85973. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85974. __decorate([
  85975. BABYLON.serialize("samples")
  85976. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85977. __decorate([
  85978. BABYLON.serialize("textureSamples")
  85979. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85980. __decorate([
  85981. BABYLON.serialize()
  85982. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85983. __decorate([
  85984. BABYLON.serialize("expensiveBlur")
  85985. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85986. __decorate([
  85987. BABYLON.serialize()
  85988. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85989. __decorate([
  85990. BABYLON.serialize()
  85991. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85992. return SSAO2RenderingPipeline;
  85993. }(BABYLON.PostProcessRenderPipeline));
  85994. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85995. })(BABYLON || (BABYLON = {}));
  85996. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85997. var BABYLON;
  85998. (function (BABYLON) {
  85999. /**
  86000. * BABYLON.JS Chromatic Aberration GLSL Shader
  86001. * Author: Olivier Guyot
  86002. * Separates very slightly R, G and B colors on the edges of the screen
  86003. * Inspired by Francois Tarlier & Martins Upitis
  86004. */
  86005. var LensRenderingPipeline = /** @class */ (function (_super) {
  86006. __extends(LensRenderingPipeline, _super);
  86007. /**
  86008. * @constructor
  86009. *
  86010. * Effect parameters are as follow:
  86011. * {
  86012. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86013. * edge_blur: number; // from 0 to x (1 for realism)
  86014. * distortion: number; // from 0 to x (1 for realism)
  86015. * grain_amount: number; // from 0 to 1
  86016. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86017. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86018. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86019. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86020. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86021. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86022. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86023. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86024. * }
  86025. * Note: if an effect parameter is unset, effect is disabled
  86026. *
  86027. * @param name The rendering pipeline name
  86028. * @param parameters - An object containing all parameters (see above)
  86029. * @param scene The scene linked to this pipeline
  86030. * @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)
  86031. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86032. */
  86033. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86034. if (ratio === void 0) { ratio = 1.0; }
  86035. var _this = _super.call(this, scene.getEngine(), name) || this;
  86036. // Lens effects can be of the following:
  86037. // - chromatic aberration (slight shift of RGB colors)
  86038. // - blur on the edge of the lens
  86039. // - lens distortion
  86040. // - depth-of-field blur & highlights enhancing
  86041. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86042. // - grain effect (noise or custom texture)
  86043. // Two additional texture samplers are needed:
  86044. // - depth map (for depth-of-field)
  86045. // - grain texture
  86046. /**
  86047. * @ignore
  86048. * The chromatic aberration PostProcess id in the pipeline
  86049. */
  86050. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86051. /**
  86052. * @ignore
  86053. * The highlights enhancing PostProcess id in the pipeline
  86054. */
  86055. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86056. /**
  86057. * @ignore
  86058. * The depth-of-field PostProcess id in the pipeline
  86059. */
  86060. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86061. _this._scene = scene;
  86062. // Fetch texture samplers
  86063. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86064. if (parameters.grain_texture) {
  86065. _this._grainTexture = parameters.grain_texture;
  86066. }
  86067. else {
  86068. _this._createGrainTexture();
  86069. }
  86070. // save parameters
  86071. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86072. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86073. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86074. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86075. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86076. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86077. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86078. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86079. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86080. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86081. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86082. // Create effects
  86083. _this._createChromaticAberrationPostProcess(ratio);
  86084. _this._createHighlightsPostProcess(ratio);
  86085. _this._createDepthOfFieldPostProcess(ratio / 4);
  86086. // Set up pipeline
  86087. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86088. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86089. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86090. if (_this._highlightsGain === -1) {
  86091. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86092. }
  86093. // Finish
  86094. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86095. if (cameras) {
  86096. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86097. }
  86098. return _this;
  86099. }
  86100. // public methods (self explanatory)
  86101. /**
  86102. * Sets the amount of blur at the edges
  86103. * @param amount blur amount
  86104. */
  86105. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86106. /**
  86107. * Sets edge blur to 0
  86108. */
  86109. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86110. /**
  86111. * Sets the amout of grain
  86112. * @param amount Amount of grain
  86113. */
  86114. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86115. /**
  86116. * Set grain amount to 0
  86117. */
  86118. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86119. /**
  86120. * Sets the chromatic aberration amount
  86121. * @param amount amount of chromatic aberration
  86122. */
  86123. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86124. /**
  86125. * Sets chromatic aberration amount to 0
  86126. */
  86127. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86128. /**
  86129. * Sets the EdgeDistortion amount
  86130. * @param amount amount of EdgeDistortion
  86131. */
  86132. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86133. /**
  86134. * Sets edge distortion to 0
  86135. */
  86136. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86137. /**
  86138. * Sets the FocusDistance amount
  86139. * @param amount amount of FocusDistance
  86140. */
  86141. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86142. /**
  86143. * Disables depth of field
  86144. */
  86145. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86146. /**
  86147. * Sets the Aperture amount
  86148. * @param amount amount of Aperture
  86149. */
  86150. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86151. /**
  86152. * Sets the DarkenOutOfFocus amount
  86153. * @param amount amount of DarkenOutOfFocus
  86154. */
  86155. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86156. /**
  86157. * Creates a pentagon bokeh effect
  86158. */
  86159. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86160. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86161. };
  86162. /**
  86163. * Disables the pentagon bokeh effect
  86164. */
  86165. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86166. this._highlightsPostProcess.updateEffect();
  86167. };
  86168. /**
  86169. * Enables noise blur
  86170. */
  86171. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86172. /**
  86173. * Disables noise blur
  86174. */
  86175. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86176. /**
  86177. * Sets the HighlightsGain amount
  86178. * @param amount amount of HighlightsGain
  86179. */
  86180. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86181. this._highlightsGain = amount;
  86182. };
  86183. /**
  86184. * Sets the HighlightsThreshold amount
  86185. * @param amount amount of HighlightsThreshold
  86186. */
  86187. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86188. if (this._highlightsGain === -1) {
  86189. this._highlightsGain = 1.0;
  86190. }
  86191. this._highlightsThreshold = amount;
  86192. };
  86193. /**
  86194. * Disables highlights
  86195. */
  86196. LensRenderingPipeline.prototype.disableHighlights = function () {
  86197. this._highlightsGain = -1;
  86198. };
  86199. /**
  86200. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86201. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86202. */
  86203. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86204. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86205. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86206. this._chromaticAberrationPostProcess = null;
  86207. this._highlightsPostProcess = null;
  86208. this._depthOfFieldPostProcess = null;
  86209. this._grainTexture.dispose();
  86210. if (disableDepthRender) {
  86211. this._scene.disableDepthRenderer();
  86212. }
  86213. };
  86214. // colors shifting and distortion
  86215. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86216. var _this = this;
  86217. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86218. [], // samplers
  86219. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86220. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86221. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86222. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86223. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86224. effect.setFloat('radialIntensity', 1);
  86225. effect.setFloat2('direction', 17, 17);
  86226. effect.setFloat2('centerPosition', 0.5, 0.5);
  86227. };
  86228. };
  86229. // highlights enhancing
  86230. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86231. var _this = this;
  86232. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86233. [], // samplers
  86234. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86235. this._highlightsPostProcess.onApply = function (effect) {
  86236. effect.setFloat('gain', _this._highlightsGain);
  86237. effect.setFloat('threshold', _this._highlightsThreshold);
  86238. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86239. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86240. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86241. };
  86242. };
  86243. // colors shifting and distortion
  86244. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86245. var _this = this;
  86246. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86247. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86248. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86249. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86250. this._depthOfFieldPostProcess.onApply = function (effect) {
  86251. effect.setTexture("depthSampler", _this._depthTexture);
  86252. effect.setTexture("grainSampler", _this._grainTexture);
  86253. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86254. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86255. effect.setFloat('grain_amount', _this._grainAmount);
  86256. effect.setBool('blur_noise', _this._blurNoise);
  86257. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86258. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86259. effect.setFloat('distortion', _this._distortion);
  86260. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86261. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86262. effect.setFloat('aperture', _this._dofAperture);
  86263. effect.setFloat('darken', _this._dofDarken);
  86264. effect.setFloat('edge_blur', _this._edgeBlur);
  86265. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86266. if (_this._scene.activeCamera) {
  86267. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86268. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86269. }
  86270. };
  86271. };
  86272. // creates a black and white random noise texture, 512x512
  86273. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86274. var size = 512;
  86275. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86276. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86277. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86278. var context = this._grainTexture.getContext();
  86279. var rand = function (min, max) {
  86280. return Math.random() * (max - min) + min;
  86281. };
  86282. var value;
  86283. for (var x = 0; x < size; x++) {
  86284. for (var y = 0; y < size; y++) {
  86285. value = Math.floor(rand(0.42, 0.58) * 255);
  86286. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86287. context.fillRect(x, y, 1, 1);
  86288. }
  86289. }
  86290. this._grainTexture.update(false);
  86291. };
  86292. return LensRenderingPipeline;
  86293. }(BABYLON.PostProcessRenderPipeline));
  86294. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86295. })(BABYLON || (BABYLON = {}));
  86296. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86297. var BABYLON;
  86298. (function (BABYLON) {
  86299. /**
  86300. * Standard rendering pipeline
  86301. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86302. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86303. */
  86304. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86305. __extends(StandardRenderingPipeline, _super);
  86306. /**
  86307. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86308. * @constructor
  86309. * @param name The rendering pipeline name
  86310. * @param scene The scene linked to this pipeline
  86311. * @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)
  86312. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86313. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86314. */
  86315. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86316. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86317. var _this = _super.call(this, scene.getEngine(), name) || this;
  86318. /**
  86319. * Post-process used to down scale an image x4
  86320. */
  86321. _this.downSampleX4PostProcess = null;
  86322. /**
  86323. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86324. */
  86325. _this.brightPassPostProcess = null;
  86326. /**
  86327. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86328. */
  86329. _this.blurHPostProcesses = [];
  86330. /**
  86331. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86332. */
  86333. _this.blurVPostProcesses = [];
  86334. /**
  86335. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86336. */
  86337. _this.textureAdderPostProcess = null;
  86338. /**
  86339. * Post-process used to create volumetric lighting effect
  86340. */
  86341. _this.volumetricLightPostProcess = null;
  86342. /**
  86343. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86344. */
  86345. _this.volumetricLightSmoothXPostProcess = null;
  86346. /**
  86347. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86348. */
  86349. _this.volumetricLightSmoothYPostProcess = null;
  86350. /**
  86351. * Post-process used to merge the volumetric light effect and the real scene color
  86352. */
  86353. _this.volumetricLightMergePostProces = null;
  86354. /**
  86355. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86356. */
  86357. _this.volumetricLightFinalPostProcess = null;
  86358. /**
  86359. * Base post-process used to calculate the average luminance of the final image for HDR
  86360. */
  86361. _this.luminancePostProcess = null;
  86362. /**
  86363. * Post-processes used to create down sample post-processes in order to get
  86364. * the average luminance of the final image for HDR
  86365. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86366. */
  86367. _this.luminanceDownSamplePostProcesses = [];
  86368. /**
  86369. * Post-process used to create a HDR effect (light adaptation)
  86370. */
  86371. _this.hdrPostProcess = null;
  86372. /**
  86373. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86374. */
  86375. _this.textureAdderFinalPostProcess = null;
  86376. /**
  86377. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86378. */
  86379. _this.lensFlareFinalPostProcess = null;
  86380. /**
  86381. * Post-process used to merge the final HDR post-process and the real scene color
  86382. */
  86383. _this.hdrFinalPostProcess = null;
  86384. /**
  86385. * Post-process used to create a lens flare effect
  86386. */
  86387. _this.lensFlarePostProcess = null;
  86388. /**
  86389. * Post-process that merges the result of the lens flare post-process and the real scene color
  86390. */
  86391. _this.lensFlareComposePostProcess = null;
  86392. /**
  86393. * Post-process used to create a motion blur effect
  86394. */
  86395. _this.motionBlurPostProcess = null;
  86396. /**
  86397. * Post-process used to create a depth of field effect
  86398. */
  86399. _this.depthOfFieldPostProcess = null;
  86400. /**
  86401. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86402. */
  86403. _this.fxaaPostProcess = null;
  86404. // Values
  86405. /**
  86406. * Represents the brightness threshold in order to configure the illuminated surfaces
  86407. */
  86408. _this.brightThreshold = 1.0;
  86409. /**
  86410. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86411. */
  86412. _this.blurWidth = 512.0;
  86413. /**
  86414. * Sets if the blur for highlighted surfaces must be only horizontal
  86415. */
  86416. _this.horizontalBlur = false;
  86417. /**
  86418. * Sets the overall exposure used by the pipeline
  86419. */
  86420. _this.exposure = 1.0;
  86421. /**
  86422. * Texture used typically to simulate "dirty" on camera lens
  86423. */
  86424. _this.lensTexture = null;
  86425. /**
  86426. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86427. */
  86428. _this.volumetricLightCoefficient = 0.2;
  86429. /**
  86430. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86431. */
  86432. _this.volumetricLightPower = 4.0;
  86433. /**
  86434. * Used the set the blur intensity to smooth the volumetric lights
  86435. */
  86436. _this.volumetricLightBlurScale = 64.0;
  86437. /**
  86438. * Light (spot or directional) used to generate the volumetric lights rays
  86439. * The source light must have a shadow generate so the pipeline can get its
  86440. * depth map
  86441. */
  86442. _this.sourceLight = null;
  86443. /**
  86444. * For eye adaptation, represents the minimum luminance the eye can see
  86445. */
  86446. _this.hdrMinimumLuminance = 1.0;
  86447. /**
  86448. * For eye adaptation, represents the decrease luminance speed
  86449. */
  86450. _this.hdrDecreaseRate = 0.5;
  86451. /**
  86452. * For eye adaptation, represents the increase luminance speed
  86453. */
  86454. _this.hdrIncreaseRate = 0.5;
  86455. /**
  86456. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86457. */
  86458. _this.lensColorTexture = null;
  86459. /**
  86460. * The overall strengh for the lens flare effect
  86461. */
  86462. _this.lensFlareStrength = 20.0;
  86463. /**
  86464. * Dispersion coefficient for lens flare ghosts
  86465. */
  86466. _this.lensFlareGhostDispersal = 1.4;
  86467. /**
  86468. * Main lens flare halo width
  86469. */
  86470. _this.lensFlareHaloWidth = 0.7;
  86471. /**
  86472. * Based on the lens distortion effect, defines how much the lens flare result
  86473. * is distorted
  86474. */
  86475. _this.lensFlareDistortionStrength = 16.0;
  86476. /**
  86477. * Lens star texture must be used to simulate rays on the flares and is available
  86478. * in the documentation
  86479. */
  86480. _this.lensStarTexture = null;
  86481. /**
  86482. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86483. * flare effect by taking account of the dirt texture
  86484. */
  86485. _this.lensFlareDirtTexture = null;
  86486. /**
  86487. * Represents the focal length for the depth of field effect
  86488. */
  86489. _this.depthOfFieldDistance = 10.0;
  86490. /**
  86491. * Represents the blur intensity for the blurred part of the depth of field effect
  86492. */
  86493. _this.depthOfFieldBlurWidth = 64.0;
  86494. /**
  86495. * For motion blur, defines how much the image is blurred by the movement
  86496. */
  86497. _this.motionStrength = 1.0;
  86498. /**
  86499. * List of animations for the pipeline (IAnimatable implementation)
  86500. */
  86501. _this.animations = [];
  86502. _this._currentDepthOfFieldSource = null;
  86503. _this._hdrCurrentLuminance = 1.0;
  86504. // Getters and setters
  86505. _this._bloomEnabled = false;
  86506. _this._depthOfFieldEnabled = false;
  86507. _this._vlsEnabled = false;
  86508. _this._lensFlareEnabled = false;
  86509. _this._hdrEnabled = false;
  86510. _this._motionBlurEnabled = false;
  86511. _this._fxaaEnabled = false;
  86512. _this._motionBlurSamples = 64.0;
  86513. _this._volumetricLightStepsCount = 50.0;
  86514. _this._samples = 1;
  86515. _this._cameras = cameras || [];
  86516. // Initialize
  86517. _this._scene = scene;
  86518. _this._basePostProcess = originalPostProcess;
  86519. _this._ratio = ratio;
  86520. // Misc
  86521. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86522. // Finish
  86523. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86524. _this._buildPipeline();
  86525. return _this;
  86526. }
  86527. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86528. /**
  86529. * @ignore
  86530. * Specifies if the bloom pipeline is enabled
  86531. */
  86532. get: function () {
  86533. return this._bloomEnabled;
  86534. },
  86535. set: function (enabled) {
  86536. if (this._bloomEnabled === enabled) {
  86537. return;
  86538. }
  86539. this._bloomEnabled = enabled;
  86540. this._buildPipeline();
  86541. },
  86542. enumerable: true,
  86543. configurable: true
  86544. });
  86545. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86546. /**
  86547. * @ignore
  86548. * Specifies if the depth of field pipeline is enabed
  86549. */
  86550. get: function () {
  86551. return this._depthOfFieldEnabled;
  86552. },
  86553. set: function (enabled) {
  86554. if (this._depthOfFieldEnabled === enabled) {
  86555. return;
  86556. }
  86557. this._depthOfFieldEnabled = enabled;
  86558. this._buildPipeline();
  86559. },
  86560. enumerable: true,
  86561. configurable: true
  86562. });
  86563. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86564. /**
  86565. * @ignore
  86566. * Specifies if the lens flare pipeline is enabed
  86567. */
  86568. get: function () {
  86569. return this._lensFlareEnabled;
  86570. },
  86571. set: function (enabled) {
  86572. if (this._lensFlareEnabled === enabled) {
  86573. return;
  86574. }
  86575. this._lensFlareEnabled = enabled;
  86576. this._buildPipeline();
  86577. },
  86578. enumerable: true,
  86579. configurable: true
  86580. });
  86581. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86582. /**
  86583. * @ignore
  86584. * Specifies if the HDR pipeline is enabled
  86585. */
  86586. get: function () {
  86587. return this._hdrEnabled;
  86588. },
  86589. set: function (enabled) {
  86590. if (this._hdrEnabled === enabled) {
  86591. return;
  86592. }
  86593. this._hdrEnabled = enabled;
  86594. this._buildPipeline();
  86595. },
  86596. enumerable: true,
  86597. configurable: true
  86598. });
  86599. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86600. /**
  86601. * @ignore
  86602. * Specifies if the volumetric lights scattering effect is enabled
  86603. */
  86604. get: function () {
  86605. return this._vlsEnabled;
  86606. },
  86607. set: function (enabled) {
  86608. if (this._vlsEnabled === enabled) {
  86609. return;
  86610. }
  86611. if (enabled) {
  86612. var geometry = this._scene.enableGeometryBufferRenderer();
  86613. if (!geometry) {
  86614. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86615. return;
  86616. }
  86617. }
  86618. this._vlsEnabled = enabled;
  86619. this._buildPipeline();
  86620. },
  86621. enumerable: true,
  86622. configurable: true
  86623. });
  86624. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86625. /**
  86626. * @ignore
  86627. * Specifies if the motion blur effect is enabled
  86628. */
  86629. get: function () {
  86630. return this._motionBlurEnabled;
  86631. },
  86632. set: function (enabled) {
  86633. if (this._motionBlurEnabled === enabled) {
  86634. return;
  86635. }
  86636. this._motionBlurEnabled = enabled;
  86637. this._buildPipeline();
  86638. },
  86639. enumerable: true,
  86640. configurable: true
  86641. });
  86642. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86643. /**
  86644. * Specifies if anti-aliasing is enabled
  86645. */
  86646. get: function () {
  86647. return this._fxaaEnabled;
  86648. },
  86649. set: function (enabled) {
  86650. if (this._fxaaEnabled === enabled) {
  86651. return;
  86652. }
  86653. this._fxaaEnabled = enabled;
  86654. this._buildPipeline();
  86655. },
  86656. enumerable: true,
  86657. configurable: true
  86658. });
  86659. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86660. /**
  86661. * Specifies the number of steps used to calculate the volumetric lights
  86662. * Typically in interval [50, 200]
  86663. */
  86664. get: function () {
  86665. return this._volumetricLightStepsCount;
  86666. },
  86667. set: function (count) {
  86668. if (this.volumetricLightPostProcess) {
  86669. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86670. }
  86671. this._volumetricLightStepsCount = count;
  86672. },
  86673. enumerable: true,
  86674. configurable: true
  86675. });
  86676. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86677. /**
  86678. * Specifies the number of samples used for the motion blur effect
  86679. * Typically in interval [16, 64]
  86680. */
  86681. get: function () {
  86682. return this._motionBlurSamples;
  86683. },
  86684. set: function (samples) {
  86685. if (this.motionBlurPostProcess) {
  86686. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86687. }
  86688. this._motionBlurSamples = samples;
  86689. },
  86690. enumerable: true,
  86691. configurable: true
  86692. });
  86693. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86694. /**
  86695. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86696. */
  86697. get: function () {
  86698. return this._samples;
  86699. },
  86700. set: function (sampleCount) {
  86701. if (this._samples === sampleCount) {
  86702. return;
  86703. }
  86704. this._samples = sampleCount;
  86705. this._buildPipeline();
  86706. },
  86707. enumerable: true,
  86708. configurable: true
  86709. });
  86710. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86711. var _this = this;
  86712. var ratio = this._ratio;
  86713. var scene = this._scene;
  86714. this._disposePostProcesses();
  86715. this._reset();
  86716. // Create pass post-process
  86717. if (!this._basePostProcess) {
  86718. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86719. this.originalPostProcess.onApply = function (effect) {
  86720. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86721. };
  86722. }
  86723. else {
  86724. this.originalPostProcess = this._basePostProcess;
  86725. }
  86726. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86727. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86728. }
  86729. this._currentDepthOfFieldSource = this.originalPostProcess;
  86730. if (this._bloomEnabled) {
  86731. // Create down sample X4 post-process
  86732. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86733. // Create bright pass post-process
  86734. this._createBrightPassPostProcess(scene, ratio / 2);
  86735. // Create gaussian blur post-processes (down sampling blurs)
  86736. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86737. // Create texture adder post-process
  86738. this._createTextureAdderPostProcess(scene, ratio);
  86739. // Create depth-of-field source post-process
  86740. 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);
  86741. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86742. }
  86743. if (this._vlsEnabled) {
  86744. // Create volumetric light
  86745. this._createVolumetricLightPostProcess(scene, ratio);
  86746. // Create volumetric light final post-process
  86747. 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);
  86748. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86749. }
  86750. if (this._lensFlareEnabled) {
  86751. // Create lens flare post-process
  86752. this._createLensFlarePostProcess(scene, ratio);
  86753. // Create depth-of-field source post-process post lens-flare and disable it now
  86754. 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);
  86755. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86756. }
  86757. if (this._hdrEnabled) {
  86758. // Create luminance
  86759. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86760. // Create HDR
  86761. this._createHdrPostProcess(scene, ratio);
  86762. // Create depth-of-field source post-process post hdr and disable it now
  86763. 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);
  86764. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86765. }
  86766. if (this._depthOfFieldEnabled) {
  86767. // Create gaussian blur used by depth-of-field
  86768. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86769. // Create depth-of-field post-process
  86770. this._createDepthOfFieldPostProcess(scene, ratio);
  86771. }
  86772. if (this._motionBlurEnabled) {
  86773. // Create motion blur post-process
  86774. this._createMotionBlurPostProcess(scene, ratio);
  86775. }
  86776. if (this._fxaaEnabled) {
  86777. // Create fxaa post-process
  86778. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86779. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86780. }
  86781. if (this._cameras !== null) {
  86782. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86783. }
  86784. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86785. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86786. }
  86787. };
  86788. // Down Sample X4 Post-Processs
  86789. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86790. var _this = this;
  86791. var downSampleX4Offsets = new Array(32);
  86792. 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);
  86793. this.downSampleX4PostProcess.onApply = function (effect) {
  86794. var id = 0;
  86795. var width = _this.downSampleX4PostProcess.width;
  86796. var height = _this.downSampleX4PostProcess.height;
  86797. for (var i = -2; i < 2; i++) {
  86798. for (var j = -2; j < 2; j++) {
  86799. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86800. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86801. id += 2;
  86802. }
  86803. }
  86804. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86805. };
  86806. // Add to pipeline
  86807. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86808. };
  86809. // Brightpass Post-Process
  86810. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86811. var _this = this;
  86812. var brightOffsets = new Array(8);
  86813. 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);
  86814. this.brightPassPostProcess.onApply = function (effect) {
  86815. var sU = (1.0 / _this.brightPassPostProcess.width);
  86816. var sV = (1.0 / _this.brightPassPostProcess.height);
  86817. brightOffsets[0] = -0.5 * sU;
  86818. brightOffsets[1] = 0.5 * sV;
  86819. brightOffsets[2] = 0.5 * sU;
  86820. brightOffsets[3] = 0.5 * sV;
  86821. brightOffsets[4] = -0.5 * sU;
  86822. brightOffsets[5] = -0.5 * sV;
  86823. brightOffsets[6] = 0.5 * sU;
  86824. brightOffsets[7] = -0.5 * sV;
  86825. effect.setArray2("dsOffsets", brightOffsets);
  86826. effect.setFloat("brightThreshold", _this.brightThreshold);
  86827. };
  86828. // Add to pipeline
  86829. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86830. };
  86831. // Create blur H&V post-processes
  86832. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86833. var _this = this;
  86834. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86835. var engine = scene.getEngine();
  86836. 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);
  86837. 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);
  86838. blurX.onActivateObservable.add(function () {
  86839. var dw = blurX.width / engine.getRenderWidth();
  86840. blurX.kernel = _this[blurWidthKey] * dw;
  86841. });
  86842. blurY.onActivateObservable.add(function () {
  86843. var dw = blurY.height / engine.getRenderHeight();
  86844. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86845. });
  86846. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86847. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86848. this.blurHPostProcesses.push(blurX);
  86849. this.blurVPostProcesses.push(blurY);
  86850. };
  86851. // Create texture adder post-process
  86852. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86853. var _this = this;
  86854. 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);
  86855. this.textureAdderPostProcess.onApply = function (effect) {
  86856. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86857. effect.setTexture("lensSampler", _this.lensTexture);
  86858. effect.setFloat("exposure", _this.exposure);
  86859. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86860. };
  86861. // Add to pipeline
  86862. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86863. };
  86864. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86865. var _this = this;
  86866. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86867. geometryRenderer.enablePosition = true;
  86868. var geometry = geometryRenderer.getGBuffer();
  86869. // Base post-process
  86870. 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));
  86871. var depthValues = BABYLON.Vector2.Zero();
  86872. this.volumetricLightPostProcess.onApply = function (effect) {
  86873. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86874. var generator = _this.sourceLight.getShadowGenerator();
  86875. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86876. effect.setTexture("positionSampler", geometry.textures[2]);
  86877. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86878. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86879. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86880. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86881. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86882. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86883. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86884. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86885. effect.setVector2("depthValues", depthValues);
  86886. }
  86887. };
  86888. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86889. // Smooth
  86890. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86891. // Merge
  86892. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86893. this.volumetricLightMergePostProces.onApply = function (effect) {
  86894. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86895. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86896. };
  86897. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86898. };
  86899. // Create luminance
  86900. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86901. var _this = this;
  86902. // Create luminance
  86903. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86904. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86905. var offsets = [];
  86906. this.luminancePostProcess.onApply = function (effect) {
  86907. var sU = (1.0 / _this.luminancePostProcess.width);
  86908. var sV = (1.0 / _this.luminancePostProcess.height);
  86909. offsets[0] = -0.5 * sU;
  86910. offsets[1] = 0.5 * sV;
  86911. offsets[2] = 0.5 * sU;
  86912. offsets[3] = 0.5 * sV;
  86913. offsets[4] = -0.5 * sU;
  86914. offsets[5] = -0.5 * sV;
  86915. offsets[6] = 0.5 * sU;
  86916. offsets[7] = -0.5 * sV;
  86917. effect.setArray2("lumOffsets", offsets);
  86918. };
  86919. // Add to pipeline
  86920. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86921. // Create down sample luminance
  86922. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86923. var size = Math.pow(3, i);
  86924. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86925. if (i === 0) {
  86926. defines += "#define FINAL_DOWN_SAMPLER";
  86927. }
  86928. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86929. this.luminanceDownSamplePostProcesses.push(postProcess);
  86930. }
  86931. // Create callbacks and add effects
  86932. var lastLuminance = this.luminancePostProcess;
  86933. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86934. var downSampleOffsets = new Array(18);
  86935. pp.onApply = function (effect) {
  86936. if (!lastLuminance) {
  86937. return;
  86938. }
  86939. var id = 0;
  86940. for (var x = -1; x < 2; x++) {
  86941. for (var y = -1; y < 2; y++) {
  86942. downSampleOffsets[id] = x / lastLuminance.width;
  86943. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86944. id += 2;
  86945. }
  86946. }
  86947. effect.setArray2("dsOffsets", downSampleOffsets);
  86948. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86949. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86950. lastLuminance = _this.luminancePostProcess;
  86951. }
  86952. else {
  86953. lastLuminance = pp;
  86954. }
  86955. };
  86956. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86957. pp.onAfterRender = function (effect) {
  86958. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86959. 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);
  86960. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86961. };
  86962. }
  86963. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86964. });
  86965. };
  86966. // Create HDR post-process
  86967. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86968. var _this = this;
  86969. 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);
  86970. var outputLiminance = 1;
  86971. var time = 0;
  86972. var lastTime = 0;
  86973. this.hdrPostProcess.onApply = function (effect) {
  86974. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86975. time += scene.getEngine().getDeltaTime();
  86976. if (outputLiminance < 0) {
  86977. outputLiminance = _this._hdrCurrentLuminance;
  86978. }
  86979. else {
  86980. var dt = (lastTime - time) / 1000.0;
  86981. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86982. outputLiminance += _this.hdrDecreaseRate * dt;
  86983. }
  86984. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86985. outputLiminance -= _this.hdrIncreaseRate * dt;
  86986. }
  86987. else {
  86988. outputLiminance = _this._hdrCurrentLuminance;
  86989. }
  86990. }
  86991. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86992. effect.setFloat("averageLuminance", outputLiminance);
  86993. lastTime = time;
  86994. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86995. };
  86996. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86997. };
  86998. // Create lens flare post-process
  86999. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87000. var _this = this;
  87001. 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);
  87002. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87003. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87004. 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);
  87005. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87006. var resolution = new BABYLON.Vector2(0, 0);
  87007. // Lens flare
  87008. this.lensFlarePostProcess.onApply = function (effect) {
  87009. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87010. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87011. effect.setFloat("strength", _this.lensFlareStrength);
  87012. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87013. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87014. // Shift
  87015. resolution.x = _this.lensFlarePostProcess.width;
  87016. resolution.y = _this.lensFlarePostProcess.height;
  87017. effect.setVector2("resolution", resolution);
  87018. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87019. };
  87020. // Compose
  87021. 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);
  87022. 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);
  87023. this.lensFlareComposePostProcess.onApply = function (effect) {
  87024. if (!_this._scene.activeCamera) {
  87025. return;
  87026. }
  87027. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87028. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87029. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87030. // Lens start rotation matrix
  87031. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87032. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87033. 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));
  87034. camRot *= 4.0;
  87035. 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);
  87036. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87037. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87038. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87039. };
  87040. };
  87041. // Create depth-of-field post-process
  87042. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87043. var _this = this;
  87044. 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);
  87045. this.depthOfFieldPostProcess.onApply = function (effect) {
  87046. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87047. effect.setTexture("depthSampler", _this._getDepthTexture());
  87048. effect.setFloat("distance", _this.depthOfFieldDistance);
  87049. };
  87050. // Add to pipeline
  87051. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87052. };
  87053. // Create motion blur post-process
  87054. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87055. var _this = this;
  87056. 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);
  87057. var motionScale = 0;
  87058. var prevViewProjection = BABYLON.Matrix.Identity();
  87059. var invViewProjection = BABYLON.Matrix.Identity();
  87060. var viewProjection = BABYLON.Matrix.Identity();
  87061. var screenSize = BABYLON.Vector2.Zero();
  87062. this.motionBlurPostProcess.onApply = function (effect) {
  87063. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87064. viewProjection.invertToRef(invViewProjection);
  87065. effect.setMatrix("inverseViewProjection", invViewProjection);
  87066. effect.setMatrix("prevViewProjection", prevViewProjection);
  87067. prevViewProjection = viewProjection;
  87068. screenSize.x = _this.motionBlurPostProcess.width;
  87069. screenSize.y = _this.motionBlurPostProcess.height;
  87070. effect.setVector2("screenSize", screenSize);
  87071. motionScale = scene.getEngine().getFps() / 60.0;
  87072. effect.setFloat("motionScale", motionScale);
  87073. effect.setFloat("motionStrength", _this.motionStrength);
  87074. effect.setTexture("depthSampler", _this._getDepthTexture());
  87075. };
  87076. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87077. };
  87078. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87079. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87080. var renderer = this._scene.enableGeometryBufferRenderer();
  87081. return renderer.getGBuffer().textures[0];
  87082. }
  87083. return this._scene.enableDepthRenderer().getDepthMap();
  87084. };
  87085. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87086. for (var i = 0; i < this._cameras.length; i++) {
  87087. var camera = this._cameras[i];
  87088. if (this.originalPostProcess) {
  87089. this.originalPostProcess.dispose(camera);
  87090. }
  87091. if (this.downSampleX4PostProcess) {
  87092. this.downSampleX4PostProcess.dispose(camera);
  87093. }
  87094. if (this.brightPassPostProcess) {
  87095. this.brightPassPostProcess.dispose(camera);
  87096. }
  87097. if (this.textureAdderPostProcess) {
  87098. this.textureAdderPostProcess.dispose(camera);
  87099. }
  87100. if (this.textureAdderFinalPostProcess) {
  87101. this.textureAdderFinalPostProcess.dispose(camera);
  87102. }
  87103. if (this.volumetricLightPostProcess) {
  87104. this.volumetricLightPostProcess.dispose(camera);
  87105. }
  87106. if (this.volumetricLightSmoothXPostProcess) {
  87107. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87108. }
  87109. if (this.volumetricLightSmoothYPostProcess) {
  87110. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87111. }
  87112. if (this.volumetricLightMergePostProces) {
  87113. this.volumetricLightMergePostProces.dispose(camera);
  87114. }
  87115. if (this.volumetricLightFinalPostProcess) {
  87116. this.volumetricLightFinalPostProcess.dispose(camera);
  87117. }
  87118. if (this.lensFlarePostProcess) {
  87119. this.lensFlarePostProcess.dispose(camera);
  87120. }
  87121. if (this.lensFlareComposePostProcess) {
  87122. this.lensFlareComposePostProcess.dispose(camera);
  87123. }
  87124. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87125. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87126. }
  87127. if (this.luminancePostProcess) {
  87128. this.luminancePostProcess.dispose(camera);
  87129. }
  87130. if (this.hdrPostProcess) {
  87131. this.hdrPostProcess.dispose(camera);
  87132. }
  87133. if (this.hdrFinalPostProcess) {
  87134. this.hdrFinalPostProcess.dispose(camera);
  87135. }
  87136. if (this.depthOfFieldPostProcess) {
  87137. this.depthOfFieldPostProcess.dispose(camera);
  87138. }
  87139. if (this.motionBlurPostProcess) {
  87140. this.motionBlurPostProcess.dispose(camera);
  87141. }
  87142. if (this.fxaaPostProcess) {
  87143. this.fxaaPostProcess.dispose(camera);
  87144. }
  87145. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87146. this.blurHPostProcesses[j].dispose(camera);
  87147. }
  87148. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87149. this.blurVPostProcesses[j].dispose(camera);
  87150. }
  87151. }
  87152. this.originalPostProcess = null;
  87153. this.downSampleX4PostProcess = null;
  87154. this.brightPassPostProcess = null;
  87155. this.textureAdderPostProcess = null;
  87156. this.textureAdderFinalPostProcess = null;
  87157. this.volumetricLightPostProcess = null;
  87158. this.volumetricLightSmoothXPostProcess = null;
  87159. this.volumetricLightSmoothYPostProcess = null;
  87160. this.volumetricLightMergePostProces = null;
  87161. this.volumetricLightFinalPostProcess = null;
  87162. this.lensFlarePostProcess = null;
  87163. this.lensFlareComposePostProcess = null;
  87164. this.luminancePostProcess = null;
  87165. this.hdrPostProcess = null;
  87166. this.hdrFinalPostProcess = null;
  87167. this.depthOfFieldPostProcess = null;
  87168. this.motionBlurPostProcess = null;
  87169. this.fxaaPostProcess = null;
  87170. this.luminanceDownSamplePostProcesses = [];
  87171. this.blurHPostProcesses = [];
  87172. this.blurVPostProcesses = [];
  87173. };
  87174. /**
  87175. * Dispose of the pipeline and stop all post processes
  87176. */
  87177. StandardRenderingPipeline.prototype.dispose = function () {
  87178. this._disposePostProcesses();
  87179. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87180. _super.prototype.dispose.call(this);
  87181. };
  87182. /**
  87183. * Serialize the rendering pipeline (Used when exporting)
  87184. * @returns the serialized object
  87185. */
  87186. StandardRenderingPipeline.prototype.serialize = function () {
  87187. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87188. if (this.sourceLight) {
  87189. serializationObject.sourceLightId = this.sourceLight.id;
  87190. }
  87191. serializationObject.customType = "StandardRenderingPipeline";
  87192. return serializationObject;
  87193. };
  87194. /**
  87195. * Parse the serialized pipeline
  87196. * @param source Source pipeline.
  87197. * @param scene The scene to load the pipeline to.
  87198. * @param rootUrl The URL of the serialized pipeline.
  87199. * @returns An instantiated pipeline from the serialized object.
  87200. */
  87201. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87202. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87203. if (source.sourceLightId) {
  87204. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87205. }
  87206. return p;
  87207. };
  87208. /**
  87209. * Luminance steps
  87210. */
  87211. StandardRenderingPipeline.LuminanceSteps = 6;
  87212. __decorate([
  87213. BABYLON.serialize()
  87214. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87215. __decorate([
  87216. BABYLON.serialize()
  87217. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87218. __decorate([
  87219. BABYLON.serialize()
  87220. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87221. __decorate([
  87222. BABYLON.serialize()
  87223. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87224. __decorate([
  87225. BABYLON.serializeAsTexture("lensTexture")
  87226. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87227. __decorate([
  87228. BABYLON.serialize()
  87229. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87230. __decorate([
  87231. BABYLON.serialize()
  87232. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87233. __decorate([
  87234. BABYLON.serialize()
  87235. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87236. __decorate([
  87237. BABYLON.serialize()
  87238. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87239. __decorate([
  87240. BABYLON.serialize()
  87241. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87242. __decorate([
  87243. BABYLON.serialize()
  87244. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87245. __decorate([
  87246. BABYLON.serializeAsTexture("lensColorTexture")
  87247. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87248. __decorate([
  87249. BABYLON.serialize()
  87250. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87251. __decorate([
  87252. BABYLON.serialize()
  87253. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87254. __decorate([
  87255. BABYLON.serialize()
  87256. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87257. __decorate([
  87258. BABYLON.serialize()
  87259. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87260. __decorate([
  87261. BABYLON.serializeAsTexture("lensStarTexture")
  87262. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87263. __decorate([
  87264. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87265. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87266. __decorate([
  87267. BABYLON.serialize()
  87268. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87269. __decorate([
  87270. BABYLON.serialize()
  87271. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87272. __decorate([
  87273. BABYLON.serialize()
  87274. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87275. __decorate([
  87276. BABYLON.serialize()
  87277. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87278. __decorate([
  87279. BABYLON.serialize()
  87280. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87281. __decorate([
  87282. BABYLON.serialize()
  87283. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87284. __decorate([
  87285. BABYLON.serialize()
  87286. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87287. __decorate([
  87288. BABYLON.serialize()
  87289. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87290. __decorate([
  87291. BABYLON.serialize()
  87292. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87293. __decorate([
  87294. BABYLON.serialize()
  87295. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87296. __decorate([
  87297. BABYLON.serialize()
  87298. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87299. __decorate([
  87300. BABYLON.serialize()
  87301. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87302. __decorate([
  87303. BABYLON.serialize()
  87304. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87305. __decorate([
  87306. BABYLON.serialize()
  87307. ], StandardRenderingPipeline.prototype, "samples", null);
  87308. return StandardRenderingPipeline;
  87309. }(BABYLON.PostProcessRenderPipeline));
  87310. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87311. })(BABYLON || (BABYLON = {}));
  87312. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87313. var BABYLON;
  87314. (function (BABYLON) {
  87315. /**
  87316. * Fxaa post process
  87317. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87318. */
  87319. var FxaaPostProcess = /** @class */ (function (_super) {
  87320. __extends(FxaaPostProcess, _super);
  87321. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87322. if (camera === void 0) { camera = null; }
  87323. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87324. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87325. var defines = _this._getDefines();
  87326. _this.updateEffect(defines);
  87327. _this.onApplyObservable.add(function (effect) {
  87328. var texelSize = _this.texelSize;
  87329. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87330. });
  87331. return _this;
  87332. }
  87333. FxaaPostProcess.prototype._getDefines = function () {
  87334. var engine = this.getEngine();
  87335. if (!engine) {
  87336. return null;
  87337. }
  87338. var glInfo = engine.getGlInfo();
  87339. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87340. return "#define MALI 1\n";
  87341. }
  87342. return null;
  87343. };
  87344. return FxaaPostProcess;
  87345. }(BABYLON.PostProcess));
  87346. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87347. })(BABYLON || (BABYLON = {}));
  87348. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87349. var BABYLON;
  87350. (function (BABYLON) {
  87351. /**
  87352. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87353. */
  87354. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87355. __extends(ChromaticAberrationPostProcess, _super);
  87356. /**
  87357. * Creates a new instance ChromaticAberrationPostProcess
  87358. * @param name The name of the effect.
  87359. * @param screenWidth The width of the screen to apply the effect on.
  87360. * @param screenHeight The height of the screen to apply the effect on.
  87361. * @param options The required width/height ratio to downsize to before computing the render pass.
  87362. * @param camera The camera to apply the render pass to.
  87363. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87364. * @param engine The engine which the post process will be applied. (default: current engine)
  87365. * @param reusable If the post process can be reused on the same frame. (default: false)
  87366. * @param textureType Type of textures used when performing the post process. (default: 0)
  87367. * @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)
  87368. */
  87369. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87370. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87371. if (blockCompilation === void 0) { blockCompilation = false; }
  87372. 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;
  87373. /**
  87374. * The amount of seperation of rgb channels (default: 30)
  87375. */
  87376. _this.aberrationAmount = 30;
  87377. /**
  87378. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87379. */
  87380. _this.radialIntensity = 0;
  87381. /**
  87382. * 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))
  87383. */
  87384. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87385. /**
  87386. * 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))
  87387. */
  87388. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87389. _this.onApplyObservable.add(function (effect) {
  87390. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87391. effect.setFloat('screen_width', screenWidth);
  87392. effect.setFloat('screen_height', screenHeight);
  87393. effect.setFloat('radialIntensity', _this.radialIntensity);
  87394. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87395. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87396. });
  87397. return _this;
  87398. }
  87399. return ChromaticAberrationPostProcess;
  87400. }(BABYLON.PostProcess));
  87401. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87402. })(BABYLON || (BABYLON = {}));
  87403. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87404. var BABYLON;
  87405. (function (BABYLON) {
  87406. /**
  87407. * The GrainPostProcess adds noise to the image at mid luminance levels
  87408. */
  87409. var GrainPostProcess = /** @class */ (function (_super) {
  87410. __extends(GrainPostProcess, _super);
  87411. /**
  87412. * Creates a new instance of @see GrainPostProcess
  87413. * @param name The name of the effect.
  87414. * @param options The required width/height ratio to downsize to before computing the render pass.
  87415. * @param camera The camera to apply the render pass to.
  87416. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87417. * @param engine The engine which the post process will be applied. (default: current engine)
  87418. * @param reusable If the post process can be reused on the same frame. (default: false)
  87419. * @param textureType Type of textures used when performing the post process. (default: 0)
  87420. * @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)
  87421. */
  87422. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87423. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87424. if (blockCompilation === void 0) { blockCompilation = false; }
  87425. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87426. /**
  87427. * The intensity of the grain added (default: 30)
  87428. */
  87429. _this.intensity = 30;
  87430. /**
  87431. * If the grain should be randomized on every frame
  87432. */
  87433. _this.animated = false;
  87434. _this.onApplyObservable.add(function (effect) {
  87435. effect.setFloat('intensity', _this.intensity);
  87436. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87437. });
  87438. return _this;
  87439. }
  87440. return GrainPostProcess;
  87441. }(BABYLON.PostProcess));
  87442. BABYLON.GrainPostProcess = GrainPostProcess;
  87443. })(BABYLON || (BABYLON = {}));
  87444. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87445. var BABYLON;
  87446. (function (BABYLON) {
  87447. /**
  87448. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87449. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87450. */
  87451. var SharpenPostProcess = /** @class */ (function (_super) {
  87452. __extends(SharpenPostProcess, _super);
  87453. /**
  87454. * Creates a new instance ConvolutionPostProcess
  87455. * @param name The name of the effect.
  87456. * @param options The required width/height ratio to downsize to before computing the render pass.
  87457. * @param camera The camera to apply the render pass to.
  87458. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87459. * @param engine The engine which the post process will be applied. (default: current engine)
  87460. * @param reusable If the post process can be reused on the same frame. (default: false)
  87461. * @param textureType Type of textures used when performing the post process. (default: 0)
  87462. * @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)
  87463. */
  87464. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87465. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87466. if (blockCompilation === void 0) { blockCompilation = false; }
  87467. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87468. /**
  87469. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87470. */
  87471. _this.colorAmount = 1.0;
  87472. /**
  87473. * How much sharpness should be applied (default: 0.3)
  87474. */
  87475. _this.edgeAmount = 0.3;
  87476. _this.onApply = function (effect) {
  87477. effect.setFloat2("screenSize", _this.width, _this.height);
  87478. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87479. };
  87480. return _this;
  87481. }
  87482. return SharpenPostProcess;
  87483. }(BABYLON.PostProcess));
  87484. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87485. })(BABYLON || (BABYLON = {}));
  87486. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87487. var BABYLON;
  87488. (function (BABYLON) {
  87489. /**
  87490. * The Blur Post Process which blurs an image based on a kernel and direction.
  87491. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87492. */
  87493. var BlurPostProcess = /** @class */ (function (_super) {
  87494. __extends(BlurPostProcess, _super);
  87495. /**
  87496. * Creates a new instance BlurPostProcess
  87497. * @param name The name of the effect.
  87498. * @param direction The direction in which to blur the image.
  87499. * @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.
  87500. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87501. * @param camera The camera to apply the render pass to.
  87502. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87503. * @param engine The engine which the post process will be applied. (default: current engine)
  87504. * @param reusable If the post process can be reused on the same frame. (default: false)
  87505. * @param textureType Type of textures used when performing the post process. (default: 0)
  87506. * @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)
  87507. */
  87508. function BlurPostProcess(name,
  87509. /** The direction in which to blur the image. */
  87510. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87511. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87512. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87513. if (defines === void 0) { defines = ""; }
  87514. if (blockCompilation === void 0) { blockCompilation = false; }
  87515. 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;
  87516. _this.direction = direction;
  87517. _this.blockCompilation = blockCompilation;
  87518. _this._packedFloat = false;
  87519. _this._staticDefines = "";
  87520. _this._staticDefines = defines;
  87521. _this.onApplyObservable.add(function (effect) {
  87522. if (_this._outputTexture) {
  87523. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87524. }
  87525. else {
  87526. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87527. }
  87528. });
  87529. _this.kernel = kernel;
  87530. return _this;
  87531. }
  87532. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87533. /**
  87534. * Gets the length in pixels of the blur sample region
  87535. */
  87536. get: function () {
  87537. return this._idealKernel;
  87538. },
  87539. /**
  87540. * Sets the length in pixels of the blur sample region
  87541. */
  87542. set: function (v) {
  87543. if (this._idealKernel === v) {
  87544. return;
  87545. }
  87546. v = Math.max(v, 1);
  87547. this._idealKernel = v;
  87548. this._kernel = this._nearestBestKernel(v);
  87549. if (!this.blockCompilation) {
  87550. this._updateParameters();
  87551. }
  87552. },
  87553. enumerable: true,
  87554. configurable: true
  87555. });
  87556. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87557. /**
  87558. * Gets wether or not the blur is unpacking/repacking floats
  87559. */
  87560. get: function () {
  87561. return this._packedFloat;
  87562. },
  87563. /**
  87564. * Sets wether or not the blur needs to unpack/repack floats
  87565. */
  87566. set: function (v) {
  87567. if (this._packedFloat === v) {
  87568. return;
  87569. }
  87570. this._packedFloat = v;
  87571. if (!this.blockCompilation) {
  87572. this._updateParameters();
  87573. }
  87574. },
  87575. enumerable: true,
  87576. configurable: true
  87577. });
  87578. /**
  87579. * Updates the effect with the current post process compile time values and recompiles the shader.
  87580. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87581. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87582. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87583. * @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
  87584. * @param onCompiled Called when the shader has been compiled.
  87585. * @param onError Called if there is an error when compiling a shader.
  87586. */
  87587. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87588. if (defines === void 0) { defines = null; }
  87589. if (uniforms === void 0) { uniforms = null; }
  87590. if (samplers === void 0) { samplers = null; }
  87591. this._updateParameters(onCompiled, onError);
  87592. };
  87593. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87594. // Generate sampling offsets and weights
  87595. var N = this._kernel;
  87596. var centerIndex = (N - 1) / 2;
  87597. // Generate Gaussian sampling weights over kernel
  87598. var offsets = [];
  87599. var weights = [];
  87600. var totalWeight = 0;
  87601. for (var i = 0; i < N; i++) {
  87602. var u = i / (N - 1);
  87603. var w = this._gaussianWeight(u * 2.0 - 1);
  87604. offsets[i] = (i - centerIndex);
  87605. weights[i] = w;
  87606. totalWeight += w;
  87607. }
  87608. // Normalize weights
  87609. for (var i = 0; i < weights.length; i++) {
  87610. weights[i] /= totalWeight;
  87611. }
  87612. // Optimize: combine samples to take advantage of hardware linear sampling
  87613. // Walk from left to center, combining pairs (symmetrically)
  87614. var linearSamplingWeights = [];
  87615. var linearSamplingOffsets = [];
  87616. var linearSamplingMap = [];
  87617. for (var i = 0; i <= centerIndex; i += 2) {
  87618. var j = Math.min(i + 1, Math.floor(centerIndex));
  87619. var singleCenterSample = i === j;
  87620. if (singleCenterSample) {
  87621. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87622. }
  87623. else {
  87624. var sharedCell = j === centerIndex;
  87625. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87626. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87627. if (offsetLinear === 0) {
  87628. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87629. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87630. }
  87631. else {
  87632. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87633. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87634. }
  87635. }
  87636. }
  87637. for (var i = 0; i < linearSamplingMap.length; i++) {
  87638. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87639. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87640. }
  87641. // Replace with optimized
  87642. offsets = linearSamplingOffsets;
  87643. weights = linearSamplingWeights;
  87644. // Generate shaders
  87645. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87646. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87647. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87648. var defines = "";
  87649. defines += this._staticDefines;
  87650. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87651. if (this._staticDefines.indexOf("DOF") != -1) {
  87652. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87653. varyingCount--;
  87654. }
  87655. for (var i = 0; i < varyingCount; i++) {
  87656. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87657. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87658. }
  87659. var depCount = 0;
  87660. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87661. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87662. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87663. depCount++;
  87664. }
  87665. if (this.packedFloat) {
  87666. defines += "#define PACKEDFLOAT 1";
  87667. }
  87668. this.blockCompilation = false;
  87669. _super.prototype.updateEffect.call(this, defines, null, null, {
  87670. varyingCount: varyingCount,
  87671. depCount: depCount
  87672. }, onCompiled, onError);
  87673. };
  87674. /**
  87675. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87676. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87677. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87678. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87679. * The gaps between physical kernels are compensated for in the weighting of the samples
  87680. * @param idealKernel Ideal blur kernel.
  87681. * @return Nearest best kernel.
  87682. */
  87683. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87684. var v = Math.round(idealKernel);
  87685. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87686. var k = _a[_i];
  87687. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87688. return Math.max(k, 3);
  87689. }
  87690. }
  87691. return Math.max(v, 3);
  87692. };
  87693. /**
  87694. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87695. * @param x The point on the Gaussian distribution to sample.
  87696. * @return the value of the Gaussian function at x.
  87697. */
  87698. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87699. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87700. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87701. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87702. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87703. // truncated at around 1.3% of peak strength.
  87704. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87705. var sigma = (1 / 3);
  87706. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87707. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87708. var weight = (1.0 / denominator) * Math.exp(exponent);
  87709. return weight;
  87710. };
  87711. /**
  87712. * Generates a string that can be used as a floating point number in GLSL.
  87713. * @param x Value to print.
  87714. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87715. * @return GLSL float string.
  87716. */
  87717. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87718. if (decimalFigures === void 0) { decimalFigures = 8; }
  87719. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87720. };
  87721. return BlurPostProcess;
  87722. }(BABYLON.PostProcess));
  87723. BABYLON.BlurPostProcess = BlurPostProcess;
  87724. })(BABYLON || (BABYLON = {}));
  87725. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87726. var BABYLON;
  87727. (function (BABYLON) {
  87728. /**
  87729. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87730. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87731. * based on samples that have a large difference in distance than the center pixel.
  87732. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87733. */
  87734. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87735. __extends(DepthOfFieldBlurPostProcess, _super);
  87736. /**
  87737. * Creates a new instance CircleOfConfusionPostProcess
  87738. * @param name The name of the effect.
  87739. * @param scene The scene the effect belongs to.
  87740. * @param direction The direction the blur should be applied.
  87741. * @param kernel The size of the kernel used to blur.
  87742. * @param options The required width/height ratio to downsize to before computing the render pass.
  87743. * @param camera The camera to apply the render pass to.
  87744. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87745. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87746. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87747. * @param engine The engine which the post process will be applied. (default: current engine)
  87748. * @param reusable If the post process can be reused on the same frame. (default: false)
  87749. * @param textureType Type of textures used when performing the post process. (default: 0)
  87750. * @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)
  87751. */
  87752. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87753. if (imageToBlur === void 0) { imageToBlur = null; }
  87754. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87755. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87756. if (blockCompilation === void 0) { blockCompilation = false; }
  87757. 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;
  87758. _this.direction = direction;
  87759. _this.onApplyObservable.add(function (effect) {
  87760. if (imageToBlur != null) {
  87761. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87762. }
  87763. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87764. if (scene.activeCamera) {
  87765. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87766. }
  87767. });
  87768. return _this;
  87769. }
  87770. return DepthOfFieldBlurPostProcess;
  87771. }(BABYLON.BlurPostProcess));
  87772. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87773. })(BABYLON || (BABYLON = {}));
  87774. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87775. var BABYLON;
  87776. (function (BABYLON) {
  87777. /**
  87778. * Options to be set when merging outputs from the default pipeline.
  87779. */
  87780. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87781. function DepthOfFieldMergePostProcessOptions() {
  87782. }
  87783. return DepthOfFieldMergePostProcessOptions;
  87784. }());
  87785. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87786. /**
  87787. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87788. */
  87789. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87790. __extends(DepthOfFieldMergePostProcess, _super);
  87791. /**
  87792. * Creates a new instance of DepthOfFieldMergePostProcess
  87793. * @param name The name of the effect.
  87794. * @param originalFromInput Post process which's input will be used for the merge.
  87795. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87796. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87797. * @param options The required width/height ratio to downsize to before computing the render pass.
  87798. * @param camera The camera to apply the render pass to.
  87799. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87800. * @param engine The engine which the post process will be applied. (default: current engine)
  87801. * @param reusable If the post process can be reused on the same frame. (default: false)
  87802. * @param textureType Type of textures used when performing the post process. (default: 0)
  87803. * @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)
  87804. */
  87805. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87806. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87807. if (blockCompilation === void 0) { blockCompilation = false; }
  87808. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87809. _this.blurSteps = blurSteps;
  87810. _this.onApplyObservable.add(function (effect) {
  87811. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87812. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87813. blurSteps.forEach(function (step, index) {
  87814. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87815. });
  87816. });
  87817. if (!blockCompilation) {
  87818. _this.updateEffect();
  87819. }
  87820. return _this;
  87821. }
  87822. /**
  87823. * Updates the effect with the current post process compile time values and recompiles the shader.
  87824. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87825. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87826. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87827. * @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
  87828. * @param onCompiled Called when the shader has been compiled.
  87829. * @param onError Called if there is an error when compiling a shader.
  87830. */
  87831. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87832. if (defines === void 0) { defines = null; }
  87833. if (uniforms === void 0) { uniforms = null; }
  87834. if (samplers === void 0) { samplers = null; }
  87835. if (!defines) {
  87836. defines = "";
  87837. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87838. }
  87839. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87840. };
  87841. return DepthOfFieldMergePostProcess;
  87842. }(BABYLON.PostProcess));
  87843. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87844. })(BABYLON || (BABYLON = {}));
  87845. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87846. var BABYLON;
  87847. (function (BABYLON) {
  87848. /**
  87849. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87850. */
  87851. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87852. __extends(CircleOfConfusionPostProcess, _super);
  87853. /**
  87854. * Creates a new instance CircleOfConfusionPostProcess
  87855. * @param name The name of the effect.
  87856. * @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.
  87857. * @param options The required width/height ratio to downsize to before computing the render pass.
  87858. * @param camera The camera to apply the render pass to.
  87859. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87860. * @param engine The engine which the post process will be applied. (default: current engine)
  87861. * @param reusable If the post process can be reused on the same frame. (default: false)
  87862. * @param textureType Type of textures used when performing the post process. (default: 0)
  87863. * @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)
  87864. */
  87865. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87866. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87867. if (blockCompilation === void 0) { blockCompilation = false; }
  87868. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87869. /**
  87870. * 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.
  87871. */
  87872. _this.lensSize = 50;
  87873. /**
  87874. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87875. */
  87876. _this.fStop = 1.4;
  87877. /**
  87878. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87879. */
  87880. _this.focusDistance = 2000;
  87881. /**
  87882. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87883. */
  87884. _this.focalLength = 50;
  87885. _this._depthTexture = null;
  87886. _this._depthTexture = depthTexture;
  87887. _this.onApplyObservable.add(function (effect) {
  87888. if (!_this._depthTexture) {
  87889. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87890. return;
  87891. }
  87892. effect.setTexture("depthSampler", _this._depthTexture);
  87893. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87894. var aperture = _this.lensSize / _this.fStop;
  87895. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87896. effect.setFloat('focusDistance', _this.focusDistance);
  87897. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87898. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87899. });
  87900. return _this;
  87901. }
  87902. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87903. /**
  87904. * 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.
  87905. */
  87906. set: function (value) {
  87907. this._depthTexture = value;
  87908. },
  87909. enumerable: true,
  87910. configurable: true
  87911. });
  87912. return CircleOfConfusionPostProcess;
  87913. }(BABYLON.PostProcess));
  87914. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87915. })(BABYLON || (BABYLON = {}));
  87916. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87917. var BABYLON;
  87918. (function (BABYLON) {
  87919. /**
  87920. * Specifies the level of max blur that should be applied when using the depth of field effect
  87921. */
  87922. var DepthOfFieldEffectBlurLevel;
  87923. (function (DepthOfFieldEffectBlurLevel) {
  87924. /**
  87925. * Subtle blur
  87926. */
  87927. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87928. /**
  87929. * Medium blur
  87930. */
  87931. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87932. /**
  87933. * Large blur
  87934. */
  87935. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87936. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87937. /**
  87938. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87939. */
  87940. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87941. __extends(DepthOfFieldEffect, _super);
  87942. /**
  87943. * Creates a new instance DepthOfFieldEffect
  87944. * @param scene The scene the effect belongs to.
  87945. * @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.
  87946. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87947. * @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)
  87948. */
  87949. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87950. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87951. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87952. if (blockCompilation === void 0) { blockCompilation = false; }
  87953. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87954. return _this._effects;
  87955. }, true) || this;
  87956. /**
  87957. * @hidden Internal post processes in depth of field effect
  87958. */
  87959. _this._effects = [];
  87960. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87961. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87962. // 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)
  87963. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87964. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87965. _this._depthOfFieldBlurY = [];
  87966. _this._depthOfFieldBlurX = [];
  87967. var blurCount = 1;
  87968. var kernelSize = 15;
  87969. switch (blurLevel) {
  87970. case DepthOfFieldEffectBlurLevel.High: {
  87971. blurCount = 3;
  87972. kernelSize = 51;
  87973. break;
  87974. }
  87975. case DepthOfFieldEffectBlurLevel.Medium: {
  87976. blurCount = 2;
  87977. kernelSize = 31;
  87978. break;
  87979. }
  87980. default: {
  87981. kernelSize = 15;
  87982. blurCount = 1;
  87983. break;
  87984. }
  87985. }
  87986. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87987. var ratio = 1.0;
  87988. for (var i = 0; i < blurCount; i++) {
  87989. 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);
  87990. blurY.autoClear = false;
  87991. ratio = 0.75 / Math.pow(2, i);
  87992. 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);
  87993. blurX.autoClear = false;
  87994. _this._depthOfFieldBlurY.push(blurY);
  87995. _this._depthOfFieldBlurX.push(blurX);
  87996. }
  87997. // Set all post processes on the effect.
  87998. _this._effects = [_this._circleOfConfusion];
  87999. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88000. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88001. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88002. }
  88003. // Merge blurred images with original image based on circleOfConfusion
  88004. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88005. _this._dofMerge.autoClear = false;
  88006. _this._effects.push(_this._dofMerge);
  88007. return _this;
  88008. }
  88009. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88010. get: function () {
  88011. return this._circleOfConfusion.focalLength;
  88012. },
  88013. /**
  88014. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88015. */
  88016. set: function (value) {
  88017. this._circleOfConfusion.focalLength = value;
  88018. },
  88019. enumerable: true,
  88020. configurable: true
  88021. });
  88022. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88023. get: function () {
  88024. return this._circleOfConfusion.fStop;
  88025. },
  88026. /**
  88027. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88028. */
  88029. set: function (value) {
  88030. this._circleOfConfusion.fStop = value;
  88031. },
  88032. enumerable: true,
  88033. configurable: true
  88034. });
  88035. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88036. get: function () {
  88037. return this._circleOfConfusion.focusDistance;
  88038. },
  88039. /**
  88040. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88041. */
  88042. set: function (value) {
  88043. this._circleOfConfusion.focusDistance = value;
  88044. },
  88045. enumerable: true,
  88046. configurable: true
  88047. });
  88048. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88049. get: function () {
  88050. return this._circleOfConfusion.lensSize;
  88051. },
  88052. /**
  88053. * 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.
  88054. */
  88055. set: function (value) {
  88056. this._circleOfConfusion.lensSize = value;
  88057. },
  88058. enumerable: true,
  88059. configurable: true
  88060. });
  88061. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88062. /**
  88063. * 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.
  88064. */
  88065. set: function (value) {
  88066. this._circleOfConfusion.depthTexture = value;
  88067. },
  88068. enumerable: true,
  88069. configurable: true
  88070. });
  88071. /**
  88072. * Disposes each of the internal effects for a given camera.
  88073. * @param camera The camera to dispose the effect on.
  88074. */
  88075. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88076. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88077. this._effects[effectIndex].dispose(camera);
  88078. }
  88079. };
  88080. /**
  88081. * @hidden Internal
  88082. */
  88083. DepthOfFieldEffect.prototype._updateEffects = function () {
  88084. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88085. this._effects[effectIndex].updateEffect();
  88086. }
  88087. };
  88088. /**
  88089. * Internal
  88090. * @returns if all the contained post processes are ready.
  88091. * @hidden
  88092. */
  88093. DepthOfFieldEffect.prototype._isReady = function () {
  88094. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88095. if (!this._effects[effectIndex].isReady()) {
  88096. return false;
  88097. }
  88098. }
  88099. return true;
  88100. };
  88101. return DepthOfFieldEffect;
  88102. }(BABYLON.PostProcessRenderEffect));
  88103. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88104. })(BABYLON || (BABYLON = {}));
  88105. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88106. var BABYLON;
  88107. (function (BABYLON) {
  88108. /**
  88109. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88110. */
  88111. var BloomMergePostProcess = /** @class */ (function (_super) {
  88112. __extends(BloomMergePostProcess, _super);
  88113. /**
  88114. * Creates a new instance of @see BloomMergePostProcess
  88115. * @param name The name of the effect.
  88116. * @param originalFromInput Post process which's input will be used for the merge.
  88117. * @param blurred Blurred highlights post process which's output will be used.
  88118. * @param weight Weight of the bloom to be added to the original input.
  88119. * @param options The required width/height ratio to downsize to before computing the render pass.
  88120. * @param camera The camera to apply the render pass to.
  88121. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88122. * @param engine The engine which the post process will be applied. (default: current engine)
  88123. * @param reusable If the post process can be reused on the same frame. (default: false)
  88124. * @param textureType Type of textures used when performing the post process. (default: 0)
  88125. * @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)
  88126. */
  88127. function BloomMergePostProcess(name, originalFromInput, blurred,
  88128. /** Weight of the bloom to be added to the original input. */
  88129. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88130. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88131. if (blockCompilation === void 0) { blockCompilation = false; }
  88132. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88133. _this.weight = weight;
  88134. _this.onApplyObservable.add(function (effect) {
  88135. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88136. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88137. effect.setFloat("bloomWeight", _this.weight);
  88138. });
  88139. if (!blockCompilation) {
  88140. _this.updateEffect();
  88141. }
  88142. return _this;
  88143. }
  88144. return BloomMergePostProcess;
  88145. }(BABYLON.PostProcess));
  88146. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88147. })(BABYLON || (BABYLON = {}));
  88148. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88149. var BABYLON;
  88150. (function (BABYLON) {
  88151. /**
  88152. * 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.
  88153. */
  88154. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88155. __extends(ExtractHighlightsPostProcess, _super);
  88156. function ExtractHighlightsPostProcess(name, 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, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88160. /**
  88161. * The luminance threshold, pixels below this value will be set to black.
  88162. */
  88163. _this.threshold = 0.9;
  88164. /** @hidden */
  88165. _this._exposure = 1;
  88166. /**
  88167. * Post process which has the input texture to be used when performing highlight extraction
  88168. * @hidden
  88169. */
  88170. _this._inputPostProcess = null;
  88171. _this.onApplyObservable.add(function (effect) {
  88172. if (_this._inputPostProcess) {
  88173. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88174. }
  88175. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88176. effect.setFloat('exposure', _this._exposure);
  88177. });
  88178. return _this;
  88179. }
  88180. return ExtractHighlightsPostProcess;
  88181. }(BABYLON.PostProcess));
  88182. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88183. })(BABYLON || (BABYLON = {}));
  88184. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88185. var BABYLON;
  88186. (function (BABYLON) {
  88187. /**
  88188. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88189. */
  88190. var BloomEffect = /** @class */ (function (_super) {
  88191. __extends(BloomEffect, _super);
  88192. /**
  88193. * Creates a new instance of @see BloomEffect
  88194. * @param scene The scene the effect belongs to.
  88195. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88196. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88197. * @param bloomWeight The the strength of bloom.
  88198. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88199. * @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)
  88200. */
  88201. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88202. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88203. if (blockCompilation === void 0) { blockCompilation = false; }
  88204. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88205. return _this._effects;
  88206. }, true) || this;
  88207. _this.bloomScale = bloomScale;
  88208. /**
  88209. * @hidden Internal
  88210. */
  88211. _this._effects = [];
  88212. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88213. _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);
  88214. _this._blurX.alwaysForcePOT = true;
  88215. _this._blurX.autoClear = false;
  88216. _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);
  88217. _this._blurY.alwaysForcePOT = true;
  88218. _this._blurY.autoClear = false;
  88219. _this.kernel = bloomKernel;
  88220. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88221. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88222. _this._merge.autoClear = false;
  88223. _this._effects.push(_this._merge);
  88224. return _this;
  88225. }
  88226. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88227. /**
  88228. * The luminance threshold to find bright areas of the image to bloom.
  88229. */
  88230. get: function () {
  88231. return this._downscale.threshold;
  88232. },
  88233. set: function (value) {
  88234. this._downscale.threshold = value;
  88235. },
  88236. enumerable: true,
  88237. configurable: true
  88238. });
  88239. Object.defineProperty(BloomEffect.prototype, "weight", {
  88240. /**
  88241. * The strength of the bloom.
  88242. */
  88243. get: function () {
  88244. return this._merge.weight;
  88245. },
  88246. set: function (value) {
  88247. this._merge.weight = value;
  88248. },
  88249. enumerable: true,
  88250. configurable: true
  88251. });
  88252. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88253. /**
  88254. * Specifies the size of the bloom blur kernel, relative to the final output size
  88255. */
  88256. get: function () {
  88257. return this._blurX.kernel / this.bloomScale;
  88258. },
  88259. set: function (value) {
  88260. this._blurX.kernel = value * this.bloomScale;
  88261. this._blurY.kernel = value * this.bloomScale;
  88262. },
  88263. enumerable: true,
  88264. configurable: true
  88265. });
  88266. /**
  88267. * Disposes each of the internal effects for a given camera.
  88268. * @param camera The camera to dispose the effect on.
  88269. */
  88270. BloomEffect.prototype.disposeEffects = function (camera) {
  88271. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88272. this._effects[effectIndex].dispose(camera);
  88273. }
  88274. };
  88275. /**
  88276. * @hidden Internal
  88277. */
  88278. BloomEffect.prototype._updateEffects = function () {
  88279. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88280. this._effects[effectIndex].updateEffect();
  88281. }
  88282. };
  88283. /**
  88284. * Internal
  88285. * @returns if all the contained post processes are ready.
  88286. * @hidden
  88287. */
  88288. BloomEffect.prototype._isReady = function () {
  88289. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88290. if (!this._effects[effectIndex].isReady()) {
  88291. return false;
  88292. }
  88293. }
  88294. return true;
  88295. };
  88296. return BloomEffect;
  88297. }(BABYLON.PostProcessRenderEffect));
  88298. BABYLON.BloomEffect = BloomEffect;
  88299. })(BABYLON || (BABYLON = {}));
  88300. //# sourceMappingURL=babylon.bloomEffect.js.map
  88301. var BABYLON;
  88302. (function (BABYLON) {
  88303. /**
  88304. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88305. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88306. */
  88307. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88308. __extends(DefaultRenderingPipeline, _super);
  88309. /**
  88310. * @constructor
  88311. * @param name - The rendering pipeline name (default: "")
  88312. * @param hdr - If high dynamic range textures should be used (default: true)
  88313. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88314. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88315. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88316. */
  88317. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88318. if (name === void 0) { name = ""; }
  88319. if (hdr === void 0) { hdr = true; }
  88320. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88321. if (automaticBuild === void 0) { automaticBuild = true; }
  88322. var _this = _super.call(this, scene.getEngine(), name) || this;
  88323. _this._camerasToBeAttached = [];
  88324. /**
  88325. * ID of the sharpen post process,
  88326. */
  88327. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88328. /**
  88329. * @ignore
  88330. * ID of the image processing post process;
  88331. */
  88332. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88333. /**
  88334. * @ignore
  88335. * ID of the Fast Approximate Anti-Aliasing post process;
  88336. */
  88337. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88338. /**
  88339. * ID of the chromatic aberration post process,
  88340. */
  88341. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88342. /**
  88343. * ID of the grain post process
  88344. */
  88345. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88346. /**
  88347. * Glow post process which adds a glow to emmisive areas of the image
  88348. */
  88349. _this._glowLayer = null;
  88350. /**
  88351. * Animations which can be used to tweak settings over a period of time
  88352. */
  88353. _this.animations = [];
  88354. _this._imageProcessingConfigurationObserver = null;
  88355. // Values
  88356. _this._sharpenEnabled = false;
  88357. _this._bloomEnabled = false;
  88358. _this._depthOfFieldEnabled = false;
  88359. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88360. _this._fxaaEnabled = false;
  88361. _this._imageProcessingEnabled = true;
  88362. _this._bloomScale = 0.5;
  88363. _this._chromaticAberrationEnabled = false;
  88364. _this._grainEnabled = false;
  88365. _this._buildAllowed = true;
  88366. _this._resizeObserver = null;
  88367. _this._hardwareScaleLevel = 1.0;
  88368. _this._bloomKernel = 64;
  88369. /**
  88370. * Specifies the weight of the bloom in the final rendering
  88371. */
  88372. _this._bloomWeight = 0.15;
  88373. /**
  88374. * Specifies the luma threshold for the area that will be blurred by the bloom
  88375. */
  88376. _this._bloomThreshold = 0.9;
  88377. _this._samples = 1;
  88378. _this._hasCleared = false;
  88379. _this._prevPostProcess = null;
  88380. _this._prevPrevPostProcess = null;
  88381. _this._depthOfFieldSceneObserver = null;
  88382. _this._cameras = cameras || scene.cameras;
  88383. _this._cameras = _this._cameras.slice();
  88384. _this._camerasToBeAttached = _this._cameras.slice();
  88385. _this._buildAllowed = automaticBuild;
  88386. // Initialize
  88387. _this._scene = scene;
  88388. var caps = _this._scene.getEngine().getCaps();
  88389. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88390. // Misc
  88391. if (_this._hdr) {
  88392. if (caps.textureHalfFloatRender) {
  88393. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88394. }
  88395. else if (caps.textureFloatRender) {
  88396. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88397. }
  88398. }
  88399. else {
  88400. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88401. }
  88402. // Attach
  88403. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88404. var engine = _this._scene.getEngine();
  88405. // Create post processes before hand so they can be modified before enabled.
  88406. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88407. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88408. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88409. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88410. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88411. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88412. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88413. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88414. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88415. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88416. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88417. _this.bloomKernel = _this.bloomKernel;
  88418. });
  88419. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88420. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88421. });
  88422. _this._buildPipeline();
  88423. return _this;
  88424. }
  88425. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88426. get: function () {
  88427. return this._sharpenEnabled;
  88428. },
  88429. /**
  88430. * Enable or disable the sharpen process from the pipeline
  88431. */
  88432. set: function (enabled) {
  88433. if (this._sharpenEnabled === enabled) {
  88434. return;
  88435. }
  88436. this._sharpenEnabled = enabled;
  88437. this._buildPipeline();
  88438. },
  88439. enumerable: true,
  88440. configurable: true
  88441. });
  88442. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88443. /**
  88444. * Specifies the size of the bloom blur kernel, relative to the final output size
  88445. */
  88446. get: function () {
  88447. return this._bloomKernel;
  88448. },
  88449. set: function (value) {
  88450. this._bloomKernel = value;
  88451. this.bloom.kernel = value / this._hardwareScaleLevel;
  88452. },
  88453. enumerable: true,
  88454. configurable: true
  88455. });
  88456. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88457. get: function () {
  88458. return this._bloomWeight;
  88459. },
  88460. /**
  88461. * The strength of the bloom.
  88462. */
  88463. set: function (value) {
  88464. if (this._bloomWeight === value) {
  88465. return;
  88466. }
  88467. this.bloom.weight = value;
  88468. this._bloomWeight = value;
  88469. },
  88470. enumerable: true,
  88471. configurable: true
  88472. });
  88473. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88474. get: function () {
  88475. return this._bloomThreshold;
  88476. },
  88477. /**
  88478. * The strength of the bloom.
  88479. */
  88480. set: function (value) {
  88481. if (this._bloomThreshold === value) {
  88482. return;
  88483. }
  88484. this.bloom.threshold = value;
  88485. this._bloomThreshold = value;
  88486. },
  88487. enumerable: true,
  88488. configurable: true
  88489. });
  88490. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88491. get: function () {
  88492. return this._bloomScale;
  88493. },
  88494. /**
  88495. * The scale of the bloom, lower value will provide better performance.
  88496. */
  88497. set: function (value) {
  88498. if (this._bloomScale === value) {
  88499. return;
  88500. }
  88501. this._bloomScale = value;
  88502. // recreate bloom and dispose old as this setting is not dynamic
  88503. this._rebuildBloom();
  88504. this._buildPipeline();
  88505. },
  88506. enumerable: true,
  88507. configurable: true
  88508. });
  88509. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88510. get: function () {
  88511. return this._bloomEnabled;
  88512. },
  88513. /**
  88514. * Enable or disable the bloom from the pipeline
  88515. */
  88516. set: function (enabled) {
  88517. if (this._bloomEnabled === enabled) {
  88518. return;
  88519. }
  88520. this._bloomEnabled = enabled;
  88521. this._buildPipeline();
  88522. },
  88523. enumerable: true,
  88524. configurable: true
  88525. });
  88526. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88527. // recreate bloom and dispose old as this setting is not dynamic
  88528. var oldBloom = this.bloom;
  88529. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88530. this.bloom.threshold = oldBloom.threshold;
  88531. for (var i = 0; i < this._cameras.length; i++) {
  88532. oldBloom.disposeEffects(this._cameras[i]);
  88533. }
  88534. };
  88535. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88536. /**
  88537. * If the depth of field is enabled.
  88538. */
  88539. get: function () {
  88540. return this._depthOfFieldEnabled;
  88541. },
  88542. set: function (enabled) {
  88543. if (this._depthOfFieldEnabled === enabled) {
  88544. return;
  88545. }
  88546. this._depthOfFieldEnabled = enabled;
  88547. this._buildPipeline();
  88548. },
  88549. enumerable: true,
  88550. configurable: true
  88551. });
  88552. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88553. /**
  88554. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88555. */
  88556. get: function () {
  88557. return this._depthOfFieldBlurLevel;
  88558. },
  88559. set: function (value) {
  88560. if (this._depthOfFieldBlurLevel === value) {
  88561. return;
  88562. }
  88563. this._depthOfFieldBlurLevel = value;
  88564. // recreate dof and dispose old as this setting is not dynamic
  88565. var oldDof = this.depthOfField;
  88566. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88567. this.depthOfField.focalLength = oldDof.focalLength;
  88568. this.depthOfField.focusDistance = oldDof.focusDistance;
  88569. this.depthOfField.fStop = oldDof.fStop;
  88570. this.depthOfField.lensSize = oldDof.lensSize;
  88571. for (var i = 0; i < this._cameras.length; i++) {
  88572. oldDof.disposeEffects(this._cameras[i]);
  88573. }
  88574. this._buildPipeline();
  88575. },
  88576. enumerable: true,
  88577. configurable: true
  88578. });
  88579. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88580. get: function () {
  88581. return this._fxaaEnabled;
  88582. },
  88583. /**
  88584. * If the anti aliasing is enabled.
  88585. */
  88586. set: function (enabled) {
  88587. if (this._fxaaEnabled === enabled) {
  88588. return;
  88589. }
  88590. this._fxaaEnabled = enabled;
  88591. this._buildPipeline();
  88592. },
  88593. enumerable: true,
  88594. configurable: true
  88595. });
  88596. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88597. get: function () {
  88598. return this._samples;
  88599. },
  88600. /**
  88601. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88602. */
  88603. set: function (sampleCount) {
  88604. if (this._samples === sampleCount) {
  88605. return;
  88606. }
  88607. this._samples = sampleCount;
  88608. this._buildPipeline();
  88609. },
  88610. enumerable: true,
  88611. configurable: true
  88612. });
  88613. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88614. get: function () {
  88615. return this._imageProcessingEnabled;
  88616. },
  88617. /**
  88618. * If image processing is enabled.
  88619. */
  88620. set: function (enabled) {
  88621. if (this._imageProcessingEnabled === enabled) {
  88622. return;
  88623. }
  88624. this._imageProcessingEnabled = enabled;
  88625. this._buildPipeline();
  88626. },
  88627. enumerable: true,
  88628. configurable: true
  88629. });
  88630. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88631. get: function () {
  88632. return this._glowLayer == null;
  88633. },
  88634. /**
  88635. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88636. */
  88637. set: function (enabled) {
  88638. if (enabled && !this._glowLayer) {
  88639. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88640. }
  88641. else if (!enabled && this._glowLayer) {
  88642. this._glowLayer.dispose();
  88643. this._glowLayer = null;
  88644. }
  88645. },
  88646. enumerable: true,
  88647. configurable: true
  88648. });
  88649. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88650. get: function () {
  88651. return this._chromaticAberrationEnabled;
  88652. },
  88653. /**
  88654. * Enable or disable the chromaticAberration process from the pipeline
  88655. */
  88656. set: function (enabled) {
  88657. if (this._chromaticAberrationEnabled === enabled) {
  88658. return;
  88659. }
  88660. this._chromaticAberrationEnabled = enabled;
  88661. this._buildPipeline();
  88662. },
  88663. enumerable: true,
  88664. configurable: true
  88665. });
  88666. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88667. get: function () {
  88668. return this._grainEnabled;
  88669. },
  88670. /**
  88671. * Enable or disable the grain process from the pipeline
  88672. */
  88673. set: function (enabled) {
  88674. if (this._grainEnabled === enabled) {
  88675. return;
  88676. }
  88677. this._grainEnabled = enabled;
  88678. this._buildPipeline();
  88679. },
  88680. enumerable: true,
  88681. configurable: true
  88682. });
  88683. /**
  88684. * Force the compilation of the entire pipeline.
  88685. */
  88686. DefaultRenderingPipeline.prototype.prepare = function () {
  88687. var previousState = this._buildAllowed;
  88688. this._buildAllowed = true;
  88689. this._buildPipeline();
  88690. this._buildAllowed = previousState;
  88691. };
  88692. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88693. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88694. if (this._hasCleared) {
  88695. postProcess.autoClear = false;
  88696. }
  88697. else {
  88698. postProcess.autoClear = true;
  88699. this._scene.autoClear = false;
  88700. this._hasCleared = true;
  88701. }
  88702. if (!skipTextureSharing) {
  88703. if (this._prevPrevPostProcess) {
  88704. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88705. }
  88706. else {
  88707. postProcess.useOwnOutput();
  88708. }
  88709. if (this._prevPostProcess) {
  88710. this._prevPrevPostProcess = this._prevPostProcess;
  88711. }
  88712. this._prevPostProcess = postProcess;
  88713. }
  88714. };
  88715. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88716. var _this = this;
  88717. if (!this._buildAllowed) {
  88718. return;
  88719. }
  88720. this._scene.autoClear = true;
  88721. var engine = this._scene.getEngine();
  88722. this._disposePostProcesses();
  88723. if (this._cameras !== null) {
  88724. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88725. // get back cameras to be used to reattach pipeline
  88726. this._cameras = this._camerasToBeAttached.slice();
  88727. }
  88728. this._reset();
  88729. this._prevPostProcess = null;
  88730. this._prevPrevPostProcess = null;
  88731. this._hasCleared = false;
  88732. if (this.depthOfFieldEnabled) {
  88733. // Multi camera suport
  88734. if (this._cameras.length > 1) {
  88735. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88736. var camera = _a[_i];
  88737. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88738. depthRenderer.useOnlyInActiveCamera = true;
  88739. }
  88740. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88741. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88742. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88743. }
  88744. });
  88745. }
  88746. else {
  88747. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88748. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88749. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88750. }
  88751. if (!this.depthOfField._isReady()) {
  88752. this.depthOfField._updateEffects();
  88753. }
  88754. this.addEffect(this.depthOfField);
  88755. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88756. }
  88757. else {
  88758. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88759. }
  88760. if (this.bloomEnabled) {
  88761. if (!this.bloom._isReady()) {
  88762. this.bloom._updateEffects();
  88763. }
  88764. this.addEffect(this.bloom);
  88765. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88766. }
  88767. if (this._imageProcessingEnabled) {
  88768. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88769. if (this._hdr) {
  88770. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88771. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88772. }
  88773. else {
  88774. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88775. }
  88776. }
  88777. if (this.sharpenEnabled) {
  88778. if (!this.sharpen.isReady()) {
  88779. this.sharpen.updateEffect();
  88780. }
  88781. this.addEffect(this._sharpenEffect);
  88782. this._setAutoClearAndTextureSharing(this.sharpen);
  88783. }
  88784. if (this.grainEnabled) {
  88785. if (!this.grain.isReady()) {
  88786. this.grain.updateEffect();
  88787. }
  88788. this.addEffect(this._grainEffect);
  88789. this._setAutoClearAndTextureSharing(this.grain);
  88790. }
  88791. if (this.chromaticAberrationEnabled) {
  88792. if (!this.chromaticAberration.isReady()) {
  88793. this.chromaticAberration.updateEffect();
  88794. }
  88795. this.addEffect(this._chromaticAberrationEffect);
  88796. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88797. }
  88798. if (this.fxaaEnabled) {
  88799. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88800. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88801. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88802. }
  88803. if (this._cameras !== null) {
  88804. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88805. }
  88806. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88807. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88808. }
  88809. };
  88810. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88811. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88812. for (var i = 0; i < this._cameras.length; i++) {
  88813. var camera = this._cameras[i];
  88814. if (this.imageProcessing) {
  88815. this.imageProcessing.dispose(camera);
  88816. }
  88817. if (this.fxaa) {
  88818. this.fxaa.dispose(camera);
  88819. }
  88820. // These are created in the constructor and should not be disposed on every pipeline change
  88821. if (disposeNonRecreated) {
  88822. if (this.sharpen) {
  88823. this.sharpen.dispose(camera);
  88824. }
  88825. if (this.depthOfField) {
  88826. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88827. this.depthOfField.disposeEffects(camera);
  88828. }
  88829. if (this.bloom) {
  88830. this.bloom.disposeEffects(camera);
  88831. }
  88832. if (this.chromaticAberration) {
  88833. this.chromaticAberration.dispose(camera);
  88834. }
  88835. if (this.grain) {
  88836. this.grain.dispose(camera);
  88837. }
  88838. if (this._glowLayer) {
  88839. this._glowLayer.dispose();
  88840. }
  88841. }
  88842. }
  88843. this.imageProcessing = null;
  88844. this.fxaa = null;
  88845. if (disposeNonRecreated) {
  88846. this.sharpen = null;
  88847. this._sharpenEffect = null;
  88848. this.depthOfField = null;
  88849. this.bloom = null;
  88850. this.chromaticAberration = null;
  88851. this._chromaticAberrationEffect = null;
  88852. this.grain = null;
  88853. this._grainEffect = null;
  88854. this._glowLayer = null;
  88855. }
  88856. };
  88857. /**
  88858. * Adds a camera to the pipeline
  88859. * @param camera the camera to be added
  88860. */
  88861. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88862. this._camerasToBeAttached.push(camera);
  88863. this._buildPipeline();
  88864. };
  88865. /**
  88866. * Removes a camera from the pipeline
  88867. * @param camera the camera to remove
  88868. */
  88869. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88870. var index = this._camerasToBeAttached.indexOf(camera);
  88871. this._camerasToBeAttached.splice(index, 1);
  88872. this._buildPipeline();
  88873. };
  88874. /**
  88875. * Dispose of the pipeline and stop all post processes
  88876. */
  88877. DefaultRenderingPipeline.prototype.dispose = function () {
  88878. this._disposePostProcesses(true);
  88879. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88880. this._scene.autoClear = true;
  88881. if (this._resizeObserver) {
  88882. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88883. this._resizeObserver = null;
  88884. }
  88885. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88886. _super.prototype.dispose.call(this);
  88887. };
  88888. /**
  88889. * Serialize the rendering pipeline (Used when exporting)
  88890. * @returns the serialized object
  88891. */
  88892. DefaultRenderingPipeline.prototype.serialize = function () {
  88893. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88894. serializationObject.customType = "DefaultRenderingPipeline";
  88895. return serializationObject;
  88896. };
  88897. /**
  88898. * Parse the serialized pipeline
  88899. * @param source Source pipeline.
  88900. * @param scene The scene to load the pipeline to.
  88901. * @param rootUrl The URL of the serialized pipeline.
  88902. * @returns An instantiated pipeline from the serialized object.
  88903. */
  88904. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88905. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88906. };
  88907. __decorate([
  88908. BABYLON.serialize()
  88909. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88910. __decorate([
  88911. BABYLON.serialize()
  88912. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88913. __decorate([
  88914. BABYLON.serialize()
  88915. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88916. __decorate([
  88917. BABYLON.serialize()
  88918. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88919. __decorate([
  88920. BABYLON.serialize()
  88921. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88922. __decorate([
  88923. BABYLON.serialize()
  88924. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88925. __decorate([
  88926. BABYLON.serialize()
  88927. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88928. __decorate([
  88929. BABYLON.serialize()
  88930. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88931. __decorate([
  88932. BABYLON.serialize()
  88933. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88934. __decorate([
  88935. BABYLON.serialize()
  88936. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88937. __decorate([
  88938. BABYLON.serialize()
  88939. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88940. __decorate([
  88941. BABYLON.serialize()
  88942. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88943. __decorate([
  88944. BABYLON.serialize()
  88945. ], DefaultRenderingPipeline.prototype, "samples", null);
  88946. __decorate([
  88947. BABYLON.serialize()
  88948. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88949. __decorate([
  88950. BABYLON.serialize()
  88951. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88952. __decorate([
  88953. BABYLON.serialize()
  88954. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88955. __decorate([
  88956. BABYLON.serialize()
  88957. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88958. return DefaultRenderingPipeline;
  88959. }(BABYLON.PostProcessRenderPipeline));
  88960. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88961. })(BABYLON || (BABYLON = {}));
  88962. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88963. var BABYLON;
  88964. (function (BABYLON) {
  88965. /**
  88966. * @hidden
  88967. */
  88968. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88969. __extends(ImageProcessingConfigurationDefines, _super);
  88970. function ImageProcessingConfigurationDefines() {
  88971. var _this = _super.call(this) || this;
  88972. _this.IMAGEPROCESSING = false;
  88973. _this.VIGNETTE = false;
  88974. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88975. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88976. _this.TONEMAPPING = false;
  88977. _this.TONEMAPPING_ACES = false;
  88978. _this.CONTRAST = false;
  88979. _this.COLORCURVES = false;
  88980. _this.COLORGRADING = false;
  88981. _this.COLORGRADING3D = false;
  88982. _this.SAMPLER3DGREENDEPTH = false;
  88983. _this.SAMPLER3DBGRMAP = false;
  88984. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88985. _this.EXPOSURE = false;
  88986. _this.rebuild();
  88987. return _this;
  88988. }
  88989. return ImageProcessingConfigurationDefines;
  88990. }(BABYLON.MaterialDefines));
  88991. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88992. /**
  88993. * This groups together the common properties used for image processing either in direct forward pass
  88994. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88995. * or not.
  88996. */
  88997. var ImageProcessingConfiguration = /** @class */ (function () {
  88998. function ImageProcessingConfiguration() {
  88999. /**
  89000. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89001. */
  89002. this.colorCurves = new BABYLON.ColorCurves();
  89003. this._colorCurvesEnabled = false;
  89004. this._colorGradingEnabled = false;
  89005. this._colorGradingWithGreenDepth = true;
  89006. this._colorGradingBGR = true;
  89007. /** @hidden */
  89008. this._exposure = 1.0;
  89009. this._toneMappingEnabled = false;
  89010. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89011. this._contrast = 1.0;
  89012. /**
  89013. * Vignette stretch size.
  89014. */
  89015. this.vignetteStretch = 0;
  89016. /**
  89017. * Vignette centre X Offset.
  89018. */
  89019. this.vignetteCentreX = 0;
  89020. /**
  89021. * Vignette centre Y Offset.
  89022. */
  89023. this.vignetteCentreY = 0;
  89024. /**
  89025. * Vignette weight or intensity of the vignette effect.
  89026. */
  89027. this.vignetteWeight = 1.5;
  89028. /**
  89029. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89030. * if vignetteEnabled is set to true.
  89031. */
  89032. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89033. /**
  89034. * Camera field of view used by the Vignette effect.
  89035. */
  89036. this.vignetteCameraFov = 0.5;
  89037. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89038. this._vignetteEnabled = false;
  89039. this._applyByPostProcess = false;
  89040. this._isEnabled = true;
  89041. /**
  89042. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89043. */
  89044. this.onUpdateParameters = new BABYLON.Observable();
  89045. }
  89046. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89047. /**
  89048. * Gets wether the color curves effect is enabled.
  89049. */
  89050. get: function () {
  89051. return this._colorCurvesEnabled;
  89052. },
  89053. /**
  89054. * Sets wether the color curves effect is enabled.
  89055. */
  89056. set: function (value) {
  89057. if (this._colorCurvesEnabled === value) {
  89058. return;
  89059. }
  89060. this._colorCurvesEnabled = value;
  89061. this._updateParameters();
  89062. },
  89063. enumerable: true,
  89064. configurable: true
  89065. });
  89066. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89067. /**
  89068. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89069. */
  89070. get: function () {
  89071. return this._colorGradingTexture;
  89072. },
  89073. /**
  89074. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89075. */
  89076. set: function (value) {
  89077. if (this._colorGradingTexture === value) {
  89078. return;
  89079. }
  89080. this._colorGradingTexture = value;
  89081. this._updateParameters();
  89082. },
  89083. enumerable: true,
  89084. configurable: true
  89085. });
  89086. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89087. /**
  89088. * Gets wether the color grading effect is enabled.
  89089. */
  89090. get: function () {
  89091. return this._colorGradingEnabled;
  89092. },
  89093. /**
  89094. * Sets wether the color grading effect is enabled.
  89095. */
  89096. set: function (value) {
  89097. if (this._colorGradingEnabled === value) {
  89098. return;
  89099. }
  89100. this._colorGradingEnabled = value;
  89101. this._updateParameters();
  89102. },
  89103. enumerable: true,
  89104. configurable: true
  89105. });
  89106. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89107. /**
  89108. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89109. */
  89110. get: function () {
  89111. return this._colorGradingWithGreenDepth;
  89112. },
  89113. /**
  89114. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89115. */
  89116. set: function (value) {
  89117. if (this._colorGradingWithGreenDepth === value) {
  89118. return;
  89119. }
  89120. this._colorGradingWithGreenDepth = value;
  89121. this._updateParameters();
  89122. },
  89123. enumerable: true,
  89124. configurable: true
  89125. });
  89126. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89127. /**
  89128. * Gets wether the color grading texture contains BGR values.
  89129. */
  89130. get: function () {
  89131. return this._colorGradingBGR;
  89132. },
  89133. /**
  89134. * Sets wether the color grading texture contains BGR values.
  89135. */
  89136. set: function (value) {
  89137. if (this._colorGradingBGR === value) {
  89138. return;
  89139. }
  89140. this._colorGradingBGR = value;
  89141. this._updateParameters();
  89142. },
  89143. enumerable: true,
  89144. configurable: true
  89145. });
  89146. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89147. /**
  89148. * Gets the Exposure used in the effect.
  89149. */
  89150. get: function () {
  89151. return this._exposure;
  89152. },
  89153. /**
  89154. * Sets the Exposure used in the effect.
  89155. */
  89156. set: function (value) {
  89157. if (this._exposure === value) {
  89158. return;
  89159. }
  89160. this._exposure = value;
  89161. this._updateParameters();
  89162. },
  89163. enumerable: true,
  89164. configurable: true
  89165. });
  89166. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89167. /**
  89168. * Gets wether the tone mapping effect is enabled.
  89169. */
  89170. get: function () {
  89171. return this._toneMappingEnabled;
  89172. },
  89173. /**
  89174. * Sets wether the tone mapping effect is enabled.
  89175. */
  89176. set: function (value) {
  89177. if (this._toneMappingEnabled === value) {
  89178. return;
  89179. }
  89180. this._toneMappingEnabled = value;
  89181. this._updateParameters();
  89182. },
  89183. enumerable: true,
  89184. configurable: true
  89185. });
  89186. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89187. /**
  89188. * Gets the type of tone mapping effect.
  89189. */
  89190. get: function () {
  89191. return this._toneMappingType;
  89192. },
  89193. /**
  89194. * Sets the type of tone mapping effect used in BabylonJS.
  89195. */
  89196. set: function (value) {
  89197. if (this._toneMappingType === value) {
  89198. return;
  89199. }
  89200. this._toneMappingType = value;
  89201. this._updateParameters();
  89202. },
  89203. enumerable: true,
  89204. configurable: true
  89205. });
  89206. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89207. /**
  89208. * Gets the contrast used in the effect.
  89209. */
  89210. get: function () {
  89211. return this._contrast;
  89212. },
  89213. /**
  89214. * Sets the contrast used in the effect.
  89215. */
  89216. set: function (value) {
  89217. if (this._contrast === value) {
  89218. return;
  89219. }
  89220. this._contrast = value;
  89221. this._updateParameters();
  89222. },
  89223. enumerable: true,
  89224. configurable: true
  89225. });
  89226. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89227. /**
  89228. * Gets the vignette blend mode allowing different kind of effect.
  89229. */
  89230. get: function () {
  89231. return this._vignetteBlendMode;
  89232. },
  89233. /**
  89234. * Sets the vignette blend mode allowing different kind of effect.
  89235. */
  89236. set: function (value) {
  89237. if (this._vignetteBlendMode === value) {
  89238. return;
  89239. }
  89240. this._vignetteBlendMode = value;
  89241. this._updateParameters();
  89242. },
  89243. enumerable: true,
  89244. configurable: true
  89245. });
  89246. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89247. /**
  89248. * Gets wether the vignette effect is enabled.
  89249. */
  89250. get: function () {
  89251. return this._vignetteEnabled;
  89252. },
  89253. /**
  89254. * Sets wether the vignette effect is enabled.
  89255. */
  89256. set: function (value) {
  89257. if (this._vignetteEnabled === value) {
  89258. return;
  89259. }
  89260. this._vignetteEnabled = value;
  89261. this._updateParameters();
  89262. },
  89263. enumerable: true,
  89264. configurable: true
  89265. });
  89266. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89267. /**
  89268. * Gets wether the image processing is applied through a post process or not.
  89269. */
  89270. get: function () {
  89271. return this._applyByPostProcess;
  89272. },
  89273. /**
  89274. * Sets wether the image processing is applied through a post process or not.
  89275. */
  89276. set: function (value) {
  89277. if (this._applyByPostProcess === value) {
  89278. return;
  89279. }
  89280. this._applyByPostProcess = value;
  89281. this._updateParameters();
  89282. },
  89283. enumerable: true,
  89284. configurable: true
  89285. });
  89286. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89287. /**
  89288. * Gets wether the image processing is enabled or not.
  89289. */
  89290. get: function () {
  89291. return this._isEnabled;
  89292. },
  89293. /**
  89294. * Sets wether the image processing is enabled or not.
  89295. */
  89296. set: function (value) {
  89297. if (this._isEnabled === value) {
  89298. return;
  89299. }
  89300. this._isEnabled = value;
  89301. this._updateParameters();
  89302. },
  89303. enumerable: true,
  89304. configurable: true
  89305. });
  89306. /**
  89307. * Method called each time the image processing information changes requires to recompile the effect.
  89308. */
  89309. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89310. this.onUpdateParameters.notifyObservers(this);
  89311. };
  89312. /**
  89313. * Gets the current class name.
  89314. * @return "ImageProcessingConfiguration"
  89315. */
  89316. ImageProcessingConfiguration.prototype.getClassName = function () {
  89317. return "ImageProcessingConfiguration";
  89318. };
  89319. /**
  89320. * Prepare the list of uniforms associated with the Image Processing effects.
  89321. * @param uniforms The list of uniforms used in the effect
  89322. * @param defines the list of defines currently in use
  89323. */
  89324. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89325. if (defines.EXPOSURE) {
  89326. uniforms.push("exposureLinear");
  89327. }
  89328. if (defines.CONTRAST) {
  89329. uniforms.push("contrast");
  89330. }
  89331. if (defines.COLORGRADING) {
  89332. uniforms.push("colorTransformSettings");
  89333. }
  89334. if (defines.VIGNETTE) {
  89335. uniforms.push("vInverseScreenSize");
  89336. uniforms.push("vignetteSettings1");
  89337. uniforms.push("vignetteSettings2");
  89338. }
  89339. if (defines.COLORCURVES) {
  89340. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89341. }
  89342. };
  89343. /**
  89344. * Prepare the list of samplers associated with the Image Processing effects.
  89345. * @param samplersList The list of uniforms used in the effect
  89346. * @param defines the list of defines currently in use
  89347. */
  89348. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89349. if (defines.COLORGRADING) {
  89350. samplersList.push("txColorTransform");
  89351. }
  89352. };
  89353. /**
  89354. * Prepare the list of defines associated to the shader.
  89355. * @param defines the list of defines to complete
  89356. * @param forPostProcess Define if we are currently in post process mode or not
  89357. */
  89358. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89359. if (forPostProcess === void 0) { forPostProcess = false; }
  89360. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89361. defines.VIGNETTE = false;
  89362. defines.TONEMAPPING = false;
  89363. defines.TONEMAPPING_ACES = false;
  89364. defines.CONTRAST = false;
  89365. defines.EXPOSURE = false;
  89366. defines.COLORCURVES = false;
  89367. defines.COLORGRADING = false;
  89368. defines.COLORGRADING3D = false;
  89369. defines.IMAGEPROCESSING = false;
  89370. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89371. return;
  89372. }
  89373. defines.VIGNETTE = this.vignetteEnabled;
  89374. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89375. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89376. defines.TONEMAPPING = this.toneMappingEnabled;
  89377. switch (this._toneMappingType) {
  89378. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89379. defines.TONEMAPPING_ACES = true;
  89380. break;
  89381. }
  89382. defines.CONTRAST = (this.contrast !== 1.0);
  89383. defines.EXPOSURE = (this.exposure !== 1.0);
  89384. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89385. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89386. if (defines.COLORGRADING) {
  89387. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89388. }
  89389. else {
  89390. defines.COLORGRADING3D = false;
  89391. }
  89392. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89393. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89394. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89395. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89396. };
  89397. /**
  89398. * Returns true if all the image processing information are ready.
  89399. * @returns True if ready, otherwise, false
  89400. */
  89401. ImageProcessingConfiguration.prototype.isReady = function () {
  89402. // Color Grading texure can not be none blocking.
  89403. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89404. };
  89405. /**
  89406. * Binds the image processing to the shader.
  89407. * @param effect The effect to bind to
  89408. * @param aspectRatio Define the current aspect ratio of the effect
  89409. */
  89410. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89411. if (aspectRatio === void 0) { aspectRatio = 1; }
  89412. // Color Curves
  89413. if (this._colorCurvesEnabled && this.colorCurves) {
  89414. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89415. }
  89416. // Vignette
  89417. if (this._vignetteEnabled) {
  89418. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89419. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89420. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89421. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89422. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89423. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89424. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89425. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89426. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89427. var vignettePower = -2.0 * this.vignetteWeight;
  89428. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89429. }
  89430. // Exposure
  89431. effect.setFloat("exposureLinear", this.exposure);
  89432. // Contrast
  89433. effect.setFloat("contrast", this.contrast);
  89434. // Color transform settings
  89435. if (this.colorGradingTexture) {
  89436. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89437. var textureSize = this.colorGradingTexture.getSize().height;
  89438. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89439. 0.5 / textureSize, // textureOffset
  89440. textureSize, // textureSize
  89441. this.colorGradingTexture.level // weight
  89442. );
  89443. }
  89444. };
  89445. /**
  89446. * Clones the current image processing instance.
  89447. * @return The cloned image processing
  89448. */
  89449. ImageProcessingConfiguration.prototype.clone = function () {
  89450. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89451. };
  89452. /**
  89453. * Serializes the current image processing instance to a json representation.
  89454. * @return a JSON representation
  89455. */
  89456. ImageProcessingConfiguration.prototype.serialize = function () {
  89457. return BABYLON.SerializationHelper.Serialize(this);
  89458. };
  89459. /**
  89460. * Parses the image processing from a json representation.
  89461. * @param source the JSON source to parse
  89462. * @return The parsed image processing
  89463. */
  89464. ImageProcessingConfiguration.Parse = function (source) {
  89465. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89466. };
  89467. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89468. /**
  89469. * Used to apply the vignette as a mix with the pixel color.
  89470. */
  89471. get: function () {
  89472. return this._VIGNETTEMODE_MULTIPLY;
  89473. },
  89474. enumerable: true,
  89475. configurable: true
  89476. });
  89477. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89478. /**
  89479. * Used to apply the vignette as a replacement of the pixel color.
  89480. */
  89481. get: function () {
  89482. return this._VIGNETTEMODE_OPAQUE;
  89483. },
  89484. enumerable: true,
  89485. configurable: true
  89486. });
  89487. /**
  89488. * Default tone mapping applied in BabylonJS.
  89489. */
  89490. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89491. /**
  89492. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89493. * to other engines rendering to increase portability.
  89494. */
  89495. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89496. // Static constants associated to the image processing.
  89497. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89498. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89499. __decorate([
  89500. BABYLON.serializeAsColorCurves()
  89501. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89502. __decorate([
  89503. BABYLON.serialize()
  89504. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89505. __decorate([
  89506. BABYLON.serializeAsTexture("colorGradingTexture")
  89507. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89508. __decorate([
  89509. BABYLON.serialize()
  89510. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89511. __decorate([
  89512. BABYLON.serialize()
  89513. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89514. __decorate([
  89515. BABYLON.serialize()
  89516. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89517. __decorate([
  89518. BABYLON.serialize()
  89519. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89520. __decorate([
  89521. BABYLON.serialize()
  89522. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89523. __decorate([
  89524. BABYLON.serialize()
  89525. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89526. __decorate([
  89527. BABYLON.serialize()
  89528. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89529. __decorate([
  89530. BABYLON.serialize()
  89531. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89532. __decorate([
  89533. BABYLON.serialize()
  89534. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89535. __decorate([
  89536. BABYLON.serialize()
  89537. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89538. __decorate([
  89539. BABYLON.serialize()
  89540. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89541. __decorate([
  89542. BABYLON.serializeAsColor4()
  89543. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89544. __decorate([
  89545. BABYLON.serialize()
  89546. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89547. __decorate([
  89548. BABYLON.serialize()
  89549. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89550. __decorate([
  89551. BABYLON.serialize()
  89552. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89553. __decorate([
  89554. BABYLON.serialize()
  89555. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89556. __decorate([
  89557. BABYLON.serialize()
  89558. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89559. return ImageProcessingConfiguration;
  89560. }());
  89561. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89562. })(BABYLON || (BABYLON = {}));
  89563. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89564. var BABYLON;
  89565. (function (BABYLON) {
  89566. /**
  89567. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89568. * It can help converting any input color in a desired output one. This can then be used to create effects
  89569. * from sepia, black and white to sixties or futuristic rendering...
  89570. *
  89571. * The only supported format is currently 3dl.
  89572. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89573. */
  89574. var ColorGradingTexture = /** @class */ (function (_super) {
  89575. __extends(ColorGradingTexture, _super);
  89576. /**
  89577. * Instantiates a ColorGradingTexture from the following parameters.
  89578. *
  89579. * @param url The location of the color gradind data (currently only supporting 3dl)
  89580. * @param scene The scene the texture will be used in
  89581. */
  89582. function ColorGradingTexture(url, scene) {
  89583. var _this = _super.call(this, scene) || this;
  89584. if (!url) {
  89585. return _this;
  89586. }
  89587. _this._engine = scene.getEngine();
  89588. _this._textureMatrix = BABYLON.Matrix.Identity();
  89589. _this.name = url;
  89590. _this.url = url;
  89591. _this.hasAlpha = false;
  89592. _this.isCube = false;
  89593. _this.is3D = _this._engine.webGLVersion > 1;
  89594. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89595. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89596. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89597. _this.anisotropicFilteringLevel = 1;
  89598. _this._texture = _this._getFromCache(url, true);
  89599. if (!_this._texture) {
  89600. if (!scene.useDelayedTextureLoading) {
  89601. _this.loadTexture();
  89602. }
  89603. else {
  89604. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89605. }
  89606. }
  89607. return _this;
  89608. }
  89609. /**
  89610. * Returns the texture matrix used in most of the material.
  89611. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89612. */
  89613. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89614. return this._textureMatrix;
  89615. };
  89616. /**
  89617. * Occurs when the file being loaded is a .3dl LUT file.
  89618. */
  89619. ColorGradingTexture.prototype.load3dlTexture = function () {
  89620. var engine = this._engine;
  89621. var texture;
  89622. if (engine.webGLVersion === 1) {
  89623. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89624. }
  89625. else {
  89626. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89627. }
  89628. this._texture = texture;
  89629. var callback = function (text) {
  89630. if (typeof text !== "string") {
  89631. return;
  89632. }
  89633. var data = null;
  89634. var tempData = null;
  89635. var line;
  89636. var lines = text.split('\n');
  89637. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89638. var maxColor = 0;
  89639. for (var i = 0; i < lines.length; i++) {
  89640. line = lines[i];
  89641. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89642. continue;
  89643. }
  89644. if (line.indexOf('#') === 0) {
  89645. continue;
  89646. }
  89647. var words = line.split(" ");
  89648. if (size === 0) {
  89649. // Number of space + one
  89650. size = words.length;
  89651. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89652. tempData = new Float32Array(size * size * size * 4);
  89653. continue;
  89654. }
  89655. if (size != 0) {
  89656. var r = Math.max(parseInt(words[0]), 0);
  89657. var g = Math.max(parseInt(words[1]), 0);
  89658. var b = Math.max(parseInt(words[2]), 0);
  89659. maxColor = Math.max(r, maxColor);
  89660. maxColor = Math.max(g, maxColor);
  89661. maxColor = Math.max(b, maxColor);
  89662. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89663. if (tempData) {
  89664. tempData[pixelStorageIndex + 0] = r;
  89665. tempData[pixelStorageIndex + 1] = g;
  89666. tempData[pixelStorageIndex + 2] = b;
  89667. }
  89668. // Keep for reference in case of back compat problems.
  89669. // pixelIndexSlice++;
  89670. // if (pixelIndexSlice % size == 0) {
  89671. // pixelIndexH++;
  89672. // pixelIndexSlice = 0;
  89673. // if (pixelIndexH % size == 0) {
  89674. // pixelIndexW++;
  89675. // pixelIndexH = 0;
  89676. // }
  89677. // }
  89678. pixelIndexH++;
  89679. if (pixelIndexH % size == 0) {
  89680. pixelIndexSlice++;
  89681. pixelIndexH = 0;
  89682. if (pixelIndexSlice % size == 0) {
  89683. pixelIndexW++;
  89684. pixelIndexSlice = 0;
  89685. }
  89686. }
  89687. }
  89688. }
  89689. if (tempData && data) {
  89690. for (var i = 0; i < tempData.length; i++) {
  89691. if (i > 0 && (i + 1) % 4 === 0) {
  89692. data[i] = 255;
  89693. }
  89694. else {
  89695. var value = tempData[i];
  89696. data[i] = (value / maxColor * 255);
  89697. }
  89698. }
  89699. }
  89700. if (texture.is3D) {
  89701. texture.updateSize(size, size, size);
  89702. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89703. }
  89704. else {
  89705. texture.updateSize(size * size, size);
  89706. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89707. }
  89708. };
  89709. var scene = this.getScene();
  89710. if (scene) {
  89711. scene._loadFile(this.url, callback);
  89712. }
  89713. else {
  89714. this._engine._loadFile(this.url, callback);
  89715. }
  89716. return this._texture;
  89717. };
  89718. /**
  89719. * Starts the loading process of the texture.
  89720. */
  89721. ColorGradingTexture.prototype.loadTexture = function () {
  89722. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89723. this.load3dlTexture();
  89724. }
  89725. };
  89726. /**
  89727. * Clones the color gradind texture.
  89728. */
  89729. ColorGradingTexture.prototype.clone = function () {
  89730. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89731. // Base texture
  89732. newTexture.level = this.level;
  89733. return newTexture;
  89734. };
  89735. /**
  89736. * Called during delayed load for textures.
  89737. */
  89738. ColorGradingTexture.prototype.delayLoad = function () {
  89739. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89740. return;
  89741. }
  89742. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89743. this._texture = this._getFromCache(this.url, true);
  89744. if (!this._texture) {
  89745. this.loadTexture();
  89746. }
  89747. };
  89748. /**
  89749. * Parses a color grading texture serialized by Babylon.
  89750. * @param parsedTexture The texture information being parsedTexture
  89751. * @param scene The scene to load the texture in
  89752. * @param rootUrl The root url of the data assets to load
  89753. * @return A color gradind texture
  89754. */
  89755. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89756. var texture = null;
  89757. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89758. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89759. texture.name = parsedTexture.name;
  89760. texture.level = parsedTexture.level;
  89761. }
  89762. return texture;
  89763. };
  89764. /**
  89765. * Serializes the LUT texture to json format.
  89766. */
  89767. ColorGradingTexture.prototype.serialize = function () {
  89768. if (!this.name) {
  89769. return null;
  89770. }
  89771. var serializationObject = {};
  89772. serializationObject.name = this.name;
  89773. serializationObject.level = this.level;
  89774. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89775. return serializationObject;
  89776. };
  89777. /**
  89778. * Empty line regex stored for GC.
  89779. */
  89780. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89781. return ColorGradingTexture;
  89782. }(BABYLON.BaseTexture));
  89783. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89784. })(BABYLON || (BABYLON = {}));
  89785. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89786. var BABYLON;
  89787. (function (BABYLON) {
  89788. /**
  89789. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89790. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89791. * 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;
  89792. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89793. */
  89794. var ColorCurves = /** @class */ (function () {
  89795. function ColorCurves() {
  89796. this._dirty = true;
  89797. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89798. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89799. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89800. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89801. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89802. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89803. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89804. this._globalHue = 30;
  89805. this._globalDensity = 0;
  89806. this._globalSaturation = 0;
  89807. this._globalExposure = 0;
  89808. this._highlightsHue = 30;
  89809. this._highlightsDensity = 0;
  89810. this._highlightsSaturation = 0;
  89811. this._highlightsExposure = 0;
  89812. this._midtonesHue = 30;
  89813. this._midtonesDensity = 0;
  89814. this._midtonesSaturation = 0;
  89815. this._midtonesExposure = 0;
  89816. this._shadowsHue = 30;
  89817. this._shadowsDensity = 0;
  89818. this._shadowsSaturation = 0;
  89819. this._shadowsExposure = 0;
  89820. }
  89821. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89822. /**
  89823. * Gets the global Hue value.
  89824. * 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).
  89825. */
  89826. get: function () {
  89827. return this._globalHue;
  89828. },
  89829. /**
  89830. * Sets the global Hue value.
  89831. * 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).
  89832. */
  89833. set: function (value) {
  89834. this._globalHue = value;
  89835. this._dirty = true;
  89836. },
  89837. enumerable: true,
  89838. configurable: true
  89839. });
  89840. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89841. /**
  89842. * Gets the global Density value.
  89843. * 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.
  89844. * Values less than zero provide a filter of opposite hue.
  89845. */
  89846. get: function () {
  89847. return this._globalDensity;
  89848. },
  89849. /**
  89850. * Sets the global Density value.
  89851. * 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.
  89852. * Values less than zero provide a filter of opposite hue.
  89853. */
  89854. set: function (value) {
  89855. this._globalDensity = value;
  89856. this._dirty = true;
  89857. },
  89858. enumerable: true,
  89859. configurable: true
  89860. });
  89861. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89862. /**
  89863. * Gets the global Saturation value.
  89864. * 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.
  89865. */
  89866. get: function () {
  89867. return this._globalSaturation;
  89868. },
  89869. /**
  89870. * Sets the global Saturation value.
  89871. * 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.
  89872. */
  89873. set: function (value) {
  89874. this._globalSaturation = value;
  89875. this._dirty = true;
  89876. },
  89877. enumerable: true,
  89878. configurable: true
  89879. });
  89880. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89881. /**
  89882. * Gets the global Exposure value.
  89883. * 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.
  89884. */
  89885. get: function () {
  89886. return this._globalExposure;
  89887. },
  89888. /**
  89889. * Sets the global Exposure value.
  89890. * 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.
  89891. */
  89892. set: function (value) {
  89893. this._globalExposure = value;
  89894. this._dirty = true;
  89895. },
  89896. enumerable: true,
  89897. configurable: true
  89898. });
  89899. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89900. /**
  89901. * Gets the highlights Hue value.
  89902. * 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).
  89903. */
  89904. get: function () {
  89905. return this._highlightsHue;
  89906. },
  89907. /**
  89908. * Sets the highlights Hue value.
  89909. * 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).
  89910. */
  89911. set: function (value) {
  89912. this._highlightsHue = value;
  89913. this._dirty = true;
  89914. },
  89915. enumerable: true,
  89916. configurable: true
  89917. });
  89918. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89919. /**
  89920. * Gets the highlights Density value.
  89921. * 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.
  89922. * Values less than zero provide a filter of opposite hue.
  89923. */
  89924. get: function () {
  89925. return this._highlightsDensity;
  89926. },
  89927. /**
  89928. * Sets the highlights Density value.
  89929. * 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.
  89930. * Values less than zero provide a filter of opposite hue.
  89931. */
  89932. set: function (value) {
  89933. this._highlightsDensity = value;
  89934. this._dirty = true;
  89935. },
  89936. enumerable: true,
  89937. configurable: true
  89938. });
  89939. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89940. /**
  89941. * Gets the highlights Saturation value.
  89942. * 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.
  89943. */
  89944. get: function () {
  89945. return this._highlightsSaturation;
  89946. },
  89947. /**
  89948. * Sets the highlights Saturation value.
  89949. * 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.
  89950. */
  89951. set: function (value) {
  89952. this._highlightsSaturation = value;
  89953. this._dirty = true;
  89954. },
  89955. enumerable: true,
  89956. configurable: true
  89957. });
  89958. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89959. /**
  89960. * Gets the highlights Exposure value.
  89961. * 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.
  89962. */
  89963. get: function () {
  89964. return this._highlightsExposure;
  89965. },
  89966. /**
  89967. * Sets the highlights Exposure value.
  89968. * 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.
  89969. */
  89970. set: function (value) {
  89971. this._highlightsExposure = value;
  89972. this._dirty = true;
  89973. },
  89974. enumerable: true,
  89975. configurable: true
  89976. });
  89977. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89978. /**
  89979. * Gets the midtones Hue value.
  89980. * 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).
  89981. */
  89982. get: function () {
  89983. return this._midtonesHue;
  89984. },
  89985. /**
  89986. * Sets the midtones Hue value.
  89987. * 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).
  89988. */
  89989. set: function (value) {
  89990. this._midtonesHue = value;
  89991. this._dirty = true;
  89992. },
  89993. enumerable: true,
  89994. configurable: true
  89995. });
  89996. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89997. /**
  89998. * Gets the midtones Density value.
  89999. * 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.
  90000. * Values less than zero provide a filter of opposite hue.
  90001. */
  90002. get: function () {
  90003. return this._midtonesDensity;
  90004. },
  90005. /**
  90006. * Sets the midtones Density value.
  90007. * 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.
  90008. * Values less than zero provide a filter of opposite hue.
  90009. */
  90010. set: function (value) {
  90011. this._midtonesDensity = value;
  90012. this._dirty = true;
  90013. },
  90014. enumerable: true,
  90015. configurable: true
  90016. });
  90017. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90018. /**
  90019. * Gets the midtones Saturation value.
  90020. * 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.
  90021. */
  90022. get: function () {
  90023. return this._midtonesSaturation;
  90024. },
  90025. /**
  90026. * Sets the midtones Saturation value.
  90027. * 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.
  90028. */
  90029. set: function (value) {
  90030. this._midtonesSaturation = value;
  90031. this._dirty = true;
  90032. },
  90033. enumerable: true,
  90034. configurable: true
  90035. });
  90036. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90037. /**
  90038. * Gets the midtones Exposure value.
  90039. * 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.
  90040. */
  90041. get: function () {
  90042. return this._midtonesExposure;
  90043. },
  90044. /**
  90045. * Sets the midtones Exposure value.
  90046. * 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.
  90047. */
  90048. set: function (value) {
  90049. this._midtonesExposure = value;
  90050. this._dirty = true;
  90051. },
  90052. enumerable: true,
  90053. configurable: true
  90054. });
  90055. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90056. /**
  90057. * Gets the shadows Hue value.
  90058. * 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).
  90059. */
  90060. get: function () {
  90061. return this._shadowsHue;
  90062. },
  90063. /**
  90064. * Sets the shadows Hue value.
  90065. * 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).
  90066. */
  90067. set: function (value) {
  90068. this._shadowsHue = value;
  90069. this._dirty = true;
  90070. },
  90071. enumerable: true,
  90072. configurable: true
  90073. });
  90074. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90075. /**
  90076. * Gets the shadows Density value.
  90077. * 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.
  90078. * Values less than zero provide a filter of opposite hue.
  90079. */
  90080. get: function () {
  90081. return this._shadowsDensity;
  90082. },
  90083. /**
  90084. * Sets the shadows Density value.
  90085. * 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.
  90086. * Values less than zero provide a filter of opposite hue.
  90087. */
  90088. set: function (value) {
  90089. this._shadowsDensity = value;
  90090. this._dirty = true;
  90091. },
  90092. enumerable: true,
  90093. configurable: true
  90094. });
  90095. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90096. /**
  90097. * Gets the shadows Saturation value.
  90098. * 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.
  90099. */
  90100. get: function () {
  90101. return this._shadowsSaturation;
  90102. },
  90103. /**
  90104. * Sets the shadows Saturation value.
  90105. * 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.
  90106. */
  90107. set: function (value) {
  90108. this._shadowsSaturation = value;
  90109. this._dirty = true;
  90110. },
  90111. enumerable: true,
  90112. configurable: true
  90113. });
  90114. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90115. /**
  90116. * Gets the shadows Exposure value.
  90117. * 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.
  90118. */
  90119. get: function () {
  90120. return this._shadowsExposure;
  90121. },
  90122. /**
  90123. * Sets the shadows Exposure value.
  90124. * 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.
  90125. */
  90126. set: function (value) {
  90127. this._shadowsExposure = value;
  90128. this._dirty = true;
  90129. },
  90130. enumerable: true,
  90131. configurable: true
  90132. });
  90133. /**
  90134. * Returns the class name
  90135. * @returns The class name
  90136. */
  90137. ColorCurves.prototype.getClassName = function () {
  90138. return "ColorCurves";
  90139. };
  90140. /**
  90141. * Binds the color curves to the shader.
  90142. * @param colorCurves The color curve to bind
  90143. * @param effect The effect to bind to
  90144. * @param positiveUniform The positive uniform shader parameter
  90145. * @param neutralUniform The neutral uniform shader parameter
  90146. * @param negativeUniform The negative uniform shader parameter
  90147. */
  90148. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90149. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90150. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90151. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90152. if (colorCurves._dirty) {
  90153. colorCurves._dirty = false;
  90154. // Fill in global info.
  90155. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90156. // Compute highlights info.
  90157. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90158. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90159. // Compute midtones info.
  90160. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90161. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90162. // Compute shadows info.
  90163. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90164. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90165. // Compute deltas (neutral is midtones).
  90166. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90167. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90168. }
  90169. if (effect) {
  90170. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90171. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90172. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90173. }
  90174. };
  90175. /**
  90176. * Prepare the list of uniforms associated with the ColorCurves effects.
  90177. * @param uniformsList The list of uniforms used in the effect
  90178. */
  90179. ColorCurves.PrepareUniforms = function (uniformsList) {
  90180. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90181. };
  90182. /**
  90183. * Returns color grading data based on a hue, density, saturation and exposure value.
  90184. * @param filterHue The hue of the color filter.
  90185. * @param filterDensity The density of the color filter.
  90186. * @param saturation The saturation.
  90187. * @param exposure The exposure.
  90188. * @param result The result data container.
  90189. */
  90190. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90191. if (hue == null) {
  90192. return;
  90193. }
  90194. hue = ColorCurves.clamp(hue, 0, 360);
  90195. density = ColorCurves.clamp(density, -100, 100);
  90196. saturation = ColorCurves.clamp(saturation, -100, 100);
  90197. exposure = ColorCurves.clamp(exposure, -100, 100);
  90198. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90199. // so that the maximum filter density is only 50% control. This provides fine control
  90200. // for small values and reasonable range.
  90201. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90202. density *= 0.5;
  90203. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90204. if (density < 0) {
  90205. density *= -1;
  90206. hue = (hue + 180) % 360;
  90207. }
  90208. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90209. result.scaleToRef(2, result);
  90210. result.a = 1 + 0.01 * saturation;
  90211. };
  90212. /**
  90213. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90214. * @param value The input slider value in range [-100,100].
  90215. * @returns Adjusted value.
  90216. */
  90217. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90218. value /= 100;
  90219. var x = Math.abs(value);
  90220. x = Math.pow(x, 2);
  90221. if (value < 0) {
  90222. x *= -1;
  90223. }
  90224. x *= 100;
  90225. return x;
  90226. };
  90227. /**
  90228. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90229. * @param hue The hue (H) input.
  90230. * @param saturation The saturation (S) input.
  90231. * @param brightness The brightness (B) input.
  90232. * @result An RGBA color represented as Vector4.
  90233. */
  90234. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90235. var h = ColorCurves.clamp(hue, 0, 360);
  90236. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90237. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90238. if (s === 0) {
  90239. result.r = v;
  90240. result.g = v;
  90241. result.b = v;
  90242. }
  90243. else {
  90244. // sector 0 to 5
  90245. h /= 60;
  90246. var i = Math.floor(h);
  90247. // fractional part of h
  90248. var f = h - i;
  90249. var p = v * (1 - s);
  90250. var q = v * (1 - s * f);
  90251. var t = v * (1 - s * (1 - f));
  90252. switch (i) {
  90253. case 0:
  90254. result.r = v;
  90255. result.g = t;
  90256. result.b = p;
  90257. break;
  90258. case 1:
  90259. result.r = q;
  90260. result.g = v;
  90261. result.b = p;
  90262. break;
  90263. case 2:
  90264. result.r = p;
  90265. result.g = v;
  90266. result.b = t;
  90267. break;
  90268. case 3:
  90269. result.r = p;
  90270. result.g = q;
  90271. result.b = v;
  90272. break;
  90273. case 4:
  90274. result.r = t;
  90275. result.g = p;
  90276. result.b = v;
  90277. break;
  90278. default: // case 5:
  90279. result.r = v;
  90280. result.g = p;
  90281. result.b = q;
  90282. break;
  90283. }
  90284. }
  90285. result.a = 1;
  90286. };
  90287. /**
  90288. * Returns a value clamped between min and max
  90289. * @param value The value to clamp
  90290. * @param min The minimum of value
  90291. * @param max The maximum of value
  90292. * @returns The clamped value.
  90293. */
  90294. ColorCurves.clamp = function (value, min, max) {
  90295. return Math.min(Math.max(value, min), max);
  90296. };
  90297. /**
  90298. * Clones the current color curve instance.
  90299. * @return The cloned curves
  90300. */
  90301. ColorCurves.prototype.clone = function () {
  90302. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90303. };
  90304. /**
  90305. * Serializes the current color curve instance to a json representation.
  90306. * @return a JSON representation
  90307. */
  90308. ColorCurves.prototype.serialize = function () {
  90309. return BABYLON.SerializationHelper.Serialize(this);
  90310. };
  90311. /**
  90312. * Parses the color curve from a json representation.
  90313. * @param source the JSON source to parse
  90314. * @return The parsed curves
  90315. */
  90316. ColorCurves.Parse = function (source) {
  90317. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90318. };
  90319. __decorate([
  90320. BABYLON.serialize()
  90321. ], ColorCurves.prototype, "_globalHue", void 0);
  90322. __decorate([
  90323. BABYLON.serialize()
  90324. ], ColorCurves.prototype, "_globalDensity", void 0);
  90325. __decorate([
  90326. BABYLON.serialize()
  90327. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90328. __decorate([
  90329. BABYLON.serialize()
  90330. ], ColorCurves.prototype, "_globalExposure", void 0);
  90331. __decorate([
  90332. BABYLON.serialize()
  90333. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90334. __decorate([
  90335. BABYLON.serialize()
  90336. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90337. __decorate([
  90338. BABYLON.serialize()
  90339. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90340. __decorate([
  90341. BABYLON.serialize()
  90342. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90343. __decorate([
  90344. BABYLON.serialize()
  90345. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90346. __decorate([
  90347. BABYLON.serialize()
  90348. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90349. __decorate([
  90350. BABYLON.serialize()
  90351. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90352. __decorate([
  90353. BABYLON.serialize()
  90354. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90355. return ColorCurves;
  90356. }());
  90357. BABYLON.ColorCurves = ColorCurves;
  90358. })(BABYLON || (BABYLON = {}));
  90359. //# sourceMappingURL=babylon.colorCurves.js.map
  90360. var BABYLON;
  90361. (function (BABYLON) {
  90362. /**
  90363. * Post process which applies a refractin texture
  90364. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90365. */
  90366. var RefractionPostProcess = /** @class */ (function (_super) {
  90367. __extends(RefractionPostProcess, _super);
  90368. /**
  90369. * Initializes the RefractionPostProcess
  90370. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90371. * @param name The name of the effect.
  90372. * @param refractionTextureUrl Url of the refraction texture to use
  90373. * @param color the base color of the refraction (used to taint the rendering)
  90374. * @param depth simulated refraction depth
  90375. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90376. * @param camera The camera to apply the render pass to.
  90377. * @param options The required width/height ratio to downsize to before computing the render pass.
  90378. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90379. * @param engine The engine which the post process will be applied. (default: current engine)
  90380. * @param reusable If the post process can be reused on the same frame. (default: false)
  90381. */
  90382. function RefractionPostProcess(name, refractionTextureUrl,
  90383. /** the base color of the refraction (used to taint the rendering) */
  90384. color,
  90385. /** simulated refraction depth */
  90386. depth,
  90387. /** the coefficient of the base color (0 to remove base color tainting) */
  90388. colorLevel, options, camera, samplingMode, engine, reusable) {
  90389. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90390. _this.color = color;
  90391. _this.depth = depth;
  90392. _this.colorLevel = colorLevel;
  90393. _this._ownRefractionTexture = true;
  90394. _this.onActivateObservable.add(function (cam) {
  90395. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90396. });
  90397. _this.onApplyObservable.add(function (effect) {
  90398. effect.setColor3("baseColor", _this.color);
  90399. effect.setFloat("depth", _this.depth);
  90400. effect.setFloat("colorLevel", _this.colorLevel);
  90401. effect.setTexture("refractionSampler", _this._refTexture);
  90402. });
  90403. return _this;
  90404. }
  90405. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90406. /**
  90407. * Gets or sets the refraction texture
  90408. * Please note that you are responsible for disposing the texture if you set it manually
  90409. */
  90410. get: function () {
  90411. return this._refTexture;
  90412. },
  90413. set: function (value) {
  90414. if (this._refTexture && this._ownRefractionTexture) {
  90415. this._refTexture.dispose();
  90416. }
  90417. this._refTexture = value;
  90418. this._ownRefractionTexture = false;
  90419. },
  90420. enumerable: true,
  90421. configurable: true
  90422. });
  90423. // Methods
  90424. /**
  90425. * Disposes of the post process
  90426. * @param camera Camera to dispose post process on
  90427. */
  90428. RefractionPostProcess.prototype.dispose = function (camera) {
  90429. if (this._refTexture && this._ownRefractionTexture) {
  90430. this._refTexture.dispose();
  90431. this._refTexture = null;
  90432. }
  90433. _super.prototype.dispose.call(this, camera);
  90434. };
  90435. return RefractionPostProcess;
  90436. }(BABYLON.PostProcess));
  90437. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90438. })(BABYLON || (BABYLON = {}));
  90439. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90440. var BABYLON;
  90441. (function (BABYLON) {
  90442. /**
  90443. * Post process used to render in black and white
  90444. */
  90445. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90446. __extends(BlackAndWhitePostProcess, _super);
  90447. /**
  90448. * Creates a black and white post process
  90449. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90450. * @param name The name of the effect.
  90451. * @param options The required width/height ratio to downsize to before computing the render pass.
  90452. * @param camera The camera to apply the render pass to.
  90453. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90454. * @param engine The engine which the post process will be applied. (default: current engine)
  90455. * @param reusable If the post process can be reused on the same frame. (default: false)
  90456. */
  90457. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90458. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90459. /**
  90460. * Linear about to convert he result to black and white (default: 1)
  90461. */
  90462. _this.degree = 1;
  90463. _this.onApplyObservable.add(function (effect) {
  90464. effect.setFloat("degree", _this.degree);
  90465. });
  90466. return _this;
  90467. }
  90468. return BlackAndWhitePostProcess;
  90469. }(BABYLON.PostProcess));
  90470. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90471. })(BABYLON || (BABYLON = {}));
  90472. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90473. var BABYLON;
  90474. (function (BABYLON) {
  90475. /**
  90476. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90477. * input texture to perform effects such as edge detection or sharpening
  90478. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90479. */
  90480. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90481. __extends(ConvolutionPostProcess, _super);
  90482. /**
  90483. * Creates a new instance ConvolutionPostProcess
  90484. * @param name The name of the effect.
  90485. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90486. * @param options The required width/height ratio to downsize to before computing the render pass.
  90487. * @param camera The camera to apply the render pass to.
  90488. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90489. * @param engine The engine which the post process will be applied. (default: current engine)
  90490. * @param reusable If the post process can be reused on the same frame. (default: false)
  90491. * @param textureType Type of textures used when performing the post process. (default: 0)
  90492. */
  90493. function ConvolutionPostProcess(name,
  90494. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90495. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90496. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90497. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90498. _this.kernel = kernel;
  90499. _this.onApply = function (effect) {
  90500. effect.setFloat2("screenSize", _this.width, _this.height);
  90501. effect.setArray("kernel", _this.kernel);
  90502. };
  90503. return _this;
  90504. }
  90505. // Statics
  90506. /**
  90507. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90508. */
  90509. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90510. /**
  90511. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90512. */
  90513. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90514. /**
  90515. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90516. */
  90517. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90518. /**
  90519. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90520. */
  90521. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90522. /**
  90523. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90524. */
  90525. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90526. /**
  90527. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90528. */
  90529. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90530. return ConvolutionPostProcess;
  90531. }(BABYLON.PostProcess));
  90532. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90533. })(BABYLON || (BABYLON = {}));
  90534. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90535. var BABYLON;
  90536. (function (BABYLON) {
  90537. /**
  90538. * Applies a kernel filter to the image
  90539. */
  90540. var FilterPostProcess = /** @class */ (function (_super) {
  90541. __extends(FilterPostProcess, _super);
  90542. /**
  90543. *
  90544. * @param name The name of the effect.
  90545. * @param kernelMatrix The matrix to be applied to the image
  90546. * @param options The required width/height ratio to downsize to before computing the render pass.
  90547. * @param camera The camera to apply the render pass to.
  90548. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90549. * @param engine The engine which the post process will be applied. (default: current engine)
  90550. * @param reusable If the post process can be reused on the same frame. (default: false)
  90551. */
  90552. function FilterPostProcess(name,
  90553. /** The matrix to be applied to the image */
  90554. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90555. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90556. _this.kernelMatrix = kernelMatrix;
  90557. _this.onApply = function (effect) {
  90558. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90559. };
  90560. return _this;
  90561. }
  90562. return FilterPostProcess;
  90563. }(BABYLON.PostProcess));
  90564. BABYLON.FilterPostProcess = FilterPostProcess;
  90565. })(BABYLON || (BABYLON = {}));
  90566. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90567. var BABYLON;
  90568. (function (BABYLON) {
  90569. /**
  90570. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90571. */
  90572. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90573. __extends(VolumetricLightScatteringPostProcess, _super);
  90574. /**
  90575. * @constructor
  90576. * @param name The post-process name
  90577. * @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)
  90578. * @param camera The camera that the post-process will be attached to
  90579. * @param mesh The mesh used to create the light scattering
  90580. * @param samples The post-process quality, default 100
  90581. * @param samplingModeThe post-process filtering mode
  90582. * @param engine The babylon engine
  90583. * @param reusable If the post-process is reusable
  90584. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90585. */
  90586. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90587. if (samples === void 0) { samples = 100; }
  90588. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90589. 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;
  90590. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90591. /**
  90592. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90593. */
  90594. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90595. /**
  90596. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90597. */
  90598. _this.useCustomMeshPosition = false;
  90599. /**
  90600. * If the post-process should inverse the light scattering direction
  90601. */
  90602. _this.invert = true;
  90603. /**
  90604. * Array containing the excluded meshes not rendered in the internal pass
  90605. */
  90606. _this.excludedMeshes = new Array();
  90607. /**
  90608. * Controls the overall intensity of the post-process
  90609. */
  90610. _this.exposure = 0.3;
  90611. /**
  90612. * Dissipates each sample's contribution in range [0, 1]
  90613. */
  90614. _this.decay = 0.96815;
  90615. /**
  90616. * Controls the overall intensity of each sample
  90617. */
  90618. _this.weight = 0.58767;
  90619. /**
  90620. * Controls the density of each sample
  90621. */
  90622. _this.density = 0.926;
  90623. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90624. engine = scene.getEngine();
  90625. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90626. // Configure mesh
  90627. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90628. // Configure
  90629. _this._createPass(scene, ratio.passRatio || ratio);
  90630. _this.onActivate = function (camera) {
  90631. if (!_this.isSupported) {
  90632. _this.dispose(camera);
  90633. }
  90634. _this.onActivate = null;
  90635. };
  90636. _this.onApplyObservable.add(function (effect) {
  90637. _this._updateMeshScreenCoordinates(scene);
  90638. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90639. effect.setFloat("exposure", _this.exposure);
  90640. effect.setFloat("decay", _this.decay);
  90641. effect.setFloat("weight", _this.weight);
  90642. effect.setFloat("density", _this.density);
  90643. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90644. });
  90645. return _this;
  90646. }
  90647. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90648. /**
  90649. * @hidden
  90650. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90651. */
  90652. get: function () {
  90653. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90654. return false;
  90655. },
  90656. set: function (useDiffuseColor) {
  90657. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90658. },
  90659. enumerable: true,
  90660. configurable: true
  90661. });
  90662. /**
  90663. * Returns the string "VolumetricLightScatteringPostProcess"
  90664. * @returns "VolumetricLightScatteringPostProcess"
  90665. */
  90666. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90667. return "VolumetricLightScatteringPostProcess";
  90668. };
  90669. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90670. var mesh = subMesh.getMesh();
  90671. // Render this.mesh as default
  90672. if (mesh === this.mesh && mesh.material) {
  90673. return mesh.material.isReady(mesh);
  90674. }
  90675. var defines = [];
  90676. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90677. var material = subMesh.getMaterial();
  90678. // Alpha test
  90679. if (material) {
  90680. if (material.needAlphaTesting()) {
  90681. defines.push("#define ALPHATEST");
  90682. }
  90683. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90684. attribs.push(BABYLON.VertexBuffer.UVKind);
  90685. defines.push("#define UV1");
  90686. }
  90687. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90688. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90689. defines.push("#define UV2");
  90690. }
  90691. }
  90692. // Bones
  90693. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90694. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90695. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90696. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90697. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90698. }
  90699. else {
  90700. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90701. }
  90702. // Instances
  90703. if (useInstances) {
  90704. defines.push("#define INSTANCES");
  90705. attribs.push("world0");
  90706. attribs.push("world1");
  90707. attribs.push("world2");
  90708. attribs.push("world3");
  90709. }
  90710. // Get correct effect
  90711. var join = defines.join("\n");
  90712. if (this._cachedDefines !== join) {
  90713. this._cachedDefines = join;
  90714. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90715. }
  90716. return this._volumetricLightScatteringPass.isReady();
  90717. };
  90718. /**
  90719. * Sets the new light position for light scattering effect
  90720. * @param position The new custom light position
  90721. */
  90722. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90723. this.customMeshPosition = position;
  90724. };
  90725. /**
  90726. * Returns the light position for light scattering effect
  90727. * @return Vector3 The custom light position
  90728. */
  90729. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90730. return this.customMeshPosition;
  90731. };
  90732. /**
  90733. * Disposes the internal assets and detaches the post-process from the camera
  90734. */
  90735. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90736. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90737. if (rttIndex !== -1) {
  90738. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90739. }
  90740. this._volumetricLightScatteringRTT.dispose();
  90741. _super.prototype.dispose.call(this, camera);
  90742. };
  90743. /**
  90744. * Returns the render target texture used by the post-process
  90745. * @return the render target texture used by the post-process
  90746. */
  90747. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90748. return this._volumetricLightScatteringRTT;
  90749. };
  90750. // Private methods
  90751. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90752. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90753. return true;
  90754. }
  90755. return false;
  90756. };
  90757. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90758. var _this = this;
  90759. var engine = scene.getEngine();
  90760. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90761. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90762. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90763. this._volumetricLightScatteringRTT.renderList = null;
  90764. this._volumetricLightScatteringRTT.renderParticles = false;
  90765. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90766. var camera = this.getCamera();
  90767. if (camera) {
  90768. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90769. }
  90770. else {
  90771. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90772. }
  90773. // Custom render function for submeshes
  90774. var renderSubMesh = function (subMesh) {
  90775. var mesh = subMesh.getRenderingMesh();
  90776. if (_this._meshExcluded(mesh)) {
  90777. return;
  90778. }
  90779. var material = subMesh.getMaterial();
  90780. if (!material) {
  90781. return;
  90782. }
  90783. var scene = mesh.getScene();
  90784. var engine = scene.getEngine();
  90785. // Culling
  90786. engine.setState(material.backFaceCulling);
  90787. // Managing instances
  90788. var batch = mesh._getInstancesRenderList(subMesh._id);
  90789. if (batch.mustReturn) {
  90790. return;
  90791. }
  90792. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90793. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90794. var effect = _this._volumetricLightScatteringPass;
  90795. if (mesh === _this.mesh) {
  90796. if (subMesh.effect) {
  90797. effect = subMesh.effect;
  90798. }
  90799. else {
  90800. effect = material.getEffect();
  90801. }
  90802. }
  90803. engine.enableEffect(effect);
  90804. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90805. if (mesh === _this.mesh) {
  90806. material.bind(mesh.getWorldMatrix(), mesh);
  90807. }
  90808. else {
  90809. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90810. // Alpha test
  90811. if (material && material.needAlphaTesting()) {
  90812. var alphaTexture = material.getAlphaTestTexture();
  90813. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90814. if (alphaTexture) {
  90815. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90816. }
  90817. }
  90818. // Bones
  90819. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90820. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90821. }
  90822. }
  90823. // Draw
  90824. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90825. }
  90826. };
  90827. // Render target texture callbacks
  90828. var savedSceneClearColor;
  90829. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90830. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90831. savedSceneClearColor = scene.clearColor;
  90832. scene.clearColor = sceneClearColor;
  90833. });
  90834. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90835. scene.clearColor = savedSceneClearColor;
  90836. });
  90837. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90838. var engine = scene.getEngine();
  90839. var index;
  90840. if (depthOnlySubMeshes.length) {
  90841. engine.setColorWrite(false);
  90842. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90843. renderSubMesh(depthOnlySubMeshes.data[index]);
  90844. }
  90845. engine.setColorWrite(true);
  90846. }
  90847. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90848. renderSubMesh(opaqueSubMeshes.data[index]);
  90849. }
  90850. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90851. renderSubMesh(alphaTestSubMeshes.data[index]);
  90852. }
  90853. if (transparentSubMeshes.length) {
  90854. // Sort sub meshes
  90855. for (index = 0; index < transparentSubMeshes.length; index++) {
  90856. var submesh = transparentSubMeshes.data[index];
  90857. var boundingInfo = submesh.getBoundingInfo();
  90858. if (boundingInfo && scene.activeCamera) {
  90859. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90860. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90861. }
  90862. }
  90863. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90864. sortedArray.sort(function (a, b) {
  90865. // Alpha index first
  90866. if (a._alphaIndex > b._alphaIndex) {
  90867. return 1;
  90868. }
  90869. if (a._alphaIndex < b._alphaIndex) {
  90870. return -1;
  90871. }
  90872. // Then distance to camera
  90873. if (a._distanceToCamera < b._distanceToCamera) {
  90874. return 1;
  90875. }
  90876. if (a._distanceToCamera > b._distanceToCamera) {
  90877. return -1;
  90878. }
  90879. return 0;
  90880. });
  90881. // Render sub meshes
  90882. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90883. for (index = 0; index < sortedArray.length; index++) {
  90884. renderSubMesh(sortedArray[index]);
  90885. }
  90886. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90887. }
  90888. };
  90889. };
  90890. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90891. var transform = scene.getTransformMatrix();
  90892. var meshPosition;
  90893. if (this.useCustomMeshPosition) {
  90894. meshPosition = this.customMeshPosition;
  90895. }
  90896. else if (this.attachedNode) {
  90897. meshPosition = this.attachedNode.position;
  90898. }
  90899. else {
  90900. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90901. }
  90902. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90903. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90904. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90905. if (this.invert) {
  90906. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90907. }
  90908. };
  90909. // Static methods
  90910. /**
  90911. * Creates a default mesh for the Volumeric Light Scattering post-process
  90912. * @param name The mesh name
  90913. * @param scene The scene where to create the mesh
  90914. * @return the default mesh
  90915. */
  90916. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90917. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90918. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90919. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90920. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90921. mesh.material = material;
  90922. return mesh;
  90923. };
  90924. __decorate([
  90925. BABYLON.serializeAsVector3()
  90926. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90927. __decorate([
  90928. BABYLON.serialize()
  90929. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90930. __decorate([
  90931. BABYLON.serialize()
  90932. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90933. __decorate([
  90934. BABYLON.serializeAsMeshReference()
  90935. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90936. __decorate([
  90937. BABYLON.serialize()
  90938. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90939. __decorate([
  90940. BABYLON.serialize()
  90941. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90942. __decorate([
  90943. BABYLON.serialize()
  90944. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90945. __decorate([
  90946. BABYLON.serialize()
  90947. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90948. __decorate([
  90949. BABYLON.serialize()
  90950. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90951. return VolumetricLightScatteringPostProcess;
  90952. }(BABYLON.PostProcess));
  90953. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90954. })(BABYLON || (BABYLON = {}));
  90955. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90956. var BABYLON;
  90957. (function (BABYLON) {
  90958. /**
  90959. *
  90960. * This post-process allows the modification of rendered colors by using
  90961. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90962. *
  90963. * The object needs to be provided an url to a texture containing the color
  90964. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90965. * Use an image editing software to tweak the LUT to match your needs.
  90966. *
  90967. * For an example of a color LUT, see here:
  90968. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90969. * For explanations on color grading, see here:
  90970. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90971. *
  90972. */
  90973. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90974. __extends(ColorCorrectionPostProcess, _super);
  90975. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90976. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90977. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90978. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90979. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90980. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90981. _this.onApply = function (effect) {
  90982. effect.setTexture("colorTable", _this._colorTableTexture);
  90983. };
  90984. return _this;
  90985. }
  90986. return ColorCorrectionPostProcess;
  90987. }(BABYLON.PostProcess));
  90988. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90989. })(BABYLON || (BABYLON = {}));
  90990. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90991. var BABYLON;
  90992. (function (BABYLON) {
  90993. /** Defines operator used for tonemapping */
  90994. var TonemappingOperator;
  90995. (function (TonemappingOperator) {
  90996. /** Hable */
  90997. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90998. /** Reinhard */
  90999. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91000. /** HejiDawson */
  91001. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91002. /** Photographic */
  91003. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91004. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91005. /**
  91006. * Defines a post process to apply tone mapping
  91007. */
  91008. var TonemapPostProcess = /** @class */ (function (_super) {
  91009. __extends(TonemapPostProcess, _super);
  91010. /**
  91011. * Creates a new TonemapPostProcess
  91012. * @param name defines the name of the postprocess
  91013. * @param _operator defines the operator to use
  91014. * @param exposureAdjustment defines the required exposure adjustement
  91015. * @param camera defines the camera to use (can be null)
  91016. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91017. * @param engine defines the hosting engine (can be ignore if camera is set)
  91018. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91019. */
  91020. function TonemapPostProcess(name, _operator,
  91021. /** Defines the required exposure adjustement */
  91022. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91023. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91024. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91025. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91026. _this._operator = _operator;
  91027. _this.exposureAdjustment = exposureAdjustment;
  91028. var defines = "#define ";
  91029. if (_this._operator === TonemappingOperator.Hable) {
  91030. defines += "HABLE_TONEMAPPING";
  91031. }
  91032. else if (_this._operator === TonemappingOperator.Reinhard) {
  91033. defines += "REINHARD_TONEMAPPING";
  91034. }
  91035. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91036. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91037. }
  91038. else if (_this._operator === TonemappingOperator.Photographic) {
  91039. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91040. }
  91041. //sadly a second call to create the effect.
  91042. _this.updateEffect(defines);
  91043. _this.onApply = function (effect) {
  91044. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91045. };
  91046. return _this;
  91047. }
  91048. return TonemapPostProcess;
  91049. }(BABYLON.PostProcess));
  91050. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91051. })(BABYLON || (BABYLON = {}));
  91052. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91053. var BABYLON;
  91054. (function (BABYLON) {
  91055. /**
  91056. * DisplayPassPostProcess which produces an output the same as it's input
  91057. */
  91058. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91059. __extends(DisplayPassPostProcess, _super);
  91060. /**
  91061. * Creates the DisplayPassPostProcess
  91062. * @param name The name of the effect.
  91063. * @param options The required width/height ratio to downsize to before computing the render pass.
  91064. * @param camera The camera to apply the render pass to.
  91065. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91066. * @param engine The engine which the post process will be applied. (default: current engine)
  91067. * @param reusable If the post process can be reused on the same frame. (default: false)
  91068. */
  91069. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91070. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91071. }
  91072. return DisplayPassPostProcess;
  91073. }(BABYLON.PostProcess));
  91074. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91075. })(BABYLON || (BABYLON = {}));
  91076. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91077. var BABYLON;
  91078. (function (BABYLON) {
  91079. /**
  91080. * Extracts highlights from the image
  91081. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91082. */
  91083. var HighlightsPostProcess = /** @class */ (function (_super) {
  91084. __extends(HighlightsPostProcess, _super);
  91085. /**
  91086. * Extracts highlights from the image
  91087. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91088. * @param name The name of the effect.
  91089. * @param options The required width/height ratio to downsize to before computing the render pass.
  91090. * @param camera The camera to apply the render pass to.
  91091. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91092. * @param engine The engine which the post process will be applied. (default: current engine)
  91093. * @param reusable If the post process can be reused on the same frame. (default: false)
  91094. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91095. */
  91096. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91097. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91098. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91099. }
  91100. return HighlightsPostProcess;
  91101. }(BABYLON.PostProcess));
  91102. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91103. })(BABYLON || (BABYLON = {}));
  91104. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91105. var BABYLON;
  91106. (function (BABYLON) {
  91107. /**
  91108. * ImageProcessingPostProcess
  91109. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91110. */
  91111. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91112. __extends(ImageProcessingPostProcess, _super);
  91113. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91114. if (camera === void 0) { camera = null; }
  91115. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91116. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91117. _this._fromLinearSpace = true;
  91118. /**
  91119. * Defines cache preventing GC.
  91120. */
  91121. _this._defines = {
  91122. IMAGEPROCESSING: false,
  91123. VIGNETTE: false,
  91124. VIGNETTEBLENDMODEMULTIPLY: false,
  91125. VIGNETTEBLENDMODEOPAQUE: false,
  91126. TONEMAPPING: false,
  91127. TONEMAPPING_ACES: false,
  91128. CONTRAST: false,
  91129. COLORCURVES: false,
  91130. COLORGRADING: false,
  91131. COLORGRADING3D: false,
  91132. FROMLINEARSPACE: false,
  91133. SAMPLER3DGREENDEPTH: false,
  91134. SAMPLER3DBGRMAP: false,
  91135. IMAGEPROCESSINGPOSTPROCESS: false,
  91136. EXPOSURE: false,
  91137. };
  91138. // Setup the configuration as forced by the constructor. This would then not force the
  91139. // scene materials output in linear space and let untouched the default forward pass.
  91140. if (imageProcessingConfiguration) {
  91141. imageProcessingConfiguration.applyByPostProcess = true;
  91142. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91143. // This will cause the shader to be compiled
  91144. _this.fromLinearSpace = false;
  91145. }
  91146. // Setup the default processing configuration to the scene.
  91147. else {
  91148. _this._attachImageProcessingConfiguration(null, true);
  91149. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91150. }
  91151. _this.onApply = function (effect) {
  91152. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91153. };
  91154. return _this;
  91155. }
  91156. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91157. /**
  91158. * Gets the image processing configuration used either in this material.
  91159. */
  91160. get: function () {
  91161. return this._imageProcessingConfiguration;
  91162. },
  91163. /**
  91164. * Sets the Default image processing configuration used either in the this material.
  91165. *
  91166. * If sets to null, the scene one is in use.
  91167. */
  91168. set: function (value) {
  91169. this._attachImageProcessingConfiguration(value);
  91170. },
  91171. enumerable: true,
  91172. configurable: true
  91173. });
  91174. /**
  91175. * Attaches a new image processing configuration to the PBR Material.
  91176. * @param configuration
  91177. */
  91178. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91179. var _this = this;
  91180. if (doNotBuild === void 0) { doNotBuild = false; }
  91181. if (configuration === this._imageProcessingConfiguration) {
  91182. return;
  91183. }
  91184. // Detaches observer.
  91185. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91186. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91187. }
  91188. // Pick the scene configuration if needed.
  91189. if (!configuration) {
  91190. var scene = null;
  91191. var engine = this.getEngine();
  91192. var camera = this.getCamera();
  91193. if (camera) {
  91194. scene = camera.getScene();
  91195. }
  91196. else if (engine && engine.scenes) {
  91197. var scenes = engine.scenes;
  91198. scene = scenes[scenes.length - 1];
  91199. }
  91200. else {
  91201. scene = BABYLON.Engine.LastCreatedScene;
  91202. }
  91203. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91204. }
  91205. else {
  91206. this._imageProcessingConfiguration = configuration;
  91207. }
  91208. // Attaches observer.
  91209. if (this._imageProcessingConfiguration) {
  91210. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91211. _this._updateParameters();
  91212. });
  91213. }
  91214. // Ensure the effect will be rebuilt.
  91215. if (!doNotBuild) {
  91216. this._updateParameters();
  91217. }
  91218. };
  91219. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91220. /**
  91221. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91222. */
  91223. get: function () {
  91224. return this.imageProcessingConfiguration.colorCurves;
  91225. },
  91226. /**
  91227. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91228. */
  91229. set: function (value) {
  91230. this.imageProcessingConfiguration.colorCurves = value;
  91231. },
  91232. enumerable: true,
  91233. configurable: true
  91234. });
  91235. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91236. /**
  91237. * Gets wether the color curves effect is enabled.
  91238. */
  91239. get: function () {
  91240. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91241. },
  91242. /**
  91243. * Sets wether the color curves effect is enabled.
  91244. */
  91245. set: function (value) {
  91246. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91247. },
  91248. enumerable: true,
  91249. configurable: true
  91250. });
  91251. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91252. /**
  91253. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91254. */
  91255. get: function () {
  91256. return this.imageProcessingConfiguration.colorGradingTexture;
  91257. },
  91258. /**
  91259. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91260. */
  91261. set: function (value) {
  91262. this.imageProcessingConfiguration.colorGradingTexture = value;
  91263. },
  91264. enumerable: true,
  91265. configurable: true
  91266. });
  91267. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91268. /**
  91269. * Gets wether the color grading effect is enabled.
  91270. */
  91271. get: function () {
  91272. return this.imageProcessingConfiguration.colorGradingEnabled;
  91273. },
  91274. /**
  91275. * Gets wether the color grading effect is enabled.
  91276. */
  91277. set: function (value) {
  91278. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91279. },
  91280. enumerable: true,
  91281. configurable: true
  91282. });
  91283. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91284. /**
  91285. * Gets exposure used in the effect.
  91286. */
  91287. get: function () {
  91288. return this.imageProcessingConfiguration.exposure;
  91289. },
  91290. /**
  91291. * Sets exposure used in the effect.
  91292. */
  91293. set: function (value) {
  91294. this.imageProcessingConfiguration.exposure = value;
  91295. },
  91296. enumerable: true,
  91297. configurable: true
  91298. });
  91299. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91300. /**
  91301. * Gets wether tonemapping is enabled or not.
  91302. */
  91303. get: function () {
  91304. return this._imageProcessingConfiguration.toneMappingEnabled;
  91305. },
  91306. /**
  91307. * Sets wether tonemapping is enabled or not
  91308. */
  91309. set: function (value) {
  91310. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91311. },
  91312. enumerable: true,
  91313. configurable: true
  91314. });
  91315. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91316. /**
  91317. * Gets contrast used in the effect.
  91318. */
  91319. get: function () {
  91320. return this.imageProcessingConfiguration.contrast;
  91321. },
  91322. /**
  91323. * Sets contrast used in the effect.
  91324. */
  91325. set: function (value) {
  91326. this.imageProcessingConfiguration.contrast = value;
  91327. },
  91328. enumerable: true,
  91329. configurable: true
  91330. });
  91331. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91332. /**
  91333. * Gets Vignette stretch size.
  91334. */
  91335. get: function () {
  91336. return this.imageProcessingConfiguration.vignetteStretch;
  91337. },
  91338. /**
  91339. * Sets Vignette stretch size.
  91340. */
  91341. set: function (value) {
  91342. this.imageProcessingConfiguration.vignetteStretch = value;
  91343. },
  91344. enumerable: true,
  91345. configurable: true
  91346. });
  91347. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91348. /**
  91349. * Gets Vignette centre X Offset.
  91350. */
  91351. get: function () {
  91352. return this.imageProcessingConfiguration.vignetteCentreX;
  91353. },
  91354. /**
  91355. * Sets Vignette centre X Offset.
  91356. */
  91357. set: function (value) {
  91358. this.imageProcessingConfiguration.vignetteCentreX = value;
  91359. },
  91360. enumerable: true,
  91361. configurable: true
  91362. });
  91363. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91364. /**
  91365. * Gets Vignette centre Y Offset.
  91366. */
  91367. get: function () {
  91368. return this.imageProcessingConfiguration.vignetteCentreY;
  91369. },
  91370. /**
  91371. * Sets Vignette centre Y Offset.
  91372. */
  91373. set: function (value) {
  91374. this.imageProcessingConfiguration.vignetteCentreY = value;
  91375. },
  91376. enumerable: true,
  91377. configurable: true
  91378. });
  91379. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91380. /**
  91381. * Gets Vignette weight or intensity of the vignette effect.
  91382. */
  91383. get: function () {
  91384. return this.imageProcessingConfiguration.vignetteWeight;
  91385. },
  91386. /**
  91387. * Sets Vignette weight or intensity of the vignette effect.
  91388. */
  91389. set: function (value) {
  91390. this.imageProcessingConfiguration.vignetteWeight = value;
  91391. },
  91392. enumerable: true,
  91393. configurable: true
  91394. });
  91395. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91396. /**
  91397. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91398. * if vignetteEnabled is set to true.
  91399. */
  91400. get: function () {
  91401. return this.imageProcessingConfiguration.vignetteColor;
  91402. },
  91403. /**
  91404. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91405. * if vignetteEnabled is set to true.
  91406. */
  91407. set: function (value) {
  91408. this.imageProcessingConfiguration.vignetteColor = value;
  91409. },
  91410. enumerable: true,
  91411. configurable: true
  91412. });
  91413. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91414. /**
  91415. * Gets Camera field of view used by the Vignette effect.
  91416. */
  91417. get: function () {
  91418. return this.imageProcessingConfiguration.vignetteCameraFov;
  91419. },
  91420. /**
  91421. * Sets Camera field of view used by the Vignette effect.
  91422. */
  91423. set: function (value) {
  91424. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91425. },
  91426. enumerable: true,
  91427. configurable: true
  91428. });
  91429. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91430. /**
  91431. * Gets the vignette blend mode allowing different kind of effect.
  91432. */
  91433. get: function () {
  91434. return this.imageProcessingConfiguration.vignetteBlendMode;
  91435. },
  91436. /**
  91437. * Sets the vignette blend mode allowing different kind of effect.
  91438. */
  91439. set: function (value) {
  91440. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91441. },
  91442. enumerable: true,
  91443. configurable: true
  91444. });
  91445. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91446. /**
  91447. * Gets wether the vignette effect is enabled.
  91448. */
  91449. get: function () {
  91450. return this.imageProcessingConfiguration.vignetteEnabled;
  91451. },
  91452. /**
  91453. * Sets wether the vignette effect is enabled.
  91454. */
  91455. set: function (value) {
  91456. this.imageProcessingConfiguration.vignetteEnabled = value;
  91457. },
  91458. enumerable: true,
  91459. configurable: true
  91460. });
  91461. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91462. /**
  91463. * Gets wether the input of the processing is in Gamma or Linear Space.
  91464. */
  91465. get: function () {
  91466. return this._fromLinearSpace;
  91467. },
  91468. /**
  91469. * Sets wether the input of the processing is in Gamma or Linear Space.
  91470. */
  91471. set: function (value) {
  91472. if (this._fromLinearSpace === value) {
  91473. return;
  91474. }
  91475. this._fromLinearSpace = value;
  91476. this._updateParameters();
  91477. },
  91478. enumerable: true,
  91479. configurable: true
  91480. });
  91481. /**
  91482. * "ImageProcessingPostProcess"
  91483. * @returns "ImageProcessingPostProcess"
  91484. */
  91485. ImageProcessingPostProcess.prototype.getClassName = function () {
  91486. return "ImageProcessingPostProcess";
  91487. };
  91488. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91489. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91490. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91491. var defines = "";
  91492. for (var define in this._defines) {
  91493. if (this._defines[define]) {
  91494. defines += "#define " + define + ";\r\n";
  91495. }
  91496. }
  91497. var samplers = ["textureSampler"];
  91498. var uniforms = ["scale"];
  91499. if (BABYLON.ImageProcessingConfiguration) {
  91500. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91501. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91502. }
  91503. this.updateEffect(defines, uniforms, samplers);
  91504. };
  91505. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91506. _super.prototype.dispose.call(this, camera);
  91507. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91508. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91509. }
  91510. if (this._imageProcessingConfiguration) {
  91511. this.imageProcessingConfiguration.applyByPostProcess = false;
  91512. }
  91513. };
  91514. __decorate([
  91515. BABYLON.serialize()
  91516. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91517. return ImageProcessingPostProcess;
  91518. }(BABYLON.PostProcess));
  91519. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91520. })(BABYLON || (BABYLON = {}));
  91521. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91522. var BABYLON;
  91523. (function (BABYLON) {
  91524. /**
  91525. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91526. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91527. * As an example, all you have to do is to create the post-process:
  91528. * var mb = new BABYLON.MotionBlurPostProcess(
  91529. * 'mb', // The name of the effect.
  91530. * scene, // The scene containing the objects to blur according to their velocity.
  91531. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91532. * camera // The camera to apply the render pass to.
  91533. * );
  91534. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91535. */
  91536. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91537. __extends(MotionBlurPostProcess, _super);
  91538. /**
  91539. * Creates a new instance MotionBlurPostProcess
  91540. * @param name The name of the effect.
  91541. * @param scene The scene containing the objects to blur according to their velocity.
  91542. * @param options The required width/height ratio to downsize to before computing the render pass.
  91543. * @param camera The camera to apply the render pass to.
  91544. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91545. * @param engine The engine which the post process will be applied. (default: current engine)
  91546. * @param reusable If the post process can be reused on the same frame. (default: false)
  91547. * @param textureType Type of textures used when performing the post process. (default: 0)
  91548. * @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)
  91549. */
  91550. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91551. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91552. if (blockCompilation === void 0) { blockCompilation = false; }
  91553. 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;
  91554. /**
  91555. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91556. */
  91557. _this.motionStrength = 1;
  91558. _this._motionBlurSamples = 32;
  91559. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91560. if (!_this._geometryBufferRenderer) {
  91561. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91562. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91563. _this.updateEffect();
  91564. }
  91565. else {
  91566. // Geometry buffer renderer is supported.
  91567. _this._geometryBufferRenderer.enableVelocity = true;
  91568. _this.onApply = function (effect) {
  91569. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91570. effect.setFloat("motionScale", scene.getAnimationRatio());
  91571. effect.setFloat("motionStrength", _this.motionStrength);
  91572. if (_this._geometryBufferRenderer) {
  91573. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91574. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91575. }
  91576. };
  91577. }
  91578. return _this;
  91579. }
  91580. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91581. /**
  91582. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91583. */
  91584. get: function () {
  91585. return this._motionBlurSamples;
  91586. },
  91587. /**
  91588. * Sets the number of iterations to be used for motion blur quality
  91589. */
  91590. set: function (samples) {
  91591. this._motionBlurSamples = samples;
  91592. if (this._geometryBufferRenderer) {
  91593. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91594. }
  91595. },
  91596. enumerable: true,
  91597. configurable: true
  91598. });
  91599. /**
  91600. * Disposes the post process.
  91601. * @param camera The camera to dispose the post process on.
  91602. */
  91603. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91604. if (this._geometryBufferRenderer) {
  91605. // Clear previous transformation matrices dictionary used to compute objects velocities
  91606. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91607. }
  91608. _super.prototype.dispose.call(this, camera);
  91609. };
  91610. return MotionBlurPostProcess;
  91611. }(BABYLON.PostProcess));
  91612. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91613. })(BABYLON || (BABYLON = {}));
  91614. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91615. var BABYLON;
  91616. (function (BABYLON) {
  91617. /**
  91618. * Class used to store bone information
  91619. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91620. */
  91621. var Bone = /** @class */ (function (_super) {
  91622. __extends(Bone, _super);
  91623. /**
  91624. * Create a new bone
  91625. * @param name defines the bone name
  91626. * @param skeleton defines the parent skeleton
  91627. * @param parentBone defines the parent (can be null if the bone is the root)
  91628. * @param localMatrix defines the local matrix
  91629. * @param restPose defines the rest pose matrix
  91630. * @param baseMatrix defines the base matrix
  91631. * @param index defines index of the bone in the hiearchy
  91632. */
  91633. function Bone(
  91634. /**
  91635. * defines the bone name
  91636. */
  91637. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91638. if (parentBone === void 0) { parentBone = null; }
  91639. if (localMatrix === void 0) { localMatrix = null; }
  91640. if (restPose === void 0) { restPose = null; }
  91641. if (baseMatrix === void 0) { baseMatrix = null; }
  91642. if (index === void 0) { index = null; }
  91643. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91644. _this.name = name;
  91645. /**
  91646. * Gets the list of child bones
  91647. */
  91648. _this.children = new Array();
  91649. /** Gets the animations associated with this bone */
  91650. _this.animations = new Array();
  91651. /**
  91652. * @hidden Internal only
  91653. * Set this value to map this bone to a different index in the transform matrices
  91654. * Set this value to -1 to exclude the bone from the transform matrices
  91655. */
  91656. _this._index = null;
  91657. _this._absoluteTransform = new BABYLON.Matrix();
  91658. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91659. _this._scalingDeterminant = 1;
  91660. _this._worldTransform = new BABYLON.Matrix();
  91661. _this._needToDecompose = true;
  91662. _this._needToCompose = false;
  91663. _this._skeleton = skeleton;
  91664. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91665. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91666. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91667. _this._index = index;
  91668. skeleton.bones.push(_this);
  91669. _this.setParent(parentBone, false);
  91670. if (baseMatrix || localMatrix) {
  91671. _this._updateDifferenceMatrix();
  91672. }
  91673. return _this;
  91674. }
  91675. Object.defineProperty(Bone.prototype, "_matrix", {
  91676. /** @hidden */
  91677. get: function () {
  91678. this._compose();
  91679. return this._localMatrix;
  91680. },
  91681. /** @hidden */
  91682. set: function (value) {
  91683. this._localMatrix.copyFrom(value);
  91684. this._needToDecompose = true;
  91685. },
  91686. enumerable: true,
  91687. configurable: true
  91688. });
  91689. // Members
  91690. /**
  91691. * Gets the parent skeleton
  91692. * @returns a skeleton
  91693. */
  91694. Bone.prototype.getSkeleton = function () {
  91695. return this._skeleton;
  91696. };
  91697. /**
  91698. * Gets parent bone
  91699. * @returns a bone or null if the bone is the root of the bone hierarchy
  91700. */
  91701. Bone.prototype.getParent = function () {
  91702. return this._parent;
  91703. };
  91704. /**
  91705. * Sets the parent bone
  91706. * @param parent defines the parent (can be null if the bone is the root)
  91707. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91708. */
  91709. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91710. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91711. if (this._parent === parent) {
  91712. return;
  91713. }
  91714. if (this._parent) {
  91715. var index = this._parent.children.indexOf(this);
  91716. if (index !== -1) {
  91717. this._parent.children.splice(index, 1);
  91718. }
  91719. }
  91720. this._parent = parent;
  91721. if (this._parent) {
  91722. this._parent.children.push(this);
  91723. }
  91724. if (updateDifferenceMatrix) {
  91725. this._updateDifferenceMatrix();
  91726. }
  91727. this.markAsDirty();
  91728. };
  91729. /**
  91730. * Gets the local matrix
  91731. * @returns a matrix
  91732. */
  91733. Bone.prototype.getLocalMatrix = function () {
  91734. this._compose();
  91735. return this._localMatrix;
  91736. };
  91737. /**
  91738. * Gets the base matrix (initial matrix which remains unchanged)
  91739. * @returns a matrix
  91740. */
  91741. Bone.prototype.getBaseMatrix = function () {
  91742. return this._baseMatrix;
  91743. };
  91744. /**
  91745. * Gets the rest pose matrix
  91746. * @returns a matrix
  91747. */
  91748. Bone.prototype.getRestPose = function () {
  91749. return this._restPose;
  91750. };
  91751. /**
  91752. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91753. */
  91754. Bone.prototype.getWorldMatrix = function () {
  91755. return this._worldTransform;
  91756. };
  91757. /**
  91758. * Sets the local matrix to rest pose matrix
  91759. */
  91760. Bone.prototype.returnToRest = function () {
  91761. this.updateMatrix(this._restPose.clone());
  91762. };
  91763. /**
  91764. * Gets the inverse of the absolute transform matrix.
  91765. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91766. * @returns a matrix
  91767. */
  91768. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91769. return this._invertedAbsoluteTransform;
  91770. };
  91771. /**
  91772. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91773. * @returns a matrix
  91774. */
  91775. Bone.prototype.getAbsoluteTransform = function () {
  91776. return this._absoluteTransform;
  91777. };
  91778. Object.defineProperty(Bone.prototype, "position", {
  91779. // Properties (matches AbstractMesh properties)
  91780. /** Gets or sets current position (in local space) */
  91781. get: function () {
  91782. this._decompose();
  91783. return this._localPosition;
  91784. },
  91785. set: function (newPosition) {
  91786. this._decompose();
  91787. this._localPosition.copyFrom(newPosition);
  91788. this._markAsDirtyAndCompose();
  91789. },
  91790. enumerable: true,
  91791. configurable: true
  91792. });
  91793. Object.defineProperty(Bone.prototype, "rotation", {
  91794. /** Gets or sets current rotation (in local space) */
  91795. get: function () {
  91796. return this.getRotation();
  91797. },
  91798. set: function (newRotation) {
  91799. this.setRotation(newRotation);
  91800. },
  91801. enumerable: true,
  91802. configurable: true
  91803. });
  91804. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91805. /** Gets or sets current rotation quaternion (in local space) */
  91806. get: function () {
  91807. this._decompose();
  91808. return this._localRotation;
  91809. },
  91810. set: function (newRotation) {
  91811. this.setRotationQuaternion(newRotation);
  91812. },
  91813. enumerable: true,
  91814. configurable: true
  91815. });
  91816. Object.defineProperty(Bone.prototype, "scaling", {
  91817. /** Gets or sets current scaling (in local space) */
  91818. get: function () {
  91819. return this.getScale();
  91820. },
  91821. set: function (newScaling) {
  91822. this.setScale(newScaling);
  91823. },
  91824. enumerable: true,
  91825. configurable: true
  91826. });
  91827. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91828. /**
  91829. * Gets the animation properties override
  91830. */
  91831. get: function () {
  91832. return this._skeleton.animationPropertiesOverride;
  91833. },
  91834. enumerable: true,
  91835. configurable: true
  91836. });
  91837. // Methods
  91838. Bone.prototype._decompose = function () {
  91839. if (!this._needToDecompose) {
  91840. return;
  91841. }
  91842. this._needToDecompose = false;
  91843. if (!this._localScaling) {
  91844. this._localScaling = BABYLON.Vector3.Zero();
  91845. this._localRotation = BABYLON.Quaternion.Zero();
  91846. this._localPosition = BABYLON.Vector3.Zero();
  91847. }
  91848. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91849. };
  91850. Bone.prototype._compose = function () {
  91851. if (!this._needToCompose) {
  91852. return;
  91853. }
  91854. this._needToCompose = false;
  91855. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91856. };
  91857. /**
  91858. * Update the base and local matrices
  91859. * @param matrix defines the new base or local matrix
  91860. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91861. * @param updateLocalMatrix defines if the local matrix should be updated
  91862. */
  91863. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91864. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91865. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91866. this._baseMatrix.copyFrom(matrix);
  91867. if (updateDifferenceMatrix) {
  91868. this._updateDifferenceMatrix();
  91869. }
  91870. if (updateLocalMatrix) {
  91871. this._localMatrix.copyFrom(matrix);
  91872. this._markAsDirtyAndDecompose();
  91873. }
  91874. else {
  91875. this.markAsDirty();
  91876. }
  91877. };
  91878. /** @hidden */
  91879. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91880. if (updateChildren === void 0) { updateChildren = true; }
  91881. if (!rootMatrix) {
  91882. rootMatrix = this._baseMatrix;
  91883. }
  91884. if (this._parent) {
  91885. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91886. }
  91887. else {
  91888. this._absoluteTransform.copyFrom(rootMatrix);
  91889. }
  91890. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91891. if (updateChildren) {
  91892. for (var index = 0; index < this.children.length; index++) {
  91893. this.children[index]._updateDifferenceMatrix();
  91894. }
  91895. }
  91896. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91897. };
  91898. /**
  91899. * Flag the bone as dirty (Forcing it to update everything)
  91900. */
  91901. Bone.prototype.markAsDirty = function () {
  91902. this._currentRenderId++;
  91903. this._childRenderId++;
  91904. this._skeleton._markAsDirty();
  91905. };
  91906. Bone.prototype._markAsDirtyAndCompose = function () {
  91907. this.markAsDirty();
  91908. this._needToCompose = true;
  91909. };
  91910. Bone.prototype._markAsDirtyAndDecompose = function () {
  91911. this.markAsDirty();
  91912. this._needToDecompose = true;
  91913. };
  91914. /**
  91915. * Copy an animation range from another bone
  91916. * @param source defines the source bone
  91917. * @param rangeName defines the range name to copy
  91918. * @param frameOffset defines the frame offset
  91919. * @param rescaleAsRequired defines if rescaling must be applied if required
  91920. * @param skelDimensionsRatio defines the scaling ratio
  91921. * @returns true if operation was successful
  91922. */
  91923. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91924. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91925. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91926. // all animation may be coming from a library skeleton, so may need to create animation
  91927. if (this.animations.length === 0) {
  91928. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91929. this.animations[0].setKeys([]);
  91930. }
  91931. // get animation info / verify there is such a range from the source bone
  91932. var sourceRange = source.animations[0].getRange(rangeName);
  91933. if (!sourceRange) {
  91934. return false;
  91935. }
  91936. var from = sourceRange.from;
  91937. var to = sourceRange.to;
  91938. var sourceKeys = source.animations[0].getKeys();
  91939. // rescaling prep
  91940. var sourceBoneLength = source.length;
  91941. var sourceParent = source.getParent();
  91942. var parent = this.getParent();
  91943. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91944. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91945. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91946. var destKeys = this.animations[0].getKeys();
  91947. // loop vars declaration
  91948. var orig;
  91949. var origTranslation;
  91950. var mat;
  91951. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91952. orig = sourceKeys[key];
  91953. if (orig.frame >= from && orig.frame <= to) {
  91954. if (rescaleAsRequired) {
  91955. mat = orig.value.clone();
  91956. // scale based on parent ratio, when bone has parent
  91957. if (parentScalingReqd) {
  91958. origTranslation = mat.getTranslation();
  91959. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91960. // scale based on skeleton dimension ratio when root bone, and value is passed
  91961. }
  91962. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91963. origTranslation = mat.getTranslation();
  91964. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91965. // use original when root bone, and no data for skelDimensionsRatio
  91966. }
  91967. else {
  91968. mat = orig.value;
  91969. }
  91970. }
  91971. else {
  91972. mat = orig.value;
  91973. }
  91974. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91975. }
  91976. }
  91977. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91978. return true;
  91979. };
  91980. /**
  91981. * Translate the bone in local or world space
  91982. * @param vec The amount to translate the bone
  91983. * @param space The space that the translation is in
  91984. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91985. */
  91986. Bone.prototype.translate = function (vec, space, mesh) {
  91987. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91988. var lm = this.getLocalMatrix();
  91989. if (space == BABYLON.Space.LOCAL) {
  91990. lm.addAtIndex(12, vec.x);
  91991. lm.addAtIndex(13, vec.y);
  91992. lm.addAtIndex(14, vec.z);
  91993. }
  91994. else {
  91995. var wm = null;
  91996. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91997. if (mesh) {
  91998. wm = mesh.getWorldMatrix();
  91999. }
  92000. this._skeleton.computeAbsoluteTransforms();
  92001. var tmat = Bone._tmpMats[0];
  92002. var tvec = Bone._tmpVecs[0];
  92003. if (this._parent) {
  92004. if (mesh && wm) {
  92005. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92006. tmat.multiplyToRef(wm, tmat);
  92007. }
  92008. else {
  92009. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92010. }
  92011. }
  92012. tmat.setTranslationFromFloats(0, 0, 0);
  92013. tmat.invert();
  92014. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92015. lm.addAtIndex(12, tvec.x);
  92016. lm.addAtIndex(13, tvec.y);
  92017. lm.addAtIndex(14, tvec.z);
  92018. }
  92019. this._markAsDirtyAndDecompose();
  92020. };
  92021. /**
  92022. * Set the postion of the bone in local or world space
  92023. * @param position The position to set the bone
  92024. * @param space The space that the position is in
  92025. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92026. */
  92027. Bone.prototype.setPosition = function (position, space, mesh) {
  92028. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92029. var lm = this.getLocalMatrix();
  92030. if (space == BABYLON.Space.LOCAL) {
  92031. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92032. }
  92033. else {
  92034. var wm = null;
  92035. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92036. if (mesh) {
  92037. wm = mesh.getWorldMatrix();
  92038. }
  92039. this._skeleton.computeAbsoluteTransforms();
  92040. var tmat = Bone._tmpMats[0];
  92041. var vec = Bone._tmpVecs[0];
  92042. if (this._parent) {
  92043. if (mesh && wm) {
  92044. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92045. tmat.multiplyToRef(wm, tmat);
  92046. }
  92047. else {
  92048. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92049. }
  92050. }
  92051. tmat.invert();
  92052. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92053. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92054. }
  92055. this._markAsDirtyAndDecompose();
  92056. };
  92057. /**
  92058. * Set the absolute position of the bone (world space)
  92059. * @param position The position to set the bone
  92060. * @param mesh The mesh that this bone is attached to
  92061. */
  92062. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92063. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92064. };
  92065. /**
  92066. * Scale the bone on the x, y and z axes (in local space)
  92067. * @param x The amount to scale the bone on the x axis
  92068. * @param y The amount to scale the bone on the y axis
  92069. * @param z The amount to scale the bone on the z axis
  92070. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92071. */
  92072. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92073. if (scaleChildren === void 0) { scaleChildren = false; }
  92074. var locMat = this.getLocalMatrix();
  92075. // Apply new scaling on top of current local matrix
  92076. var scaleMat = Bone._tmpMats[0];
  92077. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92078. scaleMat.multiplyToRef(locMat, locMat);
  92079. // Invert scaling matrix and apply the inverse to all children
  92080. scaleMat.invert();
  92081. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92082. var child = _a[_i];
  92083. var cm = child.getLocalMatrix();
  92084. cm.multiplyToRef(scaleMat, cm);
  92085. cm.multiplyAtIndex(12, x);
  92086. cm.multiplyAtIndex(13, y);
  92087. cm.multiplyAtIndex(14, z);
  92088. child._markAsDirtyAndDecompose();
  92089. }
  92090. this._markAsDirtyAndDecompose();
  92091. if (scaleChildren) {
  92092. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92093. var child = _c[_b];
  92094. child.scale(x, y, z, scaleChildren);
  92095. }
  92096. }
  92097. };
  92098. /**
  92099. * Set the bone scaling in local space
  92100. * @param scale defines the scaling vector
  92101. */
  92102. Bone.prototype.setScale = function (scale) {
  92103. this._decompose();
  92104. this._localScaling.copyFrom(scale);
  92105. this._markAsDirtyAndCompose();
  92106. };
  92107. /**
  92108. * Gets the current scaling in local space
  92109. * @returns the current scaling vector
  92110. */
  92111. Bone.prototype.getScale = function () {
  92112. this._decompose();
  92113. return this._localScaling;
  92114. };
  92115. /**
  92116. * Gets the current scaling in local space and stores it in a target vector
  92117. * @param result defines the target vector
  92118. */
  92119. Bone.prototype.getScaleToRef = function (result) {
  92120. this._decompose();
  92121. result.copyFrom(this._localScaling);
  92122. };
  92123. /**
  92124. * Set the yaw, pitch, and roll of the bone in local or world space
  92125. * @param yaw The rotation of the bone on the y axis
  92126. * @param pitch The rotation of the bone on the x axis
  92127. * @param roll The rotation of the bone on the z axis
  92128. * @param space The space that the axes of rotation are in
  92129. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92130. */
  92131. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92132. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92133. if (space === BABYLON.Space.LOCAL) {
  92134. var quat = Bone._tmpQuat;
  92135. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92136. this.setRotationQuaternion(quat, space, mesh);
  92137. return;
  92138. }
  92139. var rotMatInv = Bone._tmpMats[0];
  92140. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92141. return;
  92142. }
  92143. var rotMat = Bone._tmpMats[1];
  92144. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92145. rotMatInv.multiplyToRef(rotMat, rotMat);
  92146. this._rotateWithMatrix(rotMat, space, mesh);
  92147. };
  92148. /**
  92149. * Add a rotation to the bone on an axis in local or world space
  92150. * @param axis The axis to rotate the bone on
  92151. * @param amount The amount to rotate the bone
  92152. * @param space The space that the axis is in
  92153. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92154. */
  92155. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92156. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92157. var rmat = Bone._tmpMats[0];
  92158. rmat.setTranslationFromFloats(0, 0, 0);
  92159. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92160. this._rotateWithMatrix(rmat, space, mesh);
  92161. };
  92162. /**
  92163. * Set the rotation of the bone to a particular axis angle in local or world space
  92164. * @param axis The axis to rotate the bone on
  92165. * @param angle The angle that the bone should be rotated to
  92166. * @param space The space that the axis is in
  92167. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92168. */
  92169. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92170. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92171. if (space === BABYLON.Space.LOCAL) {
  92172. var quat = Bone._tmpQuat;
  92173. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92174. this.setRotationQuaternion(quat, space, mesh);
  92175. return;
  92176. }
  92177. var rotMatInv = Bone._tmpMats[0];
  92178. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92179. return;
  92180. }
  92181. var rotMat = Bone._tmpMats[1];
  92182. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92183. rotMatInv.multiplyToRef(rotMat, rotMat);
  92184. this._rotateWithMatrix(rotMat, space, mesh);
  92185. };
  92186. /**
  92187. * Set the euler rotation of the bone in local of world space
  92188. * @param rotation The euler rotation that the bone should be set to
  92189. * @param space The space that the rotation is in
  92190. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92191. */
  92192. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92193. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92194. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92195. };
  92196. /**
  92197. * Set the quaternion rotation of the bone in local of world space
  92198. * @param quat The quaternion rotation that the bone should be set to
  92199. * @param space The space that the rotation is in
  92200. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92201. */
  92202. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92203. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92204. if (space === BABYLON.Space.LOCAL) {
  92205. this._decompose();
  92206. this._localRotation.copyFrom(quat);
  92207. this._markAsDirtyAndCompose();
  92208. return;
  92209. }
  92210. var rotMatInv = Bone._tmpMats[0];
  92211. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92212. return;
  92213. }
  92214. var rotMat = Bone._tmpMats[1];
  92215. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92216. rotMatInv.multiplyToRef(rotMat, rotMat);
  92217. this._rotateWithMatrix(rotMat, space, mesh);
  92218. };
  92219. /**
  92220. * Set the rotation matrix of the bone in local of world space
  92221. * @param rotMat The rotation matrix that the bone should be set to
  92222. * @param space The space that the rotation is in
  92223. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92224. */
  92225. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92226. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92227. if (space === BABYLON.Space.LOCAL) {
  92228. var quat = Bone._tmpQuat;
  92229. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92230. this.setRotationQuaternion(quat, space, mesh);
  92231. return;
  92232. }
  92233. var rotMatInv = Bone._tmpMats[0];
  92234. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92235. return;
  92236. }
  92237. var rotMat2 = Bone._tmpMats[1];
  92238. rotMat2.copyFrom(rotMat);
  92239. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92240. this._rotateWithMatrix(rotMat2, space, mesh);
  92241. };
  92242. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92243. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92244. var lmat = this.getLocalMatrix();
  92245. var lx = lmat.m[12];
  92246. var ly = lmat.m[13];
  92247. var lz = lmat.m[14];
  92248. var parent = this.getParent();
  92249. var parentScale = Bone._tmpMats[3];
  92250. var parentScaleInv = Bone._tmpMats[4];
  92251. if (parent && space == BABYLON.Space.WORLD) {
  92252. if (mesh) {
  92253. parentScale.copyFrom(mesh.getWorldMatrix());
  92254. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92255. }
  92256. else {
  92257. parentScale.copyFrom(parent.getAbsoluteTransform());
  92258. }
  92259. parentScaleInv.copyFrom(parentScale);
  92260. parentScaleInv.invert();
  92261. lmat.multiplyToRef(parentScale, lmat);
  92262. lmat.multiplyToRef(rmat, lmat);
  92263. lmat.multiplyToRef(parentScaleInv, lmat);
  92264. }
  92265. else {
  92266. if (space == BABYLON.Space.WORLD && mesh) {
  92267. parentScale.copyFrom(mesh.getWorldMatrix());
  92268. parentScaleInv.copyFrom(parentScale);
  92269. parentScaleInv.invert();
  92270. lmat.multiplyToRef(parentScale, lmat);
  92271. lmat.multiplyToRef(rmat, lmat);
  92272. lmat.multiplyToRef(parentScaleInv, lmat);
  92273. }
  92274. else {
  92275. lmat.multiplyToRef(rmat, lmat);
  92276. }
  92277. }
  92278. lmat.setTranslationFromFloats(lx, ly, lz);
  92279. this.computeAbsoluteTransforms();
  92280. this._markAsDirtyAndDecompose();
  92281. };
  92282. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92283. var scaleMatrix = Bone._tmpMats[2];
  92284. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92285. if (mesh) {
  92286. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92287. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92288. }
  92289. rotMatInv.invert();
  92290. if (isNaN(rotMatInv.m[0])) {
  92291. // Matrix failed to invert.
  92292. // This can happen if scale is zero for example.
  92293. return false;
  92294. }
  92295. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92296. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92297. return true;
  92298. };
  92299. /**
  92300. * Get the position of the bone in local or world space
  92301. * @param space The space that the returned position is in
  92302. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92303. * @returns The position of the bone
  92304. */
  92305. Bone.prototype.getPosition = function (space, mesh) {
  92306. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92307. if (mesh === void 0) { mesh = null; }
  92308. var pos = BABYLON.Vector3.Zero();
  92309. this.getPositionToRef(space, mesh, pos);
  92310. return pos;
  92311. };
  92312. /**
  92313. * Copy the position of the bone to a vector3 in local or world space
  92314. * @param space The space that the returned position is in
  92315. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92316. * @param result The vector3 to copy the position to
  92317. */
  92318. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92319. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92320. if (space == BABYLON.Space.LOCAL) {
  92321. var lm = this.getLocalMatrix();
  92322. result.x = lm.m[12];
  92323. result.y = lm.m[13];
  92324. result.z = lm.m[14];
  92325. }
  92326. else {
  92327. var wm = null;
  92328. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92329. if (mesh) {
  92330. wm = mesh.getWorldMatrix();
  92331. }
  92332. this._skeleton.computeAbsoluteTransforms();
  92333. var tmat = Bone._tmpMats[0];
  92334. if (mesh && wm) {
  92335. tmat.copyFrom(this.getAbsoluteTransform());
  92336. tmat.multiplyToRef(wm, tmat);
  92337. }
  92338. else {
  92339. tmat = this.getAbsoluteTransform();
  92340. }
  92341. result.x = tmat.m[12];
  92342. result.y = tmat.m[13];
  92343. result.z = tmat.m[14];
  92344. }
  92345. };
  92346. /**
  92347. * Get the absolute position of the bone (world space)
  92348. * @param mesh The mesh that this bone is attached to
  92349. * @returns The absolute position of the bone
  92350. */
  92351. Bone.prototype.getAbsolutePosition = function (mesh) {
  92352. if (mesh === void 0) { mesh = null; }
  92353. var pos = BABYLON.Vector3.Zero();
  92354. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92355. return pos;
  92356. };
  92357. /**
  92358. * Copy the absolute position of the bone (world space) to the result param
  92359. * @param mesh The mesh that this bone is attached to
  92360. * @param result The vector3 to copy the absolute position to
  92361. */
  92362. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92363. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92364. };
  92365. /**
  92366. * Compute the absolute transforms of this bone and its children
  92367. */
  92368. Bone.prototype.computeAbsoluteTransforms = function () {
  92369. this._compose();
  92370. if (this._parent) {
  92371. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92372. }
  92373. else {
  92374. this._absoluteTransform.copyFrom(this._localMatrix);
  92375. var poseMatrix = this._skeleton.getPoseMatrix();
  92376. if (poseMatrix) {
  92377. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92378. }
  92379. }
  92380. var children = this.children;
  92381. var len = children.length;
  92382. for (var i = 0; i < len; i++) {
  92383. children[i].computeAbsoluteTransforms();
  92384. }
  92385. };
  92386. /**
  92387. * Get the world direction from an axis that is in the local space of the bone
  92388. * @param localAxis The local direction that is used to compute the world direction
  92389. * @param mesh The mesh that this bone is attached to
  92390. * @returns The world direction
  92391. */
  92392. Bone.prototype.getDirection = function (localAxis, mesh) {
  92393. if (mesh === void 0) { mesh = null; }
  92394. var result = BABYLON.Vector3.Zero();
  92395. this.getDirectionToRef(localAxis, mesh, result);
  92396. return result;
  92397. };
  92398. /**
  92399. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92400. * @param localAxis The local direction that is used to compute the world direction
  92401. * @param mesh The mesh that this bone is attached to
  92402. * @param result The vector3 that the world direction will be copied to
  92403. */
  92404. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92405. if (mesh === void 0) { mesh = null; }
  92406. var wm = null;
  92407. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92408. if (mesh) {
  92409. wm = mesh.getWorldMatrix();
  92410. }
  92411. this._skeleton.computeAbsoluteTransforms();
  92412. var mat = Bone._tmpMats[0];
  92413. mat.copyFrom(this.getAbsoluteTransform());
  92414. if (mesh && wm) {
  92415. mat.multiplyToRef(wm, mat);
  92416. }
  92417. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92418. result.normalize();
  92419. };
  92420. /**
  92421. * Get the euler rotation of the bone in local or world space
  92422. * @param space The space that the rotation should be in
  92423. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92424. * @returns The euler rotation
  92425. */
  92426. Bone.prototype.getRotation = function (space, mesh) {
  92427. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92428. if (mesh === void 0) { mesh = null; }
  92429. var result = BABYLON.Vector3.Zero();
  92430. this.getRotationToRef(space, mesh, result);
  92431. return result;
  92432. };
  92433. /**
  92434. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92435. * @param space The space that the rotation should be in
  92436. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92437. * @param result The vector3 that the rotation should be copied to
  92438. */
  92439. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92440. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92441. if (mesh === void 0) { mesh = null; }
  92442. var quat = Bone._tmpQuat;
  92443. this.getRotationQuaternionToRef(space, mesh, quat);
  92444. quat.toEulerAnglesToRef(result);
  92445. };
  92446. /**
  92447. * Get the quaternion rotation of the bone in either local or world space
  92448. * @param space The space that the rotation should be in
  92449. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92450. * @returns The quaternion rotation
  92451. */
  92452. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92453. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92454. if (mesh === void 0) { mesh = null; }
  92455. var result = BABYLON.Quaternion.Identity();
  92456. this.getRotationQuaternionToRef(space, mesh, result);
  92457. return result;
  92458. };
  92459. /**
  92460. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92461. * @param space The space that the rotation should be in
  92462. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92463. * @param result The quaternion that the rotation should be copied to
  92464. */
  92465. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92466. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92467. if (mesh === void 0) { mesh = null; }
  92468. if (space == BABYLON.Space.LOCAL) {
  92469. this._decompose();
  92470. result.copyFrom(this._localRotation);
  92471. }
  92472. else {
  92473. var mat = Bone._tmpMats[0];
  92474. var amat = this.getAbsoluteTransform();
  92475. if (mesh) {
  92476. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92477. }
  92478. else {
  92479. mat.copyFrom(amat);
  92480. }
  92481. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92482. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92483. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92484. mat.decompose(undefined, result, undefined);
  92485. }
  92486. };
  92487. /**
  92488. * Get the rotation matrix of the bone in local or world space
  92489. * @param space The space that the rotation should be in
  92490. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92491. * @returns The rotation matrix
  92492. */
  92493. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92494. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92495. var result = BABYLON.Matrix.Identity();
  92496. this.getRotationMatrixToRef(space, mesh, result);
  92497. return result;
  92498. };
  92499. /**
  92500. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92501. * @param space The space that the rotation should be in
  92502. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92503. * @param result The quaternion that the rotation should be copied to
  92504. */
  92505. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92506. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92507. if (space == BABYLON.Space.LOCAL) {
  92508. this.getLocalMatrix().getRotationMatrixToRef(result);
  92509. }
  92510. else {
  92511. var mat = Bone._tmpMats[0];
  92512. var amat = this.getAbsoluteTransform();
  92513. if (mesh) {
  92514. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92515. }
  92516. else {
  92517. mat.copyFrom(amat);
  92518. }
  92519. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92520. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92521. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92522. mat.getRotationMatrixToRef(result);
  92523. }
  92524. };
  92525. /**
  92526. * Get the world position of a point that is in the local space of the bone
  92527. * @param position The local position
  92528. * @param mesh The mesh that this bone is attached to
  92529. * @returns The world position
  92530. */
  92531. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92532. if (mesh === void 0) { mesh = null; }
  92533. var result = BABYLON.Vector3.Zero();
  92534. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92535. return result;
  92536. };
  92537. /**
  92538. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92539. * @param position The local position
  92540. * @param mesh The mesh that this bone is attached to
  92541. * @param result The vector3 that the world position should be copied to
  92542. */
  92543. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92544. if (mesh === void 0) { mesh = null; }
  92545. var wm = null;
  92546. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92547. if (mesh) {
  92548. wm = mesh.getWorldMatrix();
  92549. }
  92550. this._skeleton.computeAbsoluteTransforms();
  92551. var tmat = Bone._tmpMats[0];
  92552. if (mesh && wm) {
  92553. tmat.copyFrom(this.getAbsoluteTransform());
  92554. tmat.multiplyToRef(wm, tmat);
  92555. }
  92556. else {
  92557. tmat = this.getAbsoluteTransform();
  92558. }
  92559. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92560. };
  92561. /**
  92562. * Get the local position of a point that is in world space
  92563. * @param position The world position
  92564. * @param mesh The mesh that this bone is attached to
  92565. * @returns The local position
  92566. */
  92567. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92568. if (mesh === void 0) { mesh = null; }
  92569. var result = BABYLON.Vector3.Zero();
  92570. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92571. return result;
  92572. };
  92573. /**
  92574. * Get the local position of a point that is in world space and copy it to the result param
  92575. * @param position The world position
  92576. * @param mesh The mesh that this bone is attached to
  92577. * @param result The vector3 that the local position should be copied to
  92578. */
  92579. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92580. if (mesh === void 0) { mesh = null; }
  92581. var wm = null;
  92582. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92583. if (mesh) {
  92584. wm = mesh.getWorldMatrix();
  92585. }
  92586. this._skeleton.computeAbsoluteTransforms();
  92587. var tmat = Bone._tmpMats[0];
  92588. tmat.copyFrom(this.getAbsoluteTransform());
  92589. if (mesh && wm) {
  92590. tmat.multiplyToRef(wm, tmat);
  92591. }
  92592. tmat.invert();
  92593. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92594. };
  92595. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92596. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92597. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92598. return Bone;
  92599. }(BABYLON.Node));
  92600. BABYLON.Bone = Bone;
  92601. })(BABYLON || (BABYLON = {}));
  92602. //# sourceMappingURL=babylon.bone.js.map
  92603. var BABYLON;
  92604. (function (BABYLON) {
  92605. /**
  92606. * Class used to apply inverse kinematics to bones
  92607. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92608. */
  92609. var BoneIKController = /** @class */ (function () {
  92610. /**
  92611. * Creates a new BoneIKController
  92612. * @param mesh defines the mesh to control
  92613. * @param bone defines the bone to control
  92614. * @param options defines options to set up the controller
  92615. */
  92616. function BoneIKController(mesh, bone, options) {
  92617. /**
  92618. * Gets or sets the target position
  92619. */
  92620. this.targetPosition = BABYLON.Vector3.Zero();
  92621. /**
  92622. * Gets or sets the pole target position
  92623. */
  92624. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92625. /**
  92626. * Gets or sets the pole target local offset
  92627. */
  92628. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92629. /**
  92630. * Gets or sets the pole angle
  92631. */
  92632. this.poleAngle = 0;
  92633. /**
  92634. * 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)
  92635. */
  92636. this.slerpAmount = 1;
  92637. this._bone1Quat = BABYLON.Quaternion.Identity();
  92638. this._bone1Mat = BABYLON.Matrix.Identity();
  92639. this._bone2Ang = Math.PI;
  92640. this._maxAngle = Math.PI;
  92641. this._rightHandedSystem = false;
  92642. this._bendAxis = BABYLON.Vector3.Right();
  92643. this._slerping = false;
  92644. this._adjustRoll = 0;
  92645. this._bone2 = bone;
  92646. this._bone1 = bone.getParent();
  92647. if (!this._bone1) {
  92648. return;
  92649. }
  92650. this.mesh = mesh;
  92651. var bonePos = bone.getPosition();
  92652. if (bone.getAbsoluteTransform().determinant() > 0) {
  92653. this._rightHandedSystem = true;
  92654. this._bendAxis.x = 0;
  92655. this._bendAxis.y = 0;
  92656. this._bendAxis.z = -1;
  92657. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92658. this._adjustRoll = Math.PI * .5;
  92659. this._bendAxis.z = 1;
  92660. }
  92661. }
  92662. if (this._bone1.length) {
  92663. var boneScale1 = this._bone1.getScale();
  92664. var boneScale2 = this._bone2.getScale();
  92665. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92666. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92667. }
  92668. else if (this._bone1.children[0]) {
  92669. mesh.computeWorldMatrix(true);
  92670. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92671. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92672. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92673. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92674. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92675. }
  92676. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92677. this.maxAngle = Math.PI;
  92678. if (options) {
  92679. if (options.targetMesh) {
  92680. this.targetMesh = options.targetMesh;
  92681. this.targetMesh.computeWorldMatrix(true);
  92682. }
  92683. if (options.poleTargetMesh) {
  92684. this.poleTargetMesh = options.poleTargetMesh;
  92685. this.poleTargetMesh.computeWorldMatrix(true);
  92686. }
  92687. else if (options.poleTargetBone) {
  92688. this.poleTargetBone = options.poleTargetBone;
  92689. }
  92690. else if (this._bone1.getParent()) {
  92691. this.poleTargetBone = this._bone1.getParent();
  92692. }
  92693. if (options.poleTargetLocalOffset) {
  92694. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92695. }
  92696. if (options.poleAngle) {
  92697. this.poleAngle = options.poleAngle;
  92698. }
  92699. if (options.bendAxis) {
  92700. this._bendAxis.copyFrom(options.bendAxis);
  92701. }
  92702. if (options.maxAngle) {
  92703. this.maxAngle = options.maxAngle;
  92704. }
  92705. if (options.slerpAmount) {
  92706. this.slerpAmount = options.slerpAmount;
  92707. }
  92708. }
  92709. }
  92710. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92711. /**
  92712. * Gets or sets maximum allowed angle
  92713. */
  92714. get: function () {
  92715. return this._maxAngle;
  92716. },
  92717. set: function (value) {
  92718. this._setMaxAngle(value);
  92719. },
  92720. enumerable: true,
  92721. configurable: true
  92722. });
  92723. BoneIKController.prototype._setMaxAngle = function (ang) {
  92724. if (ang < 0) {
  92725. ang = 0;
  92726. }
  92727. if (ang > Math.PI || ang == undefined) {
  92728. ang = Math.PI;
  92729. }
  92730. this._maxAngle = ang;
  92731. var a = this._bone1Length;
  92732. var b = this._bone2Length;
  92733. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92734. };
  92735. /**
  92736. * Force the controller to update the bones
  92737. */
  92738. BoneIKController.prototype.update = function () {
  92739. var bone1 = this._bone1;
  92740. if (!bone1) {
  92741. return;
  92742. }
  92743. var target = this.targetPosition;
  92744. var poleTarget = this.poleTargetPosition;
  92745. var mat1 = BoneIKController._tmpMats[0];
  92746. var mat2 = BoneIKController._tmpMats[1];
  92747. if (this.targetMesh) {
  92748. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92749. }
  92750. if (this.poleTargetBone) {
  92751. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92752. }
  92753. else if (this.poleTargetMesh) {
  92754. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92755. }
  92756. var bonePos = BoneIKController._tmpVecs[0];
  92757. var zaxis = BoneIKController._tmpVecs[1];
  92758. var xaxis = BoneIKController._tmpVecs[2];
  92759. var yaxis = BoneIKController._tmpVecs[3];
  92760. var upAxis = BoneIKController._tmpVecs[4];
  92761. var _tmpQuat = BoneIKController._tmpQuat;
  92762. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92763. poleTarget.subtractToRef(bonePos, upAxis);
  92764. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92765. upAxis.y = 1;
  92766. }
  92767. else {
  92768. upAxis.normalize();
  92769. }
  92770. target.subtractToRef(bonePos, yaxis);
  92771. yaxis.normalize();
  92772. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92773. zaxis.normalize();
  92774. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92775. xaxis.normalize();
  92776. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92777. var a = this._bone1Length;
  92778. var b = this._bone2Length;
  92779. var c = BABYLON.Vector3.Distance(bonePos, target);
  92780. if (this._maxReach > 0) {
  92781. c = Math.min(this._maxReach, c);
  92782. }
  92783. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92784. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92785. if (acosa > 1) {
  92786. acosa = 1;
  92787. }
  92788. if (acosb > 1) {
  92789. acosb = 1;
  92790. }
  92791. if (acosa < -1) {
  92792. acosa = -1;
  92793. }
  92794. if (acosb < -1) {
  92795. acosb = -1;
  92796. }
  92797. var angA = Math.acos(acosa);
  92798. var angB = Math.acos(acosb);
  92799. var angC = -angA - angB;
  92800. if (this._rightHandedSystem) {
  92801. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92802. mat2.multiplyToRef(mat1, mat1);
  92803. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92804. mat2.multiplyToRef(mat1, mat1);
  92805. }
  92806. else {
  92807. var _tmpVec = BoneIKController._tmpVecs[5];
  92808. _tmpVec.copyFrom(this._bendAxis);
  92809. _tmpVec.x *= -1;
  92810. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92811. mat2.multiplyToRef(mat1, mat1);
  92812. }
  92813. if (this.poleAngle) {
  92814. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92815. mat1.multiplyToRef(mat2, mat1);
  92816. }
  92817. if (this._bone1) {
  92818. if (this.slerpAmount < 1) {
  92819. if (!this._slerping) {
  92820. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92821. }
  92822. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92823. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92824. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92825. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92826. this._slerping = true;
  92827. }
  92828. else {
  92829. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92830. this._bone1Mat.copyFrom(mat1);
  92831. this._slerping = false;
  92832. }
  92833. }
  92834. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92835. this._bone2Ang = angC;
  92836. };
  92837. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92838. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92839. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92840. return BoneIKController;
  92841. }());
  92842. BABYLON.BoneIKController = BoneIKController;
  92843. })(BABYLON || (BABYLON = {}));
  92844. //# sourceMappingURL=babylon.boneIKController.js.map
  92845. var BABYLON;
  92846. (function (BABYLON) {
  92847. /**
  92848. * Class used to make a bone look toward a point in space
  92849. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92850. */
  92851. var BoneLookController = /** @class */ (function () {
  92852. /**
  92853. * Create a BoneLookController
  92854. * @param mesh the mesh that the bone belongs to
  92855. * @param bone the bone that will be looking to the target
  92856. * @param target the target Vector3 to look at
  92857. * @param settings optional settings:
  92858. * * maxYaw: the maximum angle the bone will yaw to
  92859. * * minYaw: the minimum angle the bone will yaw to
  92860. * * maxPitch: the maximum angle the bone will pitch to
  92861. * * minPitch: the minimum angle the bone will yaw to
  92862. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92863. * * upAxis: the up axis of the coordinate system
  92864. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92865. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92866. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92867. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92868. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92869. * * adjustRoll: used to make an adjustment to the roll of the bone
  92870. **/
  92871. function BoneLookController(mesh, bone, target, options) {
  92872. /**
  92873. * The up axis of the coordinate system that is used when the bone is rotated
  92874. */
  92875. this.upAxis = BABYLON.Vector3.Up();
  92876. /**
  92877. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92878. */
  92879. this.upAxisSpace = BABYLON.Space.LOCAL;
  92880. /**
  92881. * Used to make an adjustment to the yaw of the bone
  92882. */
  92883. this.adjustYaw = 0;
  92884. /**
  92885. * Used to make an adjustment to the pitch of the bone
  92886. */
  92887. this.adjustPitch = 0;
  92888. /**
  92889. * Used to make an adjustment to the roll of the bone
  92890. */
  92891. this.adjustRoll = 0;
  92892. /**
  92893. * 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)
  92894. */
  92895. this.slerpAmount = 1;
  92896. this._boneQuat = BABYLON.Quaternion.Identity();
  92897. this._slerping = false;
  92898. this._firstFrameSkipped = false;
  92899. this._fowardAxis = BABYLON.Vector3.Forward();
  92900. this.mesh = mesh;
  92901. this.bone = bone;
  92902. this.target = target;
  92903. if (options) {
  92904. if (options.adjustYaw) {
  92905. this.adjustYaw = options.adjustYaw;
  92906. }
  92907. if (options.adjustPitch) {
  92908. this.adjustPitch = options.adjustPitch;
  92909. }
  92910. if (options.adjustRoll) {
  92911. this.adjustRoll = options.adjustRoll;
  92912. }
  92913. if (options.maxYaw != null) {
  92914. this.maxYaw = options.maxYaw;
  92915. }
  92916. else {
  92917. this.maxYaw = Math.PI;
  92918. }
  92919. if (options.minYaw != null) {
  92920. this.minYaw = options.minYaw;
  92921. }
  92922. else {
  92923. this.minYaw = -Math.PI;
  92924. }
  92925. if (options.maxPitch != null) {
  92926. this.maxPitch = options.maxPitch;
  92927. }
  92928. else {
  92929. this.maxPitch = Math.PI;
  92930. }
  92931. if (options.minPitch != null) {
  92932. this.minPitch = options.minPitch;
  92933. }
  92934. else {
  92935. this.minPitch = -Math.PI;
  92936. }
  92937. if (options.slerpAmount != null) {
  92938. this.slerpAmount = options.slerpAmount;
  92939. }
  92940. if (options.upAxis != null) {
  92941. this.upAxis = options.upAxis;
  92942. }
  92943. if (options.upAxisSpace != null) {
  92944. this.upAxisSpace = options.upAxisSpace;
  92945. }
  92946. if (options.yawAxis != null || options.pitchAxis != null) {
  92947. var newYawAxis = BABYLON.Axis.Y;
  92948. var newPitchAxis = BABYLON.Axis.X;
  92949. if (options.yawAxis != null) {
  92950. newYawAxis = options.yawAxis.clone();
  92951. newYawAxis.normalize();
  92952. }
  92953. if (options.pitchAxis != null) {
  92954. newPitchAxis = options.pitchAxis.clone();
  92955. newPitchAxis.normalize();
  92956. }
  92957. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92958. this._transformYawPitch = BABYLON.Matrix.Identity();
  92959. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92960. this._transformYawPitchInv = this._transformYawPitch.clone();
  92961. this._transformYawPitch.invert();
  92962. }
  92963. }
  92964. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92965. this.upAxisSpace = BABYLON.Space.LOCAL;
  92966. }
  92967. }
  92968. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92969. /**
  92970. * Gets or sets the minimum yaw angle that the bone can look to
  92971. */
  92972. get: function () {
  92973. return this._minYaw;
  92974. },
  92975. set: function (value) {
  92976. this._minYaw = value;
  92977. this._minYawSin = Math.sin(value);
  92978. this._minYawCos = Math.cos(value);
  92979. if (this._maxYaw != null) {
  92980. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92981. this._yawRange = this._maxYaw - this._minYaw;
  92982. }
  92983. },
  92984. enumerable: true,
  92985. configurable: true
  92986. });
  92987. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92988. /**
  92989. * Gets or sets the maximum yaw angle that the bone can look to
  92990. */
  92991. get: function () {
  92992. return this._maxYaw;
  92993. },
  92994. set: function (value) {
  92995. this._maxYaw = value;
  92996. this._maxYawSin = Math.sin(value);
  92997. this._maxYawCos = Math.cos(value);
  92998. if (this._minYaw != null) {
  92999. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93000. this._yawRange = this._maxYaw - this._minYaw;
  93001. }
  93002. },
  93003. enumerable: true,
  93004. configurable: true
  93005. });
  93006. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93007. /**
  93008. * Gets or sets the minimum pitch angle that the bone can look to
  93009. */
  93010. get: function () {
  93011. return this._minPitch;
  93012. },
  93013. set: function (value) {
  93014. this._minPitch = value;
  93015. this._minPitchTan = Math.tan(value);
  93016. },
  93017. enumerable: true,
  93018. configurable: true
  93019. });
  93020. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93021. /**
  93022. * Gets or sets the maximum pitch angle that the bone can look to
  93023. */
  93024. get: function () {
  93025. return this._maxPitch;
  93026. },
  93027. set: function (value) {
  93028. this._maxPitch = value;
  93029. this._maxPitchTan = Math.tan(value);
  93030. },
  93031. enumerable: true,
  93032. configurable: true
  93033. });
  93034. /**
  93035. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93036. */
  93037. BoneLookController.prototype.update = function () {
  93038. //skip the first frame when slerping so that the mesh rotation is correct
  93039. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93040. this._firstFrameSkipped = true;
  93041. return;
  93042. }
  93043. var bone = this.bone;
  93044. var bonePos = BoneLookController._tmpVecs[0];
  93045. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93046. var target = this.target;
  93047. var _tmpMat1 = BoneLookController._tmpMats[0];
  93048. var _tmpMat2 = BoneLookController._tmpMats[1];
  93049. var mesh = this.mesh;
  93050. var parentBone = bone.getParent();
  93051. var upAxis = BoneLookController._tmpVecs[1];
  93052. upAxis.copyFrom(this.upAxis);
  93053. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93054. if (this._transformYawPitch) {
  93055. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93056. }
  93057. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93058. }
  93059. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93060. mesh.getDirectionToRef(upAxis, upAxis);
  93061. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93062. upAxis.normalize();
  93063. }
  93064. }
  93065. var checkYaw = false;
  93066. var checkPitch = false;
  93067. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93068. checkYaw = true;
  93069. }
  93070. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93071. checkPitch = true;
  93072. }
  93073. if (checkYaw || checkPitch) {
  93074. var spaceMat = BoneLookController._tmpMats[2];
  93075. var spaceMatInv = BoneLookController._tmpMats[3];
  93076. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93077. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93078. }
  93079. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93080. spaceMat.copyFrom(mesh.getWorldMatrix());
  93081. }
  93082. else {
  93083. var forwardAxis = BoneLookController._tmpVecs[2];
  93084. forwardAxis.copyFrom(this._fowardAxis);
  93085. if (this._transformYawPitch) {
  93086. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93087. }
  93088. if (parentBone) {
  93089. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93090. }
  93091. else {
  93092. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93093. }
  93094. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93095. rightAxis.normalize();
  93096. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93097. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93098. }
  93099. spaceMat.invertToRef(spaceMatInv);
  93100. var xzlen = null;
  93101. if (checkPitch) {
  93102. var localTarget = BoneLookController._tmpVecs[3];
  93103. target.subtractToRef(bonePos, localTarget);
  93104. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93105. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93106. var pitch = Math.atan2(localTarget.y, xzlen);
  93107. var newPitch = pitch;
  93108. if (pitch > this._maxPitch) {
  93109. localTarget.y = this._maxPitchTan * xzlen;
  93110. newPitch = this._maxPitch;
  93111. }
  93112. else if (pitch < this._minPitch) {
  93113. localTarget.y = this._minPitchTan * xzlen;
  93114. newPitch = this._minPitch;
  93115. }
  93116. if (pitch != newPitch) {
  93117. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93118. localTarget.addInPlace(bonePos);
  93119. target = localTarget;
  93120. }
  93121. }
  93122. if (checkYaw) {
  93123. var localTarget = BoneLookController._tmpVecs[4];
  93124. target.subtractToRef(bonePos, localTarget);
  93125. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93126. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93127. var newYaw = yaw;
  93128. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93129. if (xzlen == null) {
  93130. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93131. }
  93132. if (this._yawRange > Math.PI) {
  93133. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93134. localTarget.z = this._maxYawCos * xzlen;
  93135. localTarget.x = this._maxYawSin * xzlen;
  93136. newYaw = this._maxYaw;
  93137. }
  93138. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93139. localTarget.z = this._minYawCos * xzlen;
  93140. localTarget.x = this._minYawSin * xzlen;
  93141. newYaw = this._minYaw;
  93142. }
  93143. }
  93144. else {
  93145. if (yaw > this._maxYaw) {
  93146. localTarget.z = this._maxYawCos * xzlen;
  93147. localTarget.x = this._maxYawSin * xzlen;
  93148. newYaw = this._maxYaw;
  93149. }
  93150. else if (yaw < this._minYaw) {
  93151. localTarget.z = this._minYawCos * xzlen;
  93152. localTarget.x = this._minYawSin * xzlen;
  93153. newYaw = this._minYaw;
  93154. }
  93155. }
  93156. }
  93157. if (this._slerping && this._yawRange > Math.PI) {
  93158. //are we going to be crossing into the min/max region?
  93159. var boneFwd = BoneLookController._tmpVecs[8];
  93160. boneFwd.copyFrom(BABYLON.Axis.Z);
  93161. if (this._transformYawPitch) {
  93162. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93163. }
  93164. var boneRotMat = BoneLookController._tmpMats[4];
  93165. this._boneQuat.toRotationMatrix(boneRotMat);
  93166. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93167. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93168. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93169. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93170. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93171. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93172. if (angBtwTar > angBtwMidYaw) {
  93173. if (xzlen == null) {
  93174. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93175. }
  93176. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93177. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93178. if (angBtwMin < angBtwMax) {
  93179. newYaw = boneYaw + Math.PI * .75;
  93180. localTarget.z = Math.cos(newYaw) * xzlen;
  93181. localTarget.x = Math.sin(newYaw) * xzlen;
  93182. }
  93183. else {
  93184. newYaw = boneYaw - Math.PI * .75;
  93185. localTarget.z = Math.cos(newYaw) * xzlen;
  93186. localTarget.x = Math.sin(newYaw) * xzlen;
  93187. }
  93188. }
  93189. }
  93190. if (yaw != newYaw) {
  93191. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93192. localTarget.addInPlace(bonePos);
  93193. target = localTarget;
  93194. }
  93195. }
  93196. }
  93197. var zaxis = BoneLookController._tmpVecs[5];
  93198. var xaxis = BoneLookController._tmpVecs[6];
  93199. var yaxis = BoneLookController._tmpVecs[7];
  93200. var _tmpQuat = BoneLookController._tmpQuat;
  93201. target.subtractToRef(bonePos, zaxis);
  93202. zaxis.normalize();
  93203. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93204. xaxis.normalize();
  93205. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93206. yaxis.normalize();
  93207. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93208. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93209. return;
  93210. }
  93211. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93212. return;
  93213. }
  93214. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93215. return;
  93216. }
  93217. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93218. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93219. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93220. }
  93221. if (this.slerpAmount < 1) {
  93222. if (!this._slerping) {
  93223. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93224. }
  93225. if (this._transformYawPitch) {
  93226. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93227. }
  93228. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93229. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93230. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93231. this._slerping = true;
  93232. }
  93233. else {
  93234. if (this._transformYawPitch) {
  93235. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93236. }
  93237. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93238. this._slerping = false;
  93239. }
  93240. };
  93241. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93242. var angDiff = ang2 - ang1;
  93243. angDiff %= Math.PI * 2;
  93244. if (angDiff > Math.PI) {
  93245. angDiff -= Math.PI * 2;
  93246. }
  93247. else if (angDiff < -Math.PI) {
  93248. angDiff += Math.PI * 2;
  93249. }
  93250. return angDiff;
  93251. };
  93252. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93253. ang1 %= (2 * Math.PI);
  93254. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93255. ang2 %= (2 * Math.PI);
  93256. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93257. var ab = 0;
  93258. if (ang1 < ang2) {
  93259. ab = ang2 - ang1;
  93260. }
  93261. else {
  93262. ab = ang1 - ang2;
  93263. }
  93264. if (ab > Math.PI) {
  93265. ab = Math.PI * 2 - ab;
  93266. }
  93267. return ab;
  93268. };
  93269. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93270. ang %= (2 * Math.PI);
  93271. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93272. ang1 %= (2 * Math.PI);
  93273. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93274. ang2 %= (2 * Math.PI);
  93275. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93276. if (ang1 < ang2) {
  93277. if (ang > ang1 && ang < ang2) {
  93278. return true;
  93279. }
  93280. }
  93281. else {
  93282. if (ang > ang2 && ang < ang1) {
  93283. return true;
  93284. }
  93285. }
  93286. return false;
  93287. };
  93288. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93289. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93290. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93291. return BoneLookController;
  93292. }());
  93293. BABYLON.BoneLookController = BoneLookController;
  93294. })(BABYLON || (BABYLON = {}));
  93295. //# sourceMappingURL=babylon.boneLookController.js.map
  93296. var BABYLON;
  93297. (function (BABYLON) {
  93298. /**
  93299. * Class used to handle skinning animations
  93300. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93301. */
  93302. var Skeleton = /** @class */ (function () {
  93303. /**
  93304. * Creates a new skeleton
  93305. * @param name defines the skeleton name
  93306. * @param id defines the skeleton Id
  93307. * @param scene defines the hosting scene
  93308. */
  93309. function Skeleton(
  93310. /** defines the skeleton name */
  93311. name,
  93312. /** defines the skeleton Id */
  93313. id, scene) {
  93314. this.name = name;
  93315. this.id = id;
  93316. /**
  93317. * Gets the list of child bones
  93318. */
  93319. this.bones = new Array();
  93320. /**
  93321. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93322. */
  93323. this.needInitialSkinMatrix = false;
  93324. this._isDirty = true;
  93325. this._meshesWithPoseMatrix = new Array();
  93326. this._identity = BABYLON.Matrix.Identity();
  93327. this._ranges = {};
  93328. this._lastAbsoluteTransformsUpdateId = -1;
  93329. this._canUseTextureForBones = false;
  93330. /**
  93331. * Specifies if the skeleton should be serialized
  93332. */
  93333. this.doNotSerialize = false;
  93334. /**
  93335. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93336. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93337. */
  93338. this.useTextureToStoreBoneMatrices = true;
  93339. this._animationPropertiesOverride = null;
  93340. // Events
  93341. /**
  93342. * An observable triggered before computing the skeleton's matrices
  93343. */
  93344. this.onBeforeComputeObservable = new BABYLON.Observable();
  93345. this.bones = [];
  93346. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93347. this._scene.skeletons.push(this);
  93348. //make sure it will recalculate the matrix next time prepare is called.
  93349. this._isDirty = true;
  93350. var engineCaps = this._scene.getEngine().getCaps();
  93351. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93352. }
  93353. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93354. /**
  93355. * Gets or sets the animation properties override
  93356. */
  93357. get: function () {
  93358. if (!this._animationPropertiesOverride) {
  93359. return this._scene.animationPropertiesOverride;
  93360. }
  93361. return this._animationPropertiesOverride;
  93362. },
  93363. set: function (value) {
  93364. this._animationPropertiesOverride = value;
  93365. },
  93366. enumerable: true,
  93367. configurable: true
  93368. });
  93369. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93370. /**
  93371. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93372. */
  93373. get: function () {
  93374. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93375. },
  93376. enumerable: true,
  93377. configurable: true
  93378. });
  93379. // Members
  93380. /**
  93381. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93382. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93383. * @returns a Float32Array containing matrices data
  93384. */
  93385. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93386. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93387. return mesh._bonesTransformMatrices;
  93388. }
  93389. if (!this._transformMatrices) {
  93390. this.prepare();
  93391. }
  93392. return this._transformMatrices;
  93393. };
  93394. /**
  93395. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93396. * @returns a raw texture containing the data
  93397. */
  93398. Skeleton.prototype.getTransformMatrixTexture = function () {
  93399. return this._transformMatrixTexture;
  93400. };
  93401. /**
  93402. * Gets the current hosting scene
  93403. * @returns a scene object
  93404. */
  93405. Skeleton.prototype.getScene = function () {
  93406. return this._scene;
  93407. };
  93408. // Methods
  93409. /**
  93410. * Gets a string representing the current skeleton data
  93411. * @param fullDetails defines a boolean indicating if we want a verbose version
  93412. * @returns a string representing the current skeleton data
  93413. */
  93414. Skeleton.prototype.toString = function (fullDetails) {
  93415. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93416. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93417. if (fullDetails) {
  93418. ret += ", Ranges: {";
  93419. var first = true;
  93420. for (var name_1 in this._ranges) {
  93421. if (first) {
  93422. ret += ", ";
  93423. first = false;
  93424. }
  93425. ret += name_1;
  93426. }
  93427. ret += "}";
  93428. }
  93429. return ret;
  93430. };
  93431. /**
  93432. * Get bone's index searching by name
  93433. * @param name defines bone's name to search for
  93434. * @return the indice of the bone. Returns -1 if not found
  93435. */
  93436. Skeleton.prototype.getBoneIndexByName = function (name) {
  93437. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93438. if (this.bones[boneIndex].name === name) {
  93439. return boneIndex;
  93440. }
  93441. }
  93442. return -1;
  93443. };
  93444. /**
  93445. * Creater a new animation range
  93446. * @param name defines the name of the range
  93447. * @param from defines the start key
  93448. * @param to defines the end key
  93449. */
  93450. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93451. // check name not already in use
  93452. if (!this._ranges[name]) {
  93453. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93454. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93455. if (this.bones[i].animations[0]) {
  93456. this.bones[i].animations[0].createRange(name, from, to);
  93457. }
  93458. }
  93459. }
  93460. };
  93461. /**
  93462. * Delete a specific animation range
  93463. * @param name defines the name of the range
  93464. * @param deleteFrames defines if frames must be removed as well
  93465. */
  93466. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93467. if (deleteFrames === void 0) { deleteFrames = true; }
  93468. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93469. if (this.bones[i].animations[0]) {
  93470. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93471. }
  93472. }
  93473. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93474. };
  93475. /**
  93476. * Gets a specific animation range
  93477. * @param name defines the name of the range to look for
  93478. * @returns the requested animation range or null if not found
  93479. */
  93480. Skeleton.prototype.getAnimationRange = function (name) {
  93481. return this._ranges[name];
  93482. };
  93483. /**
  93484. * Gets the list of all animation ranges defined on this skeleton
  93485. * @returns an array
  93486. */
  93487. Skeleton.prototype.getAnimationRanges = function () {
  93488. var animationRanges = [];
  93489. var name;
  93490. var i = 0;
  93491. for (name in this._ranges) {
  93492. animationRanges[i] = this._ranges[name];
  93493. i++;
  93494. }
  93495. return animationRanges;
  93496. };
  93497. /**
  93498. * Copy animation range from a source skeleton.
  93499. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93500. * @param source defines the source skeleton
  93501. * @param name defines the name of the range to copy
  93502. * @param rescaleAsRequired defines if rescaling must be applied if required
  93503. * @returns true if operation was successful
  93504. */
  93505. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93506. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93507. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93508. return false;
  93509. }
  93510. var ret = true;
  93511. var frameOffset = this._getHighestAnimationFrame() + 1;
  93512. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93513. var boneDict = {};
  93514. var sourceBones = source.bones;
  93515. var nBones;
  93516. var i;
  93517. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93518. boneDict[sourceBones[i].name] = sourceBones[i];
  93519. }
  93520. if (this.bones.length !== sourceBones.length) {
  93521. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93522. ret = false;
  93523. }
  93524. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93525. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93526. var boneName = this.bones[i].name;
  93527. var sourceBone = boneDict[boneName];
  93528. if (sourceBone) {
  93529. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93530. }
  93531. else {
  93532. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93533. ret = false;
  93534. }
  93535. }
  93536. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93537. var range = source.getAnimationRange(name);
  93538. if (range) {
  93539. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93540. }
  93541. return ret;
  93542. };
  93543. /**
  93544. * Forces the skeleton to go to rest pose
  93545. */
  93546. Skeleton.prototype.returnToRest = function () {
  93547. for (var index = 0; index < this.bones.length; index++) {
  93548. this.bones[index].returnToRest();
  93549. }
  93550. };
  93551. Skeleton.prototype._getHighestAnimationFrame = function () {
  93552. var ret = 0;
  93553. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93554. if (this.bones[i].animations[0]) {
  93555. var highest = this.bones[i].animations[0].getHighestFrame();
  93556. if (ret < highest) {
  93557. ret = highest;
  93558. }
  93559. }
  93560. }
  93561. return ret;
  93562. };
  93563. /**
  93564. * Begin a specific animation range
  93565. * @param name defines the name of the range to start
  93566. * @param loop defines if looping must be turned on (false by default)
  93567. * @param speedRatio defines the speed ratio to apply (1 by default)
  93568. * @param onAnimationEnd defines a callback which will be called when animation will end
  93569. * @returns a new animatable
  93570. */
  93571. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93572. var range = this.getAnimationRange(name);
  93573. if (!range) {
  93574. return null;
  93575. }
  93576. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93577. };
  93578. /** @hidden */
  93579. Skeleton.prototype._markAsDirty = function () {
  93580. this._isDirty = true;
  93581. };
  93582. /** @hidden */
  93583. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93584. this._meshesWithPoseMatrix.push(mesh);
  93585. };
  93586. /** @hidden */
  93587. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93588. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93589. if (index > -1) {
  93590. this._meshesWithPoseMatrix.splice(index, 1);
  93591. }
  93592. };
  93593. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93594. this.onBeforeComputeObservable.notifyObservers(this);
  93595. for (var index = 0; index < this.bones.length; index++) {
  93596. var bone = this.bones[index];
  93597. var parentBone = bone.getParent();
  93598. if (parentBone) {
  93599. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93600. }
  93601. else {
  93602. if (initialSkinMatrix) {
  93603. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93604. }
  93605. else {
  93606. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93607. }
  93608. }
  93609. if (bone._index !== -1) {
  93610. var mappedIndex = bone._index === null ? index : bone._index;
  93611. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93612. }
  93613. }
  93614. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93615. };
  93616. /**
  93617. * Build all resources required to render a skeleton
  93618. */
  93619. Skeleton.prototype.prepare = function () {
  93620. if (!this._isDirty) {
  93621. return;
  93622. }
  93623. if (this.needInitialSkinMatrix) {
  93624. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93625. var mesh = this._meshesWithPoseMatrix[index];
  93626. var poseMatrix = mesh.getPoseMatrix();
  93627. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93628. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93629. }
  93630. if (this._synchronizedWithMesh !== mesh) {
  93631. this._synchronizedWithMesh = mesh;
  93632. // Prepare bones
  93633. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93634. var bone = this.bones[boneIndex];
  93635. if (!bone.getParent()) {
  93636. var matrix = bone.getBaseMatrix();
  93637. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93638. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93639. }
  93640. }
  93641. }
  93642. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93643. }
  93644. }
  93645. else {
  93646. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93647. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93648. if (this.isUsingTextureForMatrices) {
  93649. if (this._transformMatrixTexture) {
  93650. this._transformMatrixTexture.dispose();
  93651. }
  93652. 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);
  93653. }
  93654. }
  93655. this._computeTransformMatrices(this._transformMatrices, null);
  93656. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93657. this._transformMatrixTexture.update(this._transformMatrices);
  93658. }
  93659. }
  93660. this._isDirty = false;
  93661. this._scene._activeBones.addCount(this.bones.length, false);
  93662. };
  93663. /**
  93664. * Gets the list of animatables currently running for this skeleton
  93665. * @returns an array of animatables
  93666. */
  93667. Skeleton.prototype.getAnimatables = function () {
  93668. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93669. this._animatables = [];
  93670. for (var index = 0; index < this.bones.length; index++) {
  93671. this._animatables.push(this.bones[index]);
  93672. }
  93673. }
  93674. return this._animatables;
  93675. };
  93676. /**
  93677. * Clone the current skeleton
  93678. * @param name defines the name of the new skeleton
  93679. * @param id defines the id of the enw skeleton
  93680. * @returns the new skeleton
  93681. */
  93682. Skeleton.prototype.clone = function (name, id) {
  93683. var result = new Skeleton(name, id || name, this._scene);
  93684. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93685. for (var index = 0; index < this.bones.length; index++) {
  93686. var source = this.bones[index];
  93687. var parentBone = null;
  93688. var parent_1 = source.getParent();
  93689. if (parent_1) {
  93690. var parentIndex = this.bones.indexOf(parent_1);
  93691. parentBone = result.bones[parentIndex];
  93692. }
  93693. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93694. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93695. }
  93696. if (this._ranges) {
  93697. result._ranges = {};
  93698. for (var rangeName in this._ranges) {
  93699. var range = this._ranges[rangeName];
  93700. if (range) {
  93701. result._ranges[rangeName] = range.clone();
  93702. }
  93703. }
  93704. }
  93705. this._isDirty = true;
  93706. return result;
  93707. };
  93708. /**
  93709. * Enable animation blending for this skeleton
  93710. * @param blendingSpeed defines the blending speed to apply
  93711. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93712. */
  93713. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93714. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93715. this.bones.forEach(function (bone) {
  93716. bone.animations.forEach(function (animation) {
  93717. animation.enableBlending = true;
  93718. animation.blendingSpeed = blendingSpeed;
  93719. });
  93720. });
  93721. };
  93722. /**
  93723. * Releases all resources associated with the current skeleton
  93724. */
  93725. Skeleton.prototype.dispose = function () {
  93726. this._meshesWithPoseMatrix = [];
  93727. // Animations
  93728. this.getScene().stopAnimation(this);
  93729. // Remove from scene
  93730. this.getScene().removeSkeleton(this);
  93731. if (this._transformMatrixTexture) {
  93732. this._transformMatrixTexture.dispose();
  93733. this._transformMatrixTexture = null;
  93734. }
  93735. };
  93736. /**
  93737. * Serialize the skeleton in a JSON object
  93738. * @returns a JSON object
  93739. */
  93740. Skeleton.prototype.serialize = function () {
  93741. var serializationObject = {};
  93742. serializationObject.name = this.name;
  93743. serializationObject.id = this.id;
  93744. if (this.dimensionsAtRest) {
  93745. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93746. }
  93747. serializationObject.bones = [];
  93748. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93749. for (var index = 0; index < this.bones.length; index++) {
  93750. var bone = this.bones[index];
  93751. var parent_2 = bone.getParent();
  93752. var serializedBone = {
  93753. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93754. name: bone.name,
  93755. matrix: bone.getBaseMatrix().toArray(),
  93756. rest: bone.getRestPose().toArray()
  93757. };
  93758. serializationObject.bones.push(serializedBone);
  93759. if (bone.length) {
  93760. serializedBone.length = bone.length;
  93761. }
  93762. if (bone.metadata) {
  93763. serializedBone.metadata = bone.metadata;
  93764. }
  93765. if (bone.animations && bone.animations.length > 0) {
  93766. serializedBone.animation = bone.animations[0].serialize();
  93767. }
  93768. serializationObject.ranges = [];
  93769. for (var name in this._ranges) {
  93770. var source = this._ranges[name];
  93771. if (!source) {
  93772. continue;
  93773. }
  93774. var range = {};
  93775. range.name = name;
  93776. range.from = source.from;
  93777. range.to = source.to;
  93778. serializationObject.ranges.push(range);
  93779. }
  93780. }
  93781. return serializationObject;
  93782. };
  93783. /**
  93784. * Creates a new skeleton from serialized data
  93785. * @param parsedSkeleton defines the serialized data
  93786. * @param scene defines the hosting scene
  93787. * @returns a new skeleton
  93788. */
  93789. Skeleton.Parse = function (parsedSkeleton, scene) {
  93790. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93791. if (parsedSkeleton.dimensionsAtRest) {
  93792. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93793. }
  93794. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93795. var index;
  93796. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93797. var parsedBone = parsedSkeleton.bones[index];
  93798. var parentBone = null;
  93799. if (parsedBone.parentBoneIndex > -1) {
  93800. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93801. }
  93802. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93803. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93804. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93805. bone.id = parsedBone.id;
  93806. }
  93807. if (parsedBone.length) {
  93808. bone.length = parsedBone.length;
  93809. }
  93810. if (parsedBone.metadata) {
  93811. bone.metadata = parsedBone.metadata;
  93812. }
  93813. if (parsedBone.animation) {
  93814. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93815. }
  93816. }
  93817. // placed after bones, so createAnimationRange can cascade down
  93818. if (parsedSkeleton.ranges) {
  93819. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93820. var data = parsedSkeleton.ranges[index];
  93821. skeleton.createAnimationRange(data.name, data.from, data.to);
  93822. }
  93823. }
  93824. return skeleton;
  93825. };
  93826. /**
  93827. * Compute all node absolute transforms
  93828. * @param forceUpdate defines if computation must be done even if cache is up to date
  93829. */
  93830. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93831. if (forceUpdate === void 0) { forceUpdate = false; }
  93832. var renderId = this._scene.getRenderId();
  93833. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93834. this.bones[0].computeAbsoluteTransforms();
  93835. this._lastAbsoluteTransformsUpdateId = renderId;
  93836. }
  93837. };
  93838. /**
  93839. * Gets the root pose matrix
  93840. * @returns a matrix
  93841. */
  93842. Skeleton.prototype.getPoseMatrix = function () {
  93843. var poseMatrix = null;
  93844. if (this._meshesWithPoseMatrix.length > 0) {
  93845. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93846. }
  93847. return poseMatrix;
  93848. };
  93849. /**
  93850. * Sorts bones per internal index
  93851. */
  93852. Skeleton.prototype.sortBones = function () {
  93853. var bones = new Array();
  93854. var visited = new Array(this.bones.length);
  93855. for (var index = 0; index < this.bones.length; index++) {
  93856. this._sortBones(index, bones, visited);
  93857. }
  93858. this.bones = bones;
  93859. };
  93860. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93861. if (visited[index]) {
  93862. return;
  93863. }
  93864. visited[index] = true;
  93865. var bone = this.bones[index];
  93866. if (bone._index === undefined) {
  93867. bone._index = index;
  93868. }
  93869. var parentBone = bone.getParent();
  93870. if (parentBone) {
  93871. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93872. }
  93873. bones.push(bone);
  93874. };
  93875. return Skeleton;
  93876. }());
  93877. BABYLON.Skeleton = Skeleton;
  93878. })(BABYLON || (BABYLON = {}));
  93879. //# sourceMappingURL=babylon.skeleton.js.map
  93880. var BABYLON;
  93881. (function (BABYLON) {
  93882. /**
  93883. * This groups tools to convert HDR texture to native colors array.
  93884. */
  93885. var HDRTools = /** @class */ (function () {
  93886. function HDRTools() {
  93887. }
  93888. HDRTools.Ldexp = function (mantissa, exponent) {
  93889. if (exponent > 1023) {
  93890. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93891. }
  93892. if (exponent < -1074) {
  93893. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93894. }
  93895. return mantissa * Math.pow(2, exponent);
  93896. };
  93897. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93898. if (exponent > 0) { /*nonzero pixel*/
  93899. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93900. float32array[index + 0] = red * exponent;
  93901. float32array[index + 1] = green * exponent;
  93902. float32array[index + 2] = blue * exponent;
  93903. }
  93904. else {
  93905. float32array[index + 0] = 0;
  93906. float32array[index + 1] = 0;
  93907. float32array[index + 2] = 0;
  93908. }
  93909. };
  93910. HDRTools.readStringLine = function (uint8array, startIndex) {
  93911. var line = "";
  93912. var character = "";
  93913. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93914. character = String.fromCharCode(uint8array[i]);
  93915. if (character == "\n") {
  93916. break;
  93917. }
  93918. line += character;
  93919. }
  93920. return line;
  93921. };
  93922. /**
  93923. * Reads header information from an RGBE texture stored in a native array.
  93924. * More information on this format are available here:
  93925. * https://en.wikipedia.org/wiki/RGBE_image_format
  93926. *
  93927. * @param uint8array The binary file stored in native array.
  93928. * @return The header information.
  93929. */
  93930. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93931. var height = 0;
  93932. var width = 0;
  93933. var line = this.readStringLine(uint8array, 0);
  93934. if (line[0] != '#' || line[1] != '?') {
  93935. throw "Bad HDR Format.";
  93936. }
  93937. var endOfHeader = false;
  93938. var findFormat = false;
  93939. var lineIndex = 0;
  93940. do {
  93941. lineIndex += (line.length + 1);
  93942. line = this.readStringLine(uint8array, lineIndex);
  93943. if (line == "FORMAT=32-bit_rle_rgbe") {
  93944. findFormat = true;
  93945. }
  93946. else if (line.length == 0) {
  93947. endOfHeader = true;
  93948. }
  93949. } while (!endOfHeader);
  93950. if (!findFormat) {
  93951. throw "HDR Bad header format, unsupported FORMAT";
  93952. }
  93953. lineIndex += (line.length + 1);
  93954. line = this.readStringLine(uint8array, lineIndex);
  93955. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93956. var match = sizeRegexp.exec(line);
  93957. // TODO. Support +Y and -X if needed.
  93958. if (!match || match.length < 3) {
  93959. throw "HDR Bad header format, no size";
  93960. }
  93961. width = parseInt(match[2]);
  93962. height = parseInt(match[1]);
  93963. if (width < 8 || width > 0x7fff) {
  93964. throw "HDR Bad header format, unsupported size";
  93965. }
  93966. lineIndex += (line.length + 1);
  93967. return {
  93968. height: height,
  93969. width: width,
  93970. dataPosition: lineIndex
  93971. };
  93972. };
  93973. /**
  93974. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93975. * This RGBE texture needs to store the information as a panorama.
  93976. *
  93977. * More information on this format are available here:
  93978. * https://en.wikipedia.org/wiki/RGBE_image_format
  93979. *
  93980. * @param buffer The binary file stored in an array buffer.
  93981. * @param size The expected size of the extracted cubemap.
  93982. * @return The Cube Map information.
  93983. */
  93984. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93985. var uint8array = new Uint8Array(buffer);
  93986. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93987. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93988. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93989. return cubeMapData;
  93990. };
  93991. /**
  93992. * Returns the pixels data extracted from an RGBE texture.
  93993. * This pixels will be stored left to right up to down in the R G B order in one array.
  93994. *
  93995. * More information on this format are available here:
  93996. * https://en.wikipedia.org/wiki/RGBE_image_format
  93997. *
  93998. * @param uint8array The binary file stored in an array buffer.
  93999. * @param hdrInfo The header information of the file.
  94000. * @return The pixels data in RGB right to left up to down order.
  94001. */
  94002. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94003. // Keep for multi format supports.
  94004. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94005. };
  94006. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94007. var num_scanlines = hdrInfo.height;
  94008. var scanline_width = hdrInfo.width;
  94009. var a, b, c, d, count;
  94010. var dataIndex = hdrInfo.dataPosition;
  94011. var index = 0, endIndex = 0, i = 0;
  94012. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94013. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94014. // 3 channels of 4 bytes per pixel in float.
  94015. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94016. var resultArray = new Float32Array(resultBuffer);
  94017. // read in each successive scanline
  94018. while (num_scanlines > 0) {
  94019. a = uint8array[dataIndex++];
  94020. b = uint8array[dataIndex++];
  94021. c = uint8array[dataIndex++];
  94022. d = uint8array[dataIndex++];
  94023. if (a != 2 || b != 2 || (c & 0x80)) {
  94024. // this file is not run length encoded
  94025. throw "HDR Bad header format, not RLE";
  94026. }
  94027. if (((c << 8) | d) != scanline_width) {
  94028. throw "HDR Bad header format, wrong scan line width";
  94029. }
  94030. index = 0;
  94031. // read each of the four channels for the scanline into the buffer
  94032. for (i = 0; i < 4; i++) {
  94033. endIndex = (i + 1) * scanline_width;
  94034. while (index < endIndex) {
  94035. a = uint8array[dataIndex++];
  94036. b = uint8array[dataIndex++];
  94037. if (a > 128) {
  94038. // a run of the same value
  94039. count = a - 128;
  94040. if ((count == 0) || (count > endIndex - index)) {
  94041. throw "HDR Bad Format, bad scanline data (run)";
  94042. }
  94043. while (count-- > 0) {
  94044. scanLineArray[index++] = b;
  94045. }
  94046. }
  94047. else {
  94048. // a non-run
  94049. count = a;
  94050. if ((count == 0) || (count > endIndex - index)) {
  94051. throw "HDR Bad Format, bad scanline data (non-run)";
  94052. }
  94053. scanLineArray[index++] = b;
  94054. if (--count > 0) {
  94055. for (var j = 0; j < count; j++) {
  94056. scanLineArray[index++] = uint8array[dataIndex++];
  94057. }
  94058. }
  94059. }
  94060. }
  94061. }
  94062. // now convert data from buffer into floats
  94063. for (i = 0; i < scanline_width; i++) {
  94064. a = scanLineArray[i];
  94065. b = scanLineArray[i + scanline_width];
  94066. c = scanLineArray[i + 2 * scanline_width];
  94067. d = scanLineArray[i + 3 * scanline_width];
  94068. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94069. }
  94070. num_scanlines--;
  94071. }
  94072. return resultArray;
  94073. };
  94074. return HDRTools;
  94075. }());
  94076. BABYLON.HDRTools = HDRTools;
  94077. })(BABYLON || (BABYLON = {}));
  94078. //# sourceMappingURL=babylon.hdr.js.map
  94079. var BABYLON;
  94080. (function (BABYLON) {
  94081. /**
  94082. * This represents a texture coming from an HDR input.
  94083. *
  94084. * The only supported format is currently panorama picture stored in RGBE format.
  94085. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94086. */
  94087. var HDRCubeTexture = /** @class */ (function (_super) {
  94088. __extends(HDRCubeTexture, _super);
  94089. /**
  94090. * Instantiates an HDRTexture from the following parameters.
  94091. *
  94092. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94093. * @param scene The scene the texture will be used in
  94094. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94095. * @param noMipmap Forces to not generate the mipmap if true
  94096. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94097. * @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)
  94098. * @param reserved Reserved flag for internal use.
  94099. */
  94100. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94101. if (noMipmap === void 0) { noMipmap = false; }
  94102. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94103. if (gammaSpace === void 0) { gammaSpace = false; }
  94104. if (reserved === void 0) { reserved = false; }
  94105. if (onLoad === void 0) { onLoad = null; }
  94106. if (onError === void 0) { onError = null; }
  94107. var _this = _super.call(this, scene) || this;
  94108. _this._generateHarmonics = true;
  94109. _this._onLoad = null;
  94110. _this._onError = null;
  94111. /**
  94112. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94113. */
  94114. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94115. _this._isBlocking = true;
  94116. _this._rotationY = 0;
  94117. /**
  94118. * Gets or sets the center of the bounding box associated with the cube texture
  94119. * It must define where the camera used to render the texture was set
  94120. */
  94121. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94122. if (!url) {
  94123. return _this;
  94124. }
  94125. _this.name = url;
  94126. _this.url = url;
  94127. _this.hasAlpha = false;
  94128. _this.isCube = true;
  94129. _this._textureMatrix = BABYLON.Matrix.Identity();
  94130. _this._onLoad = onLoad;
  94131. _this._onError = onError;
  94132. _this.gammaSpace = gammaSpace;
  94133. _this._noMipmap = noMipmap;
  94134. _this._size = size;
  94135. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94136. if (!_this._texture) {
  94137. if (!scene.useDelayedTextureLoading) {
  94138. _this.loadTexture();
  94139. }
  94140. else {
  94141. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94142. }
  94143. }
  94144. return _this;
  94145. }
  94146. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94147. /**
  94148. * Gets wether or not the texture is blocking during loading.
  94149. */
  94150. get: function () {
  94151. return this._isBlocking;
  94152. },
  94153. /**
  94154. * Sets wether or not the texture is blocking during loading.
  94155. */
  94156. set: function (value) {
  94157. this._isBlocking = value;
  94158. },
  94159. enumerable: true,
  94160. configurable: true
  94161. });
  94162. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94163. /**
  94164. * Gets texture matrix rotation angle around Y axis radians.
  94165. */
  94166. get: function () {
  94167. return this._rotationY;
  94168. },
  94169. /**
  94170. * Sets texture matrix rotation angle around Y axis in radians.
  94171. */
  94172. set: function (value) {
  94173. this._rotationY = value;
  94174. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94175. },
  94176. enumerable: true,
  94177. configurable: true
  94178. });
  94179. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94180. get: function () {
  94181. return this._boundingBoxSize;
  94182. },
  94183. /**
  94184. * Gets or sets the size of the bounding box associated with the cube texture
  94185. * When defined, the cubemap will switch to local mode
  94186. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94187. * @example https://www.babylonjs-playground.com/#RNASML
  94188. */
  94189. set: function (value) {
  94190. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94191. return;
  94192. }
  94193. this._boundingBoxSize = value;
  94194. var scene = this.getScene();
  94195. if (scene) {
  94196. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94197. }
  94198. },
  94199. enumerable: true,
  94200. configurable: true
  94201. });
  94202. /**
  94203. * Occurs when the file is raw .hdr file.
  94204. */
  94205. HDRCubeTexture.prototype.loadTexture = function () {
  94206. var _this = this;
  94207. var callback = function (buffer) {
  94208. _this.lodGenerationOffset = 0.0;
  94209. _this.lodGenerationScale = 0.8;
  94210. var scene = _this.getScene();
  94211. if (!scene) {
  94212. return null;
  94213. }
  94214. // Extract the raw linear data.
  94215. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94216. // Generate harmonics if needed.
  94217. if (_this._generateHarmonics) {
  94218. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94219. _this.sphericalPolynomial = sphericalPolynomial;
  94220. }
  94221. var results = [];
  94222. var byteArray = null;
  94223. // Push each faces.
  94224. for (var j = 0; j < 6; j++) {
  94225. // Create uintarray fallback.
  94226. if (!scene.getEngine().getCaps().textureFloat) {
  94227. // 3 channels of 1 bytes per pixel in bytes.
  94228. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94229. byteArray = new Uint8Array(byteBuffer);
  94230. }
  94231. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94232. // If special cases.
  94233. if (_this.gammaSpace || byteArray) {
  94234. for (var i = 0; i < _this._size * _this._size; i++) {
  94235. // Put in gamma space if requested.
  94236. if (_this.gammaSpace) {
  94237. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94238. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94239. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94240. }
  94241. // Convert to int texture for fallback.
  94242. if (byteArray) {
  94243. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94244. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94245. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94246. // May use luminance instead if the result is not accurate.
  94247. var max = Math.max(Math.max(r, g), b);
  94248. if (max > 255) {
  94249. var scale = 255 / max;
  94250. r *= scale;
  94251. g *= scale;
  94252. b *= scale;
  94253. }
  94254. byteArray[(i * 3) + 0] = r;
  94255. byteArray[(i * 3) + 1] = g;
  94256. byteArray[(i * 3) + 2] = b;
  94257. }
  94258. }
  94259. }
  94260. if (byteArray) {
  94261. results.push(byteArray);
  94262. }
  94263. else {
  94264. results.push(dataFace);
  94265. }
  94266. }
  94267. return results;
  94268. };
  94269. var scene = this.getScene();
  94270. if (scene) {
  94271. 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);
  94272. }
  94273. };
  94274. HDRCubeTexture.prototype.clone = function () {
  94275. var scene = this.getScene();
  94276. if (!scene) {
  94277. return this;
  94278. }
  94279. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94280. // Base texture
  94281. newTexture.level = this.level;
  94282. newTexture.wrapU = this.wrapU;
  94283. newTexture.wrapV = this.wrapV;
  94284. newTexture.coordinatesIndex = this.coordinatesIndex;
  94285. newTexture.coordinatesMode = this.coordinatesMode;
  94286. return newTexture;
  94287. };
  94288. // Methods
  94289. HDRCubeTexture.prototype.delayLoad = function () {
  94290. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94291. return;
  94292. }
  94293. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94294. this._texture = this._getFromCache(this.url, this._noMipmap);
  94295. if (!this._texture) {
  94296. this.loadTexture();
  94297. }
  94298. };
  94299. /**
  94300. * Get the texture reflection matrix used to rotate/transform the reflection.
  94301. * @returns the reflection matrix
  94302. */
  94303. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94304. return this._textureMatrix;
  94305. };
  94306. /**
  94307. * Set the texture reflection matrix used to rotate/transform the reflection.
  94308. * @param value Define the reflection matrix to set
  94309. */
  94310. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94311. this._textureMatrix = value;
  94312. };
  94313. /**
  94314. * Parses a JSON representation of an HDR Texture in order to create the texture
  94315. * @param parsedTexture Define the JSON representation
  94316. * @param scene Define the scene the texture should be created in
  94317. * @param rootUrl Define the root url in case we need to load relative dependencies
  94318. * @returns the newly created texture after parsing
  94319. */
  94320. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94321. var texture = null;
  94322. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94323. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94324. texture.name = parsedTexture.name;
  94325. texture.hasAlpha = parsedTexture.hasAlpha;
  94326. texture.level = parsedTexture.level;
  94327. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94328. texture.isBlocking = parsedTexture.isBlocking;
  94329. }
  94330. if (texture) {
  94331. if (parsedTexture.boundingBoxPosition) {
  94332. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94333. }
  94334. if (parsedTexture.boundingBoxSize) {
  94335. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94336. }
  94337. if (parsedTexture.rotationY) {
  94338. texture.rotationY = parsedTexture.rotationY;
  94339. }
  94340. }
  94341. return texture;
  94342. };
  94343. HDRCubeTexture.prototype.serialize = function () {
  94344. if (!this.name) {
  94345. return null;
  94346. }
  94347. var serializationObject = {};
  94348. serializationObject.name = this.name;
  94349. serializationObject.hasAlpha = this.hasAlpha;
  94350. serializationObject.isCube = true;
  94351. serializationObject.level = this.level;
  94352. serializationObject.size = this._size;
  94353. serializationObject.coordinatesMode = this.coordinatesMode;
  94354. serializationObject.useInGammaSpace = this.gammaSpace;
  94355. serializationObject.generateHarmonics = this._generateHarmonics;
  94356. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94357. serializationObject.noMipmap = this._noMipmap;
  94358. serializationObject.isBlocking = this._isBlocking;
  94359. serializationObject.rotationY = this._rotationY;
  94360. return serializationObject;
  94361. };
  94362. HDRCubeTexture._facesMapping = [
  94363. "right",
  94364. "left",
  94365. "up",
  94366. "down",
  94367. "front",
  94368. "back"
  94369. ];
  94370. return HDRCubeTexture;
  94371. }(BABYLON.BaseTexture));
  94372. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94373. })(BABYLON || (BABYLON = {}));
  94374. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94375. var BABYLON;
  94376. (function (BABYLON) {
  94377. /**
  94378. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94379. */
  94380. var PanoramaToCubeMapTools = /** @class */ (function () {
  94381. function PanoramaToCubeMapTools() {
  94382. }
  94383. /**
  94384. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94385. *
  94386. * @param float32Array The source data.
  94387. * @param inputWidth The width of the input panorama.
  94388. * @param inputHeight The height of the input panorama.
  94389. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94390. * @return The cubemap data
  94391. */
  94392. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94393. if (!float32Array) {
  94394. throw "ConvertPanoramaToCubemap: input cannot be null";
  94395. }
  94396. if (float32Array.length != inputWidth * inputHeight * 3) {
  94397. throw "ConvertPanoramaToCubemap: input size is wrong";
  94398. }
  94399. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94400. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94401. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94402. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94403. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94404. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94405. return {
  94406. front: textureFront,
  94407. back: textureBack,
  94408. left: textureLeft,
  94409. right: textureRight,
  94410. up: textureUp,
  94411. down: textureDown,
  94412. size: size,
  94413. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94414. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94415. gammaSpace: false,
  94416. };
  94417. };
  94418. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94419. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94420. var textureArray = new Float32Array(buffer);
  94421. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94422. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94423. var dy = 1 / texSize;
  94424. var fy = 0;
  94425. for (var y = 0; y < texSize; y++) {
  94426. var xv1 = faceData[0];
  94427. var xv2 = faceData[2];
  94428. for (var x = 0; x < texSize; x++) {
  94429. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94430. v.normalize();
  94431. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94432. // 3 channels per pixels
  94433. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94434. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94435. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94436. xv1 = xv1.add(rotDX1);
  94437. xv2 = xv2.add(rotDX2);
  94438. }
  94439. fy += dy;
  94440. }
  94441. return textureArray;
  94442. };
  94443. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94444. var theta = Math.atan2(vDir.z, vDir.x);
  94445. var phi = Math.acos(vDir.y);
  94446. while (theta < -Math.PI) {
  94447. theta += 2 * Math.PI;
  94448. }
  94449. while (theta > Math.PI) {
  94450. theta -= 2 * Math.PI;
  94451. }
  94452. var dx = theta / Math.PI;
  94453. var dy = phi / Math.PI;
  94454. // recenter.
  94455. dx = dx * 0.5 + 0.5;
  94456. var px = Math.round(dx * inputWidth);
  94457. if (px < 0) {
  94458. px = 0;
  94459. }
  94460. else if (px >= inputWidth) {
  94461. px = inputWidth - 1;
  94462. }
  94463. var py = Math.round(dy * inputHeight);
  94464. if (py < 0) {
  94465. py = 0;
  94466. }
  94467. else if (py >= inputHeight) {
  94468. py = inputHeight - 1;
  94469. }
  94470. var inputY = (inputHeight - py - 1);
  94471. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94472. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94473. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94474. return {
  94475. r: r,
  94476. g: g,
  94477. b: b
  94478. };
  94479. };
  94480. PanoramaToCubeMapTools.FACE_FRONT = [
  94481. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94482. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94483. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94484. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94485. ];
  94486. PanoramaToCubeMapTools.FACE_BACK = [
  94487. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94488. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94489. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94490. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94491. ];
  94492. PanoramaToCubeMapTools.FACE_RIGHT = [
  94493. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94494. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94495. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94496. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94497. ];
  94498. PanoramaToCubeMapTools.FACE_LEFT = [
  94499. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94500. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94501. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94502. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94503. ];
  94504. PanoramaToCubeMapTools.FACE_DOWN = [
  94505. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94506. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94507. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94508. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94509. ];
  94510. PanoramaToCubeMapTools.FACE_UP = [
  94511. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94512. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94513. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94514. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94515. ];
  94516. return PanoramaToCubeMapTools;
  94517. }());
  94518. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94519. })(BABYLON || (BABYLON = {}));
  94520. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94521. var BABYLON;
  94522. (function (BABYLON) {
  94523. /**
  94524. * Vector2 wth index property
  94525. */
  94526. var IndexedVector2 = /** @class */ (function (_super) {
  94527. __extends(IndexedVector2, _super);
  94528. function IndexedVector2(original,
  94529. /** Index of the vector2 */
  94530. index) {
  94531. var _this = _super.call(this, original.x, original.y) || this;
  94532. _this.index = index;
  94533. return _this;
  94534. }
  94535. return IndexedVector2;
  94536. }(BABYLON.Vector2));
  94537. /**
  94538. * Defines points to create a polygon
  94539. */
  94540. var PolygonPoints = /** @class */ (function () {
  94541. function PolygonPoints() {
  94542. this.elements = new Array();
  94543. }
  94544. PolygonPoints.prototype.add = function (originalPoints) {
  94545. var _this = this;
  94546. var result = new Array();
  94547. originalPoints.forEach(function (point) {
  94548. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94549. var newPoint = new IndexedVector2(point, _this.elements.length);
  94550. result.push(newPoint);
  94551. _this.elements.push(newPoint);
  94552. }
  94553. });
  94554. return result;
  94555. };
  94556. PolygonPoints.prototype.computeBounds = function () {
  94557. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94558. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94559. this.elements.forEach(function (point) {
  94560. // x
  94561. if (point.x < lmin.x) {
  94562. lmin.x = point.x;
  94563. }
  94564. else if (point.x > lmax.x) {
  94565. lmax.x = point.x;
  94566. }
  94567. // y
  94568. if (point.y < lmin.y) {
  94569. lmin.y = point.y;
  94570. }
  94571. else if (point.y > lmax.y) {
  94572. lmax.y = point.y;
  94573. }
  94574. });
  94575. return {
  94576. min: lmin,
  94577. max: lmax,
  94578. width: lmax.x - lmin.x,
  94579. height: lmax.y - lmin.y
  94580. };
  94581. };
  94582. return PolygonPoints;
  94583. }());
  94584. /**
  94585. * Polygon
  94586. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94587. */
  94588. var Polygon = /** @class */ (function () {
  94589. function Polygon() {
  94590. }
  94591. /**
  94592. * Creates a rectangle
  94593. * @param xmin bottom X coord
  94594. * @param ymin bottom Y coord
  94595. * @param xmax top X coord
  94596. * @param ymax top Y coord
  94597. * @returns points that make the resulting rectation
  94598. */
  94599. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94600. return [
  94601. new BABYLON.Vector2(xmin, ymin),
  94602. new BABYLON.Vector2(xmax, ymin),
  94603. new BABYLON.Vector2(xmax, ymax),
  94604. new BABYLON.Vector2(xmin, ymax)
  94605. ];
  94606. };
  94607. /**
  94608. * Creates a circle
  94609. * @param radius radius of circle
  94610. * @param cx scale in x
  94611. * @param cy scale in y
  94612. * @param numberOfSides number of sides that make up the circle
  94613. * @returns points that make the resulting circle
  94614. */
  94615. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94616. if (cx === void 0) { cx = 0; }
  94617. if (cy === void 0) { cy = 0; }
  94618. if (numberOfSides === void 0) { numberOfSides = 32; }
  94619. var result = new Array();
  94620. var angle = 0;
  94621. var increment = (Math.PI * 2) / numberOfSides;
  94622. for (var i = 0; i < numberOfSides; i++) {
  94623. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94624. angle -= increment;
  94625. }
  94626. return result;
  94627. };
  94628. /**
  94629. * Creates a polygon from input string
  94630. * @param input Input polygon data
  94631. * @returns the parsed points
  94632. */
  94633. Polygon.Parse = function (input) {
  94634. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94635. var i, result = [];
  94636. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94637. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94638. }
  94639. return result;
  94640. };
  94641. /**
  94642. * Starts building a polygon from x and y coordinates
  94643. * @param x x coordinate
  94644. * @param y y coordinate
  94645. * @returns the started path2
  94646. */
  94647. Polygon.StartingAt = function (x, y) {
  94648. return BABYLON.Path2.StartingAt(x, y);
  94649. };
  94650. return Polygon;
  94651. }());
  94652. BABYLON.Polygon = Polygon;
  94653. /**
  94654. * Builds a polygon
  94655. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94656. */
  94657. var PolygonMeshBuilder = /** @class */ (function () {
  94658. /**
  94659. * Creates a PolygonMeshBuilder
  94660. * @param name name of the builder
  94661. * @param contours Path of the polygon
  94662. * @param scene scene to add to
  94663. */
  94664. function PolygonMeshBuilder(name, contours, scene) {
  94665. this._points = new PolygonPoints();
  94666. this._outlinepoints = new PolygonPoints();
  94667. this._holes = new Array();
  94668. this._epoints = new Array();
  94669. this._eholes = new Array();
  94670. this._name = name;
  94671. this._scene = scene;
  94672. var points;
  94673. if (contours instanceof BABYLON.Path2) {
  94674. points = contours.getPoints();
  94675. }
  94676. else {
  94677. points = contours;
  94678. }
  94679. this._addToepoint(points);
  94680. this._points.add(points);
  94681. this._outlinepoints.add(points);
  94682. if (typeof earcut === 'undefined') {
  94683. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94684. }
  94685. }
  94686. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94687. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94688. var p = points_1[_i];
  94689. this._epoints.push(p.x, p.y);
  94690. }
  94691. };
  94692. /**
  94693. * Adds a whole within the polygon
  94694. * @param hole Array of points defining the hole
  94695. * @returns this
  94696. */
  94697. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94698. this._points.add(hole);
  94699. var holepoints = new PolygonPoints();
  94700. holepoints.add(hole);
  94701. this._holes.push(holepoints);
  94702. this._eholes.push(this._epoints.length / 2);
  94703. this._addToepoint(hole);
  94704. return this;
  94705. };
  94706. /**
  94707. * Creates the polygon
  94708. * @param updatable If the mesh should be updatable
  94709. * @param depth The depth of the mesh created
  94710. * @returns the created mesh
  94711. */
  94712. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94713. var _this = this;
  94714. if (updatable === void 0) { updatable = false; }
  94715. if (depth === void 0) { depth = 0; }
  94716. var result = new BABYLON.Mesh(this._name, this._scene);
  94717. var normals = new Array();
  94718. var positions = new Array();
  94719. var uvs = new Array();
  94720. var bounds = this._points.computeBounds();
  94721. this._points.elements.forEach(function (p) {
  94722. normals.push(0, 1.0, 0);
  94723. positions.push(p.x, 0, p.y);
  94724. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94725. });
  94726. var indices = new Array();
  94727. var res = earcut(this._epoints, this._eholes, 2);
  94728. for (var i = 0; i < res.length; i++) {
  94729. indices.push(res[i]);
  94730. }
  94731. if (depth > 0) {
  94732. var positionscount = (positions.length / 3); //get the current pointcount
  94733. this._points.elements.forEach(function (p) {
  94734. normals.push(0, -1.0, 0);
  94735. positions.push(p.x, -depth, p.y);
  94736. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94737. });
  94738. var totalCount = indices.length;
  94739. for (var i = 0; i < totalCount; i += 3) {
  94740. var i0 = indices[i + 0];
  94741. var i1 = indices[i + 1];
  94742. var i2 = indices[i + 2];
  94743. indices.push(i2 + positionscount);
  94744. indices.push(i1 + positionscount);
  94745. indices.push(i0 + positionscount);
  94746. }
  94747. //Add the sides
  94748. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94749. this._holes.forEach(function (hole) {
  94750. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94751. });
  94752. }
  94753. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94754. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94755. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94756. result.setIndices(indices);
  94757. return result;
  94758. };
  94759. /**
  94760. * Adds a side to the polygon
  94761. * @param positions points that make the polygon
  94762. * @param normals normals of the polygon
  94763. * @param uvs uvs of the polygon
  94764. * @param indices indices of the polygon
  94765. * @param bounds bounds of the polygon
  94766. * @param points points of the polygon
  94767. * @param depth depth of the polygon
  94768. * @param flip flip of the polygon
  94769. */
  94770. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94771. var StartIndex = positions.length / 3;
  94772. var ulength = 0;
  94773. for (var i = 0; i < points.elements.length; i++) {
  94774. var p = points.elements[i];
  94775. var p1;
  94776. if ((i + 1) > points.elements.length - 1) {
  94777. p1 = points.elements[0];
  94778. }
  94779. else {
  94780. p1 = points.elements[i + 1];
  94781. }
  94782. positions.push(p.x, 0, p.y);
  94783. positions.push(p.x, -depth, p.y);
  94784. positions.push(p1.x, 0, p1.y);
  94785. positions.push(p1.x, -depth, p1.y);
  94786. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94787. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94788. var v3 = v2.subtract(v1);
  94789. var v4 = new BABYLON.Vector3(0, 1, 0);
  94790. var vn = BABYLON.Vector3.Cross(v3, v4);
  94791. vn = vn.normalize();
  94792. uvs.push(ulength / bounds.width, 0);
  94793. uvs.push(ulength / bounds.width, 1);
  94794. ulength += v3.length();
  94795. uvs.push((ulength / bounds.width), 0);
  94796. uvs.push((ulength / bounds.width), 1);
  94797. if (!flip) {
  94798. normals.push(-vn.x, -vn.y, -vn.z);
  94799. normals.push(-vn.x, -vn.y, -vn.z);
  94800. normals.push(-vn.x, -vn.y, -vn.z);
  94801. normals.push(-vn.x, -vn.y, -vn.z);
  94802. indices.push(StartIndex);
  94803. indices.push(StartIndex + 1);
  94804. indices.push(StartIndex + 2);
  94805. indices.push(StartIndex + 1);
  94806. indices.push(StartIndex + 3);
  94807. indices.push(StartIndex + 2);
  94808. }
  94809. else {
  94810. normals.push(vn.x, vn.y, vn.z);
  94811. normals.push(vn.x, vn.y, vn.z);
  94812. normals.push(vn.x, vn.y, vn.z);
  94813. normals.push(vn.x, vn.y, vn.z);
  94814. indices.push(StartIndex);
  94815. indices.push(StartIndex + 2);
  94816. indices.push(StartIndex + 1);
  94817. indices.push(StartIndex + 1);
  94818. indices.push(StartIndex + 2);
  94819. indices.push(StartIndex + 3);
  94820. }
  94821. StartIndex += 4;
  94822. }
  94823. };
  94824. return PolygonMeshBuilder;
  94825. }());
  94826. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94827. })(BABYLON || (BABYLON = {}));
  94828. //# sourceMappingURL=babylon.polygonMesh.js.map
  94829. var BABYLON;
  94830. (function (BABYLON) {
  94831. /**
  94832. * Unique ID when we import meshes from Babylon to CSG
  94833. */
  94834. var currentCSGMeshId = 0;
  94835. /**
  94836. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94837. * one to provide additional features like texture coordinates and vertex
  94838. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94839. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94840. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94841. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94842. * is not used anywhere else.
  94843. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94844. */
  94845. var Vertex = /** @class */ (function () {
  94846. /**
  94847. * Initializes the vertex
  94848. * @param pos The position of the vertex
  94849. * @param normal The normal of the vertex
  94850. * @param uv The texture coordinate of the vertex
  94851. */
  94852. function Vertex(
  94853. /**
  94854. * The position of the vertex
  94855. */
  94856. pos,
  94857. /**
  94858. * The normal of the vertex
  94859. */
  94860. normal,
  94861. /**
  94862. * The texture coordinate of the vertex
  94863. */
  94864. uv) {
  94865. this.pos = pos;
  94866. this.normal = normal;
  94867. this.uv = uv;
  94868. }
  94869. /**
  94870. * Make a clone, or deep copy, of the vertex
  94871. * @returns A new Vertex
  94872. */
  94873. Vertex.prototype.clone = function () {
  94874. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94875. };
  94876. /**
  94877. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94878. * orientation of a polygon is flipped.
  94879. */
  94880. Vertex.prototype.flip = function () {
  94881. this.normal = this.normal.scale(-1);
  94882. };
  94883. /**
  94884. * Create a new vertex between this vertex and `other` by linearly
  94885. * interpolating all properties using a parameter of `t`. Subclasses should
  94886. * override this to interpolate additional properties.
  94887. * @param other the vertex to interpolate against
  94888. * @param t The factor used to linearly interpolate between the vertices
  94889. */
  94890. Vertex.prototype.interpolate = function (other, t) {
  94891. 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));
  94892. };
  94893. return Vertex;
  94894. }());
  94895. /**
  94896. * Represents a plane in 3D space.
  94897. */
  94898. var Plane = /** @class */ (function () {
  94899. /**
  94900. * Initializes the plane
  94901. * @param normal The normal for the plane
  94902. * @param w
  94903. */
  94904. function Plane(normal, w) {
  94905. this.normal = normal;
  94906. this.w = w;
  94907. }
  94908. /**
  94909. * Construct a plane from three points
  94910. * @param a Point a
  94911. * @param b Point b
  94912. * @param c Point c
  94913. */
  94914. Plane.FromPoints = function (a, b, c) {
  94915. var v0 = c.subtract(a);
  94916. var v1 = b.subtract(a);
  94917. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94918. return null;
  94919. }
  94920. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94921. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94922. };
  94923. /**
  94924. * Clone, or make a deep copy of the plane
  94925. * @returns a new Plane
  94926. */
  94927. Plane.prototype.clone = function () {
  94928. return new Plane(this.normal.clone(), this.w);
  94929. };
  94930. /**
  94931. * Flip the face of the plane
  94932. */
  94933. Plane.prototype.flip = function () {
  94934. this.normal.scaleInPlace(-1);
  94935. this.w = -this.w;
  94936. };
  94937. /**
  94938. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94939. * fragments in the appropriate lists. Coplanar polygons go into either
  94940. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94941. * respect to this plane. Polygons in front or in back of this plane go into
  94942. * either `front` or `back`
  94943. * @param polygon The polygon to be split
  94944. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94945. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94946. * @param front Will contain the polygons in front of the plane
  94947. * @param back Will contain the polygons begind the plane
  94948. */
  94949. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94950. var COPLANAR = 0;
  94951. var FRONT = 1;
  94952. var BACK = 2;
  94953. var SPANNING = 3;
  94954. // Classify each point as well as the entire polygon into one of the above
  94955. // four classes.
  94956. var polygonType = 0;
  94957. var types = [];
  94958. var i;
  94959. var t;
  94960. for (i = 0; i < polygon.vertices.length; i++) {
  94961. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94962. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94963. polygonType |= type;
  94964. types.push(type);
  94965. }
  94966. // Put the polygon in the correct list, splitting it when necessary
  94967. switch (polygonType) {
  94968. case COPLANAR:
  94969. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94970. break;
  94971. case FRONT:
  94972. front.push(polygon);
  94973. break;
  94974. case BACK:
  94975. back.push(polygon);
  94976. break;
  94977. case SPANNING:
  94978. var f = [], b = [];
  94979. for (i = 0; i < polygon.vertices.length; i++) {
  94980. var j = (i + 1) % polygon.vertices.length;
  94981. var ti = types[i], tj = types[j];
  94982. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94983. if (ti !== BACK) {
  94984. f.push(vi);
  94985. }
  94986. if (ti !== FRONT) {
  94987. b.push(ti !== BACK ? vi.clone() : vi);
  94988. }
  94989. if ((ti | tj) === SPANNING) {
  94990. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94991. var v = vi.interpolate(vj, t);
  94992. f.push(v);
  94993. b.push(v.clone());
  94994. }
  94995. }
  94996. var poly;
  94997. if (f.length >= 3) {
  94998. poly = new Polygon(f, polygon.shared);
  94999. if (poly.plane) {
  95000. front.push(poly);
  95001. }
  95002. }
  95003. if (b.length >= 3) {
  95004. poly = new Polygon(b, polygon.shared);
  95005. if (poly.plane) {
  95006. back.push(poly);
  95007. }
  95008. }
  95009. break;
  95010. }
  95011. };
  95012. /**
  95013. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95014. * point is on the plane
  95015. */
  95016. Plane.EPSILON = 1e-5;
  95017. return Plane;
  95018. }());
  95019. /**
  95020. * Represents a convex polygon. The vertices used to initialize a polygon must
  95021. * be coplanar and form a convex loop.
  95022. *
  95023. * Each convex polygon has a `shared` property, which is shared between all
  95024. * polygons that are clones of each other or were split from the same polygon.
  95025. * This can be used to define per-polygon properties (such as surface color)
  95026. */
  95027. var Polygon = /** @class */ (function () {
  95028. /**
  95029. * Initializes the polygon
  95030. * @param vertices The vertices of the polygon
  95031. * @param shared The properties shared across all polygons
  95032. */
  95033. function Polygon(vertices, shared) {
  95034. this.vertices = vertices;
  95035. this.shared = shared;
  95036. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95037. }
  95038. /**
  95039. * Clones, or makes a deep copy, or the polygon
  95040. */
  95041. Polygon.prototype.clone = function () {
  95042. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95043. return new Polygon(vertices, this.shared);
  95044. };
  95045. /**
  95046. * Flips the faces of the polygon
  95047. */
  95048. Polygon.prototype.flip = function () {
  95049. this.vertices.reverse().map(function (v) { v.flip(); });
  95050. this.plane.flip();
  95051. };
  95052. return Polygon;
  95053. }());
  95054. /**
  95055. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95056. * by picking a polygon to split along. That polygon (and all other coplanar
  95057. * polygons) are added directly to that node and the other polygons are added to
  95058. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95059. * no distinction between internal and leaf nodes
  95060. */
  95061. var Node = /** @class */ (function () {
  95062. /**
  95063. * Initializes the node
  95064. * @param polygons A collection of polygons held in the node
  95065. */
  95066. function Node(polygons) {
  95067. this.plane = null;
  95068. this.front = null;
  95069. this.back = null;
  95070. this.polygons = new Array();
  95071. if (polygons) {
  95072. this.build(polygons);
  95073. }
  95074. }
  95075. /**
  95076. * Clones, or makes a deep copy, of the node
  95077. * @returns The cloned node
  95078. */
  95079. Node.prototype.clone = function () {
  95080. var node = new Node();
  95081. node.plane = this.plane && this.plane.clone();
  95082. node.front = this.front && this.front.clone();
  95083. node.back = this.back && this.back.clone();
  95084. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95085. return node;
  95086. };
  95087. /**
  95088. * Convert solid space to empty space and empty space to solid space
  95089. */
  95090. Node.prototype.invert = function () {
  95091. for (var i = 0; i < this.polygons.length; i++) {
  95092. this.polygons[i].flip();
  95093. }
  95094. if (this.plane) {
  95095. this.plane.flip();
  95096. }
  95097. if (this.front) {
  95098. this.front.invert();
  95099. }
  95100. if (this.back) {
  95101. this.back.invert();
  95102. }
  95103. var temp = this.front;
  95104. this.front = this.back;
  95105. this.back = temp;
  95106. };
  95107. /**
  95108. * Recursively remove all polygons in `polygons` that are inside this BSP
  95109. * tree.
  95110. * @param polygons Polygons to remove from the BSP
  95111. * @returns Polygons clipped from the BSP
  95112. */
  95113. Node.prototype.clipPolygons = function (polygons) {
  95114. if (!this.plane) {
  95115. return polygons.slice();
  95116. }
  95117. var front = new Array(), back = new Array();
  95118. for (var i = 0; i < polygons.length; i++) {
  95119. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95120. }
  95121. if (this.front) {
  95122. front = this.front.clipPolygons(front);
  95123. }
  95124. if (this.back) {
  95125. back = this.back.clipPolygons(back);
  95126. }
  95127. else {
  95128. back = [];
  95129. }
  95130. return front.concat(back);
  95131. };
  95132. /**
  95133. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95134. * `bsp`.
  95135. * @param bsp BSP containing polygons to remove from this BSP
  95136. */
  95137. Node.prototype.clipTo = function (bsp) {
  95138. this.polygons = bsp.clipPolygons(this.polygons);
  95139. if (this.front) {
  95140. this.front.clipTo(bsp);
  95141. }
  95142. if (this.back) {
  95143. this.back.clipTo(bsp);
  95144. }
  95145. };
  95146. /**
  95147. * Return a list of all polygons in this BSP tree
  95148. * @returns List of all polygons in this BSP tree
  95149. */
  95150. Node.prototype.allPolygons = function () {
  95151. var polygons = this.polygons.slice();
  95152. if (this.front) {
  95153. polygons = polygons.concat(this.front.allPolygons());
  95154. }
  95155. if (this.back) {
  95156. polygons = polygons.concat(this.back.allPolygons());
  95157. }
  95158. return polygons;
  95159. };
  95160. /**
  95161. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95162. * new polygons are filtered down to the bottom of the tree and become new
  95163. * nodes there. Each set of polygons is partitioned using the first polygon
  95164. * (no heuristic is used to pick a good split)
  95165. * @param polygons Polygons used to construct the BSP tree
  95166. */
  95167. Node.prototype.build = function (polygons) {
  95168. if (!polygons.length) {
  95169. return;
  95170. }
  95171. if (!this.plane) {
  95172. this.plane = polygons[0].plane.clone();
  95173. }
  95174. var front = new Array(), back = new Array();
  95175. for (var i = 0; i < polygons.length; i++) {
  95176. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95177. }
  95178. if (front.length) {
  95179. if (!this.front) {
  95180. this.front = new Node();
  95181. }
  95182. this.front.build(front);
  95183. }
  95184. if (back.length) {
  95185. if (!this.back) {
  95186. this.back = new Node();
  95187. }
  95188. this.back.build(back);
  95189. }
  95190. };
  95191. return Node;
  95192. }());
  95193. /**
  95194. * Class for building Constructive Solid Geometry
  95195. */
  95196. var CSG = /** @class */ (function () {
  95197. function CSG() {
  95198. this.polygons = new Array();
  95199. }
  95200. /**
  95201. * Convert the BABYLON.Mesh to BABYLON.CSG
  95202. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95203. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95204. */
  95205. CSG.FromMesh = function (mesh) {
  95206. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95207. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95208. if (mesh instanceof BABYLON.Mesh) {
  95209. mesh.computeWorldMatrix(true);
  95210. matrix = mesh.getWorldMatrix();
  95211. meshPosition = mesh.position.clone();
  95212. meshRotation = mesh.rotation.clone();
  95213. if (mesh.rotationQuaternion) {
  95214. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95215. }
  95216. meshScaling = mesh.scaling.clone();
  95217. }
  95218. else {
  95219. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95220. }
  95221. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95222. var subMeshes = mesh.subMeshes;
  95223. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95224. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95225. vertices = [];
  95226. for (var j = 0; j < 3; j++) {
  95227. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95228. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95229. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95230. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95231. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95232. vertex = new Vertex(position, normal, uv);
  95233. vertices.push(vertex);
  95234. }
  95235. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95236. // To handle the case of degenerated triangle
  95237. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95238. if (polygon.plane) {
  95239. polygons.push(polygon);
  95240. }
  95241. }
  95242. }
  95243. var csg = CSG.FromPolygons(polygons);
  95244. csg.matrix = matrix;
  95245. csg.position = meshPosition;
  95246. csg.rotation = meshRotation;
  95247. csg.scaling = meshScaling;
  95248. csg.rotationQuaternion = meshRotationQuaternion;
  95249. currentCSGMeshId++;
  95250. return csg;
  95251. };
  95252. /**
  95253. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95254. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95255. */
  95256. CSG.FromPolygons = function (polygons) {
  95257. var csg = new CSG();
  95258. csg.polygons = polygons;
  95259. return csg;
  95260. };
  95261. /**
  95262. * Clones, or makes a deep copy, of the BABYLON.CSG
  95263. * @returns A new BABYLON.CSG
  95264. */
  95265. CSG.prototype.clone = function () {
  95266. var csg = new CSG();
  95267. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95268. csg.copyTransformAttributes(this);
  95269. return csg;
  95270. };
  95271. /**
  95272. * Unions this CSG with another CSG
  95273. * @param csg The CSG to union against this CSG
  95274. * @returns The unioned CSG
  95275. */
  95276. CSG.prototype.union = function (csg) {
  95277. var a = new Node(this.clone().polygons);
  95278. var b = new Node(csg.clone().polygons);
  95279. a.clipTo(b);
  95280. b.clipTo(a);
  95281. b.invert();
  95282. b.clipTo(a);
  95283. b.invert();
  95284. a.build(b.allPolygons());
  95285. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95286. };
  95287. /**
  95288. * Unions this CSG with another CSG in place
  95289. * @param csg The CSG to union against this CSG
  95290. */
  95291. CSG.prototype.unionInPlace = function (csg) {
  95292. var a = new Node(this.polygons);
  95293. var b = new Node(csg.polygons);
  95294. a.clipTo(b);
  95295. b.clipTo(a);
  95296. b.invert();
  95297. b.clipTo(a);
  95298. b.invert();
  95299. a.build(b.allPolygons());
  95300. this.polygons = a.allPolygons();
  95301. };
  95302. /**
  95303. * Subtracts this CSG with another CSG
  95304. * @param csg The CSG to subtract against this CSG
  95305. * @returns A new BABYLON.CSG
  95306. */
  95307. CSG.prototype.subtract = function (csg) {
  95308. var a = new Node(this.clone().polygons);
  95309. var b = new Node(csg.clone().polygons);
  95310. a.invert();
  95311. a.clipTo(b);
  95312. b.clipTo(a);
  95313. b.invert();
  95314. b.clipTo(a);
  95315. b.invert();
  95316. a.build(b.allPolygons());
  95317. a.invert();
  95318. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95319. };
  95320. /**
  95321. * Subtracts this CSG with another CSG in place
  95322. * @param csg The CSG to subtact against this CSG
  95323. */
  95324. CSG.prototype.subtractInPlace = function (csg) {
  95325. var a = new Node(this.polygons);
  95326. var b = new Node(csg.polygons);
  95327. a.invert();
  95328. a.clipTo(b);
  95329. b.clipTo(a);
  95330. b.invert();
  95331. b.clipTo(a);
  95332. b.invert();
  95333. a.build(b.allPolygons());
  95334. a.invert();
  95335. this.polygons = a.allPolygons();
  95336. };
  95337. /**
  95338. * Intersect this CSG with another CSG
  95339. * @param csg The CSG to intersect against this CSG
  95340. * @returns A new BABYLON.CSG
  95341. */
  95342. CSG.prototype.intersect = function (csg) {
  95343. var a = new Node(this.clone().polygons);
  95344. var b = new Node(csg.clone().polygons);
  95345. a.invert();
  95346. b.clipTo(a);
  95347. b.invert();
  95348. a.clipTo(b);
  95349. b.clipTo(a);
  95350. a.build(b.allPolygons());
  95351. a.invert();
  95352. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95353. };
  95354. /**
  95355. * Intersects this CSG with another CSG in place
  95356. * @param csg The CSG to intersect against this CSG
  95357. */
  95358. CSG.prototype.intersectInPlace = function (csg) {
  95359. var a = new Node(this.polygons);
  95360. var b = new Node(csg.polygons);
  95361. a.invert();
  95362. b.clipTo(a);
  95363. b.invert();
  95364. a.clipTo(b);
  95365. b.clipTo(a);
  95366. a.build(b.allPolygons());
  95367. a.invert();
  95368. this.polygons = a.allPolygons();
  95369. };
  95370. /**
  95371. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95372. * not modified.
  95373. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95374. */
  95375. CSG.prototype.inverse = function () {
  95376. var csg = this.clone();
  95377. csg.inverseInPlace();
  95378. return csg;
  95379. };
  95380. /**
  95381. * Inverses the BABYLON.CSG in place
  95382. */
  95383. CSG.prototype.inverseInPlace = function () {
  95384. this.polygons.map(function (p) { p.flip(); });
  95385. };
  95386. /**
  95387. * This is used to keep meshes transformations so they can be restored
  95388. * when we build back a Babylon Mesh
  95389. * NB : All CSG operations are performed in world coordinates
  95390. * @param csg The BABYLON.CSG to copy the transform attributes from
  95391. * @returns This BABYLON.CSG
  95392. */
  95393. CSG.prototype.copyTransformAttributes = function (csg) {
  95394. this.matrix = csg.matrix;
  95395. this.position = csg.position;
  95396. this.rotation = csg.rotation;
  95397. this.scaling = csg.scaling;
  95398. this.rotationQuaternion = csg.rotationQuaternion;
  95399. return this;
  95400. };
  95401. /**
  95402. * Build Raw mesh from CSG
  95403. * Coordinates here are in world space
  95404. * @param name The name of the mesh geometry
  95405. * @param scene The BABYLON.Scene
  95406. * @param keepSubMeshes Specifies if the submeshes should be kept
  95407. * @returns A new BABYLON.Mesh
  95408. */
  95409. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95410. var matrix = this.matrix.clone();
  95411. matrix.invert();
  95412. 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;
  95413. if (keepSubMeshes) {
  95414. // Sort Polygons, since subMeshes are indices range
  95415. polygons.sort(function (a, b) {
  95416. if (a.shared.meshId === b.shared.meshId) {
  95417. return a.shared.subMeshId - b.shared.subMeshId;
  95418. }
  95419. else {
  95420. return a.shared.meshId - b.shared.meshId;
  95421. }
  95422. });
  95423. }
  95424. for (var i = 0, il = polygons.length; i < il; i++) {
  95425. polygon = polygons[i];
  95426. // Building SubMeshes
  95427. if (!subMesh_dict[polygon.shared.meshId]) {
  95428. subMesh_dict[polygon.shared.meshId] = {};
  95429. }
  95430. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95431. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95432. indexStart: +Infinity,
  95433. indexEnd: -Infinity,
  95434. materialIndex: polygon.shared.materialIndex
  95435. };
  95436. }
  95437. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95438. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95439. polygonIndices[0] = 0;
  95440. polygonIndices[1] = j - 1;
  95441. polygonIndices[2] = j;
  95442. for (var k = 0; k < 3; k++) {
  95443. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95444. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95445. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95446. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95447. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95448. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95449. // Check if 2 points can be merged
  95450. if (!(typeof vertex_idx !== 'undefined' &&
  95451. normals[vertex_idx * 3] === localNormal.x &&
  95452. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95453. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95454. uvs[vertex_idx * 2] === uv.x &&
  95455. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95456. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95457. uvs.push(uv.x, uv.y);
  95458. normals.push(normal.x, normal.y, normal.z);
  95459. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95460. }
  95461. indices.push(vertex_idx);
  95462. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95463. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95464. currentIndex++;
  95465. }
  95466. }
  95467. }
  95468. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95469. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95470. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95471. mesh.setIndices(indices, null);
  95472. if (keepSubMeshes) {
  95473. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95474. var materialIndexOffset = 0, materialMaxIndex;
  95475. mesh.subMeshes = new Array();
  95476. for (var m in subMesh_dict) {
  95477. materialMaxIndex = -1;
  95478. for (var sm in subMesh_dict[m]) {
  95479. subMesh_obj = subMesh_dict[m][sm];
  95480. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95481. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95482. }
  95483. materialIndexOffset += ++materialMaxIndex;
  95484. }
  95485. }
  95486. return mesh;
  95487. };
  95488. /**
  95489. * Build Mesh from CSG taking material and transforms into account
  95490. * @param name The name of the BABYLON.Mesh
  95491. * @param material The material of the BABYLON.Mesh
  95492. * @param scene The BABYLON.Scene
  95493. * @param keepSubMeshes Specifies if submeshes should be kept
  95494. * @returns The new BABYLON.Mesh
  95495. */
  95496. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95497. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95498. mesh.material = material;
  95499. mesh.position.copyFrom(this.position);
  95500. mesh.rotation.copyFrom(this.rotation);
  95501. if (this.rotationQuaternion) {
  95502. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95503. }
  95504. mesh.scaling.copyFrom(this.scaling);
  95505. mesh.computeWorldMatrix(true);
  95506. return mesh;
  95507. };
  95508. return CSG;
  95509. }());
  95510. BABYLON.CSG = CSG;
  95511. })(BABYLON || (BABYLON = {}));
  95512. //# sourceMappingURL=babylon.csg.js.map
  95513. var BABYLON;
  95514. (function (BABYLON) {
  95515. /**
  95516. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95517. * It controls one of the indiviual texture used in the effect.
  95518. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95519. */
  95520. var LensFlare = /** @class */ (function () {
  95521. /**
  95522. * Instantiates a new Lens Flare.
  95523. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95524. * It controls one of the indiviual texture used in the effect.
  95525. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95526. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95527. * @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.
  95528. * @param color Define the lens color
  95529. * @param imgUrl Define the lens texture url
  95530. * @param system Define the `lensFlareSystem` this flare is part of
  95531. */
  95532. function LensFlare(
  95533. /**
  95534. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95535. */
  95536. size,
  95537. /**
  95538. * 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.
  95539. */
  95540. position, color, imgUrl, system) {
  95541. this.size = size;
  95542. this.position = position;
  95543. /**
  95544. * Define the alpha mode to render this particular lens.
  95545. */
  95546. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95547. this.color = color || new BABYLON.Color3(1, 1, 1);
  95548. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95549. this._system = system;
  95550. system.lensFlares.push(this);
  95551. }
  95552. /**
  95553. * Creates a new Lens Flare.
  95554. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95555. * It controls one of the indiviual texture used in the effect.
  95556. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95557. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95558. * @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.
  95559. * @param color Define the lens color
  95560. * @param imgUrl Define the lens texture url
  95561. * @param system Define the `lensFlareSystem` this flare is part of
  95562. * @returns The newly created Lens Flare
  95563. */
  95564. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95565. return new LensFlare(size, position, color, imgUrl, system);
  95566. };
  95567. /**
  95568. * Dispose and release the lens flare with its associated resources.
  95569. */
  95570. LensFlare.prototype.dispose = function () {
  95571. if (this.texture) {
  95572. this.texture.dispose();
  95573. }
  95574. // Remove from scene
  95575. var index = this._system.lensFlares.indexOf(this);
  95576. this._system.lensFlares.splice(index, 1);
  95577. };
  95578. return LensFlare;
  95579. }());
  95580. BABYLON.LensFlare = LensFlare;
  95581. })(BABYLON || (BABYLON = {}));
  95582. //# sourceMappingURL=babylon.lensFlare.js.map
  95583. var BABYLON;
  95584. (function (BABYLON) {
  95585. // Adds the parser to the scene parsers.
  95586. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95587. // Lens flares
  95588. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95589. if (!container.lensFlareSystems) {
  95590. container.lensFlareSystems = new Array();
  95591. }
  95592. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95593. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95594. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95595. container.lensFlareSystems.push(lf);
  95596. }
  95597. }
  95598. });
  95599. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95600. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95601. if (this.lensFlareSystems[index].name === name) {
  95602. return this.lensFlareSystems[index];
  95603. }
  95604. }
  95605. return null;
  95606. };
  95607. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95608. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95609. if (this.lensFlareSystems[index].id === id) {
  95610. return this.lensFlareSystems[index];
  95611. }
  95612. }
  95613. return null;
  95614. };
  95615. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95616. var index = this.lensFlareSystems.indexOf(toRemove);
  95617. if (index !== -1) {
  95618. this.lensFlareSystems.splice(index, 1);
  95619. }
  95620. return index;
  95621. };
  95622. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95623. this.lensFlareSystems.push(newLensFlareSystem);
  95624. };
  95625. /**
  95626. * Defines the lens flare scene component responsible to manage any lens flares
  95627. * in a given scene.
  95628. */
  95629. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95630. /**
  95631. * Creates a new instance of the component for the given scene
  95632. * @param scene Defines the scene to register the component in
  95633. */
  95634. function LensFlareSystemSceneComponent(scene) {
  95635. /**
  95636. * The component name helpfull to identify the component in the list of scene components.
  95637. */
  95638. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95639. this.scene = scene;
  95640. scene.lensFlareSystems = new Array();
  95641. }
  95642. /**
  95643. * Registers the component in a given scene
  95644. */
  95645. LensFlareSystemSceneComponent.prototype.register = function () {
  95646. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95647. };
  95648. /**
  95649. * Rebuilds the elements related to this component in case of
  95650. * context lost for instance.
  95651. */
  95652. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95653. // Nothing to do for lens flare
  95654. };
  95655. /**
  95656. * Adds all the element from the container to the scene
  95657. * @param container the container holding the elements
  95658. */
  95659. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95660. var _this = this;
  95661. if (!container.lensFlareSystems) {
  95662. return;
  95663. }
  95664. container.lensFlareSystems.forEach(function (o) {
  95665. _this.scene.addLensFlareSystem(o);
  95666. });
  95667. };
  95668. /**
  95669. * Removes all the elements in the container from the scene
  95670. * @param container contains the elements to remove
  95671. */
  95672. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95673. var _this = this;
  95674. if (!container.lensFlareSystems) {
  95675. return;
  95676. }
  95677. container.lensFlareSystems.forEach(function (o) {
  95678. _this.scene.removeLensFlareSystem(o);
  95679. });
  95680. };
  95681. /**
  95682. * Serializes the component data to the specified json object
  95683. * @param serializationObject The object to serialize to
  95684. */
  95685. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95686. // Lens flares
  95687. serializationObject.lensFlareSystems = [];
  95688. var lensFlareSystems = this.scene.lensFlareSystems;
  95689. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95690. var lensFlareSystem = lensFlareSystems_1[_i];
  95691. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95692. }
  95693. };
  95694. /**
  95695. * Disposes the component and the associated ressources.
  95696. */
  95697. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95698. var lensFlareSystems = this.scene.lensFlareSystems;
  95699. while (lensFlareSystems.length) {
  95700. lensFlareSystems[0].dispose();
  95701. }
  95702. };
  95703. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95704. // Lens flares
  95705. if (this.scene.lensFlaresEnabled) {
  95706. var lensFlareSystems = this.scene.lensFlareSystems;
  95707. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95708. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95709. var lensFlareSystem = lensFlareSystems_2[_i];
  95710. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95711. lensFlareSystem.render();
  95712. }
  95713. }
  95714. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95715. }
  95716. };
  95717. return LensFlareSystemSceneComponent;
  95718. }());
  95719. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95720. })(BABYLON || (BABYLON = {}));
  95721. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95722. var BABYLON;
  95723. (function (BABYLON) {
  95724. /**
  95725. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95726. * It is usually composed of several `BABYLON.lensFlare`.
  95727. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95728. */
  95729. var LensFlareSystem = /** @class */ (function () {
  95730. /**
  95731. * Instantiates a lens flare system.
  95732. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95733. * It is usually composed of several `BABYLON.lensFlare`.
  95734. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95735. * @param name Define the name of the lens flare system in the scene
  95736. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95737. * @param scene Define the scene the lens flare system belongs to
  95738. */
  95739. function LensFlareSystem(
  95740. /**
  95741. * Define the name of the lens flare system
  95742. */
  95743. name, emitter, scene) {
  95744. this.name = name;
  95745. /**
  95746. * List of lens flares used in this system.
  95747. */
  95748. this.lensFlares = new Array();
  95749. /**
  95750. * Define a limit from the border the lens flare can be visible.
  95751. */
  95752. this.borderLimit = 300;
  95753. /**
  95754. * Define a viewport border we do not want to see the lens flare in.
  95755. */
  95756. this.viewportBorder = 0;
  95757. /**
  95758. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95759. */
  95760. this.layerMask = 0x0FFFFFFF;
  95761. this._vertexBuffers = {};
  95762. this._isEnabled = true;
  95763. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95764. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95765. if (!component) {
  95766. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95767. scene._addComponent(component);
  95768. }
  95769. this._emitter = emitter;
  95770. this.id = name;
  95771. scene.lensFlareSystems.push(this);
  95772. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95773. var engine = scene.getEngine();
  95774. // VBO
  95775. var vertices = [];
  95776. vertices.push(1, 1);
  95777. vertices.push(-1, 1);
  95778. vertices.push(-1, -1);
  95779. vertices.push(1, -1);
  95780. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95781. // Indices
  95782. var indices = [];
  95783. indices.push(0);
  95784. indices.push(1);
  95785. indices.push(2);
  95786. indices.push(0);
  95787. indices.push(2);
  95788. indices.push(3);
  95789. this._indexBuffer = engine.createIndexBuffer(indices);
  95790. // Effects
  95791. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95792. }
  95793. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95794. /**
  95795. * Define if the lens flare system is enabled.
  95796. */
  95797. get: function () {
  95798. return this._isEnabled;
  95799. },
  95800. set: function (value) {
  95801. this._isEnabled = value;
  95802. },
  95803. enumerable: true,
  95804. configurable: true
  95805. });
  95806. /**
  95807. * Get the scene the effects belongs to.
  95808. * @returns the scene holding the lens flare system
  95809. */
  95810. LensFlareSystem.prototype.getScene = function () {
  95811. return this._scene;
  95812. };
  95813. /**
  95814. * Get the emitter of the lens flare system.
  95815. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95816. * @returns the emitter of the lens flare system
  95817. */
  95818. LensFlareSystem.prototype.getEmitter = function () {
  95819. return this._emitter;
  95820. };
  95821. /**
  95822. * Set the emitter of the lens flare system.
  95823. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95824. * @param newEmitter Define the new emitter of the system
  95825. */
  95826. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95827. this._emitter = newEmitter;
  95828. };
  95829. /**
  95830. * Get the lens flare system emitter position.
  95831. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95832. * @returns the position
  95833. */
  95834. LensFlareSystem.prototype.getEmitterPosition = function () {
  95835. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95836. };
  95837. /**
  95838. * @hidden
  95839. */
  95840. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95841. var position = this.getEmitterPosition();
  95842. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95843. this._positionX = position.x;
  95844. this._positionY = position.y;
  95845. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95846. if (this.viewportBorder > 0) {
  95847. globalViewport.x -= this.viewportBorder;
  95848. globalViewport.y -= this.viewportBorder;
  95849. globalViewport.width += this.viewportBorder * 2;
  95850. globalViewport.height += this.viewportBorder * 2;
  95851. position.x += this.viewportBorder;
  95852. position.y += this.viewportBorder;
  95853. this._positionX += this.viewportBorder;
  95854. this._positionY += this.viewportBorder;
  95855. }
  95856. if (position.z > 0) {
  95857. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95858. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95859. return true;
  95860. }
  95861. }
  95862. return true;
  95863. }
  95864. return false;
  95865. };
  95866. /** @hidden */
  95867. LensFlareSystem.prototype._isVisible = function () {
  95868. if (!this._isEnabled || !this._scene.activeCamera) {
  95869. return false;
  95870. }
  95871. var emitterPosition = this.getEmitterPosition();
  95872. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95873. var distance = direction.length();
  95874. direction.normalize();
  95875. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95876. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95877. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95878. };
  95879. /**
  95880. * @hidden
  95881. */
  95882. LensFlareSystem.prototype.render = function () {
  95883. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95884. return false;
  95885. }
  95886. var engine = this._scene.getEngine();
  95887. var viewport = this._scene.activeCamera.viewport;
  95888. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95889. // Position
  95890. if (!this.computeEffectivePosition(globalViewport)) {
  95891. return false;
  95892. }
  95893. // Visibility
  95894. if (!this._isVisible()) {
  95895. return false;
  95896. }
  95897. // Intensity
  95898. var awayX;
  95899. var awayY;
  95900. if (this._positionX < this.borderLimit + globalViewport.x) {
  95901. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95902. }
  95903. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95904. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95905. }
  95906. else {
  95907. awayX = 0;
  95908. }
  95909. if (this._positionY < this.borderLimit + globalViewport.y) {
  95910. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95911. }
  95912. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95913. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95914. }
  95915. else {
  95916. awayY = 0;
  95917. }
  95918. var away = (awayX > awayY) ? awayX : awayY;
  95919. away -= this.viewportBorder;
  95920. if (away > this.borderLimit) {
  95921. away = this.borderLimit;
  95922. }
  95923. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95924. if (intensity < 0) {
  95925. return false;
  95926. }
  95927. if (intensity > 1.0) {
  95928. intensity = 1.0;
  95929. }
  95930. if (this.viewportBorder > 0) {
  95931. globalViewport.x += this.viewportBorder;
  95932. globalViewport.y += this.viewportBorder;
  95933. globalViewport.width -= this.viewportBorder * 2;
  95934. globalViewport.height -= this.viewportBorder * 2;
  95935. this._positionX -= this.viewportBorder;
  95936. this._positionY -= this.viewportBorder;
  95937. }
  95938. // Position
  95939. var centerX = globalViewport.x + globalViewport.width / 2;
  95940. var centerY = globalViewport.y + globalViewport.height / 2;
  95941. var distX = centerX - this._positionX;
  95942. var distY = centerY - this._positionY;
  95943. // Effects
  95944. engine.enableEffect(this._effect);
  95945. engine.setState(false);
  95946. engine.setDepthBuffer(false);
  95947. // VBOs
  95948. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95949. // Flares
  95950. for (var index = 0; index < this.lensFlares.length; index++) {
  95951. var flare = this.lensFlares[index];
  95952. engine.setAlphaMode(flare.alphaMode);
  95953. var x = centerX - (distX * flare.position);
  95954. var y = centerY - (distY * flare.position);
  95955. var cw = flare.size;
  95956. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95957. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95958. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95959. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95960. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95961. // Texture
  95962. this._effect.setTexture("textureSampler", flare.texture);
  95963. // Color
  95964. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95965. // Draw order
  95966. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95967. }
  95968. engine.setDepthBuffer(true);
  95969. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95970. return true;
  95971. };
  95972. /**
  95973. * Dispose and release the lens flare with its associated resources.
  95974. */
  95975. LensFlareSystem.prototype.dispose = function () {
  95976. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95977. if (vertexBuffer) {
  95978. vertexBuffer.dispose();
  95979. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95980. }
  95981. if (this._indexBuffer) {
  95982. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95983. this._indexBuffer = null;
  95984. }
  95985. while (this.lensFlares.length) {
  95986. this.lensFlares[0].dispose();
  95987. }
  95988. // Remove from scene
  95989. var index = this._scene.lensFlareSystems.indexOf(this);
  95990. this._scene.lensFlareSystems.splice(index, 1);
  95991. };
  95992. /**
  95993. * Parse a lens flare system from a JSON repressentation
  95994. * @param parsedLensFlareSystem Define the JSON to parse
  95995. * @param scene Define the scene the parsed system should be instantiated in
  95996. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95997. * @returns the parsed system
  95998. */
  95999. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96000. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96001. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96002. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96003. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96004. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96005. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96006. var parsedFlare = parsedLensFlareSystem.flares[index];
  96007. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96008. }
  96009. return lensFlareSystem;
  96010. };
  96011. /**
  96012. * Serialize the current Lens Flare System into a JSON representation.
  96013. * @returns the serialized JSON
  96014. */
  96015. LensFlareSystem.prototype.serialize = function () {
  96016. var serializationObject = {};
  96017. serializationObject.id = this.id;
  96018. serializationObject.name = this.name;
  96019. serializationObject.emitterId = this.getEmitter().id;
  96020. serializationObject.borderLimit = this.borderLimit;
  96021. serializationObject.flares = [];
  96022. for (var index = 0; index < this.lensFlares.length; index++) {
  96023. var flare = this.lensFlares[index];
  96024. serializationObject.flares.push({
  96025. size: flare.size,
  96026. position: flare.position,
  96027. color: flare.color.asArray(),
  96028. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96029. });
  96030. }
  96031. return serializationObject;
  96032. };
  96033. return LensFlareSystem;
  96034. }());
  96035. BABYLON.LensFlareSystem = LensFlareSystem;
  96036. })(BABYLON || (BABYLON = {}));
  96037. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96038. var BABYLON;
  96039. (function (BABYLON) {
  96040. /**
  96041. * This is a holder class for the physics joint created by the physics plugin
  96042. * It holds a set of functions to control the underlying joint
  96043. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96044. */
  96045. var PhysicsJoint = /** @class */ (function () {
  96046. /**
  96047. * Initializes the physics joint
  96048. * @param type The type of the physics joint
  96049. * @param jointData The data for the physics joint
  96050. */
  96051. function PhysicsJoint(
  96052. /**
  96053. * The type of the physics joint
  96054. */
  96055. type,
  96056. /**
  96057. * The data for the physics joint
  96058. */
  96059. jointData) {
  96060. this.type = type;
  96061. this.jointData = jointData;
  96062. jointData.nativeParams = jointData.nativeParams || {};
  96063. }
  96064. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96065. /**
  96066. * Gets the physics joint
  96067. */
  96068. get: function () {
  96069. return this._physicsJoint;
  96070. },
  96071. /**
  96072. * Sets the physics joint
  96073. */
  96074. set: function (newJoint) {
  96075. if (this._physicsJoint) {
  96076. //remove from the wolrd
  96077. }
  96078. this._physicsJoint = newJoint;
  96079. },
  96080. enumerable: true,
  96081. configurable: true
  96082. });
  96083. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96084. /**
  96085. * Sets the physics plugin
  96086. */
  96087. set: function (physicsPlugin) {
  96088. this._physicsPlugin = physicsPlugin;
  96089. },
  96090. enumerable: true,
  96091. configurable: true
  96092. });
  96093. /**
  96094. * Execute a function that is physics-plugin specific.
  96095. * @param {Function} func the function that will be executed.
  96096. * It accepts two parameters: the physics world and the physics joint
  96097. */
  96098. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96099. func(this._physicsPlugin.world, this._physicsJoint);
  96100. };
  96101. //TODO check if the native joints are the same
  96102. //Joint Types
  96103. /**
  96104. * Distance-Joint type
  96105. */
  96106. PhysicsJoint.DistanceJoint = 0;
  96107. /**
  96108. * Hinge-Joint type
  96109. */
  96110. PhysicsJoint.HingeJoint = 1;
  96111. /**
  96112. * Ball-and-Socket joint type
  96113. */
  96114. PhysicsJoint.BallAndSocketJoint = 2;
  96115. /**
  96116. * Wheel-Joint type
  96117. */
  96118. PhysicsJoint.WheelJoint = 3;
  96119. /**
  96120. * Slider-Joint type
  96121. */
  96122. PhysicsJoint.SliderJoint = 4;
  96123. //OIMO
  96124. /**
  96125. * Prismatic-Joint type
  96126. */
  96127. PhysicsJoint.PrismaticJoint = 5;
  96128. //
  96129. /**
  96130. * Universal-Joint type
  96131. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96132. */
  96133. PhysicsJoint.UniversalJoint = 6;
  96134. /**
  96135. * Hinge-Joint 2 type
  96136. */
  96137. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96138. //Cannon
  96139. /**
  96140. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96141. */
  96142. PhysicsJoint.PointToPointJoint = 8;
  96143. //Cannon only at the moment
  96144. /**
  96145. * Spring-Joint type
  96146. */
  96147. PhysicsJoint.SpringJoint = 9;
  96148. /**
  96149. * Lock-Joint type
  96150. */
  96151. PhysicsJoint.LockJoint = 10;
  96152. return PhysicsJoint;
  96153. }());
  96154. BABYLON.PhysicsJoint = PhysicsJoint;
  96155. /**
  96156. * A class representing a physics distance joint
  96157. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96158. */
  96159. var DistanceJoint = /** @class */ (function (_super) {
  96160. __extends(DistanceJoint, _super);
  96161. /**
  96162. *
  96163. * @param jointData The data for the Distance-Joint
  96164. */
  96165. function DistanceJoint(jointData) {
  96166. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96167. }
  96168. /**
  96169. * Update the predefined distance.
  96170. * @param maxDistance The maximum preferred distance
  96171. * @param minDistance The minimum preferred distance
  96172. */
  96173. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96174. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96175. };
  96176. return DistanceJoint;
  96177. }(PhysicsJoint));
  96178. BABYLON.DistanceJoint = DistanceJoint;
  96179. /**
  96180. * Represents a Motor-Enabled Joint
  96181. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96182. */
  96183. var MotorEnabledJoint = /** @class */ (function (_super) {
  96184. __extends(MotorEnabledJoint, _super);
  96185. /**
  96186. * Initializes the Motor-Enabled Joint
  96187. * @param type The type of the joint
  96188. * @param jointData The physica joint data for the joint
  96189. */
  96190. function MotorEnabledJoint(type, jointData) {
  96191. return _super.call(this, type, jointData) || this;
  96192. }
  96193. /**
  96194. * Set the motor values.
  96195. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96196. * @param force the force to apply
  96197. * @param maxForce max force for this motor.
  96198. */
  96199. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96200. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96201. };
  96202. /**
  96203. * Set the motor's limits.
  96204. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96205. * @param upperLimit The upper limit of the motor
  96206. * @param lowerLimit The lower limit of the motor
  96207. */
  96208. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96209. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96210. };
  96211. return MotorEnabledJoint;
  96212. }(PhysicsJoint));
  96213. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96214. /**
  96215. * This class represents a single physics Hinge-Joint
  96216. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96217. */
  96218. var HingeJoint = /** @class */ (function (_super) {
  96219. __extends(HingeJoint, _super);
  96220. /**
  96221. * Initializes the Hinge-Joint
  96222. * @param jointData The joint data for the Hinge-Joint
  96223. */
  96224. function HingeJoint(jointData) {
  96225. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96226. }
  96227. /**
  96228. * Set the motor values.
  96229. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96230. * @param {number} force the force to apply
  96231. * @param {number} maxForce max force for this motor.
  96232. */
  96233. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96234. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96235. };
  96236. /**
  96237. * Set the motor's limits.
  96238. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96239. * @param upperLimit The upper limit of the motor
  96240. * @param lowerLimit The lower limit of the motor
  96241. */
  96242. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96243. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96244. };
  96245. return HingeJoint;
  96246. }(MotorEnabledJoint));
  96247. BABYLON.HingeJoint = HingeJoint;
  96248. /**
  96249. * This class represents a dual hinge physics joint (same as wheel joint)
  96250. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96251. */
  96252. var Hinge2Joint = /** @class */ (function (_super) {
  96253. __extends(Hinge2Joint, _super);
  96254. /**
  96255. * Initializes the Hinge2-Joint
  96256. * @param jointData The joint data for the Hinge2-Joint
  96257. */
  96258. function Hinge2Joint(jointData) {
  96259. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96260. }
  96261. /**
  96262. * Set the motor values.
  96263. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96264. * @param {number} force the force to apply
  96265. * @param {number} maxForce max force for this motor.
  96266. * @param {motorIndex} the motor's index, 0 or 1.
  96267. */
  96268. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96269. if (motorIndex === void 0) { motorIndex = 0; }
  96270. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96271. };
  96272. /**
  96273. * Set the motor limits.
  96274. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96275. * @param {number} upperLimit the upper limit
  96276. * @param {number} lowerLimit lower limit
  96277. * @param {motorIndex} the motor's index, 0 or 1.
  96278. */
  96279. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96280. if (motorIndex === void 0) { motorIndex = 0; }
  96281. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96282. };
  96283. return Hinge2Joint;
  96284. }(MotorEnabledJoint));
  96285. BABYLON.Hinge2Joint = Hinge2Joint;
  96286. })(BABYLON || (BABYLON = {}));
  96287. //# sourceMappingURL=babylon.physicsJoint.js.map
  96288. var BABYLON;
  96289. (function (BABYLON) {
  96290. /**
  96291. * Represents a physics imposter
  96292. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96293. */
  96294. var PhysicsImpostor = /** @class */ (function () {
  96295. /**
  96296. * Initializes the physics imposter
  96297. * @param object The physics-enabled object used as the physics imposter
  96298. * @param type The type of the physics imposter
  96299. * @param _options The options for the physics imposter
  96300. * @param _scene The Babylon scene
  96301. */
  96302. function PhysicsImpostor(
  96303. /**
  96304. * The physics-enabled object used as the physics imposter
  96305. */
  96306. object,
  96307. /**
  96308. * The type of the physics imposter
  96309. */
  96310. type, _options, _scene) {
  96311. if (_options === void 0) { _options = { mass: 0 }; }
  96312. var _this = this;
  96313. this.object = object;
  96314. this.type = type;
  96315. this._options = _options;
  96316. this._scene = _scene;
  96317. this._bodyUpdateRequired = false;
  96318. this._onBeforePhysicsStepCallbacks = new Array();
  96319. this._onAfterPhysicsStepCallbacks = new Array();
  96320. this._onPhysicsCollideCallbacks = [];
  96321. this._deltaPosition = BABYLON.Vector3.Zero();
  96322. this._isDisposed = false;
  96323. //temp variables for parent rotation calculations
  96324. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96325. this._tmpQuat = new BABYLON.Quaternion();
  96326. this._tmpQuat2 = new BABYLON.Quaternion();
  96327. /**
  96328. * this function is executed by the physics engine.
  96329. */
  96330. this.beforeStep = function () {
  96331. if (!_this._physicsEngine) {
  96332. return;
  96333. }
  96334. _this.object.translate(_this._deltaPosition, -1);
  96335. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96336. _this.object.computeWorldMatrix(false);
  96337. if (_this.object.parent && _this.object.rotationQuaternion) {
  96338. _this.getParentsRotation();
  96339. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96340. }
  96341. else {
  96342. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96343. }
  96344. if (!_this._options.disableBidirectionalTransformation) {
  96345. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96346. }
  96347. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96348. func(_this);
  96349. });
  96350. };
  96351. /**
  96352. * this function is executed by the physics engine
  96353. */
  96354. this.afterStep = function () {
  96355. if (!_this._physicsEngine) {
  96356. return;
  96357. }
  96358. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96359. func(_this);
  96360. });
  96361. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96362. // object has now its world rotation. needs to be converted to local.
  96363. if (_this.object.parent && _this.object.rotationQuaternion) {
  96364. _this.getParentsRotation();
  96365. _this._tmpQuat.conjugateInPlace();
  96366. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96367. }
  96368. // take the position set and make it the absolute position of this object.
  96369. _this.object.setAbsolutePosition(_this.object.position);
  96370. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96371. _this.object.translate(_this._deltaPosition, 1);
  96372. };
  96373. /**
  96374. * Legacy collision detection event support
  96375. */
  96376. this.onCollideEvent = null;
  96377. /**
  96378. * event and body object due to cannon's event-based architecture.
  96379. */
  96380. this.onCollide = function (e) {
  96381. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96382. return;
  96383. }
  96384. if (!_this._physicsEngine) {
  96385. return;
  96386. }
  96387. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96388. if (otherImpostor) {
  96389. // Legacy collision detection event support
  96390. if (_this.onCollideEvent) {
  96391. _this.onCollideEvent(_this, otherImpostor);
  96392. }
  96393. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96394. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96395. }).forEach(function (obj) {
  96396. obj.callback(_this, otherImpostor);
  96397. });
  96398. }
  96399. };
  96400. //sanity check!
  96401. if (!this.object) {
  96402. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96403. return;
  96404. }
  96405. // Legacy support for old syntax.
  96406. if (!this._scene && object.getScene) {
  96407. this._scene = object.getScene();
  96408. }
  96409. if (!this._scene) {
  96410. return;
  96411. }
  96412. this._physicsEngine = this._scene.getPhysicsEngine();
  96413. if (!this._physicsEngine) {
  96414. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96415. }
  96416. else {
  96417. //set the object's quaternion, if not set
  96418. if (!this.object.rotationQuaternion) {
  96419. if (this.object.rotation) {
  96420. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96421. }
  96422. else {
  96423. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96424. }
  96425. }
  96426. //default options params
  96427. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96428. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96429. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96430. this._joints = [];
  96431. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96432. if (!this.object.parent || this._options.ignoreParent) {
  96433. this._init();
  96434. }
  96435. else if (this.object.parent.physicsImpostor) {
  96436. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96437. }
  96438. }
  96439. }
  96440. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96441. /**
  96442. * Specifies if the physics imposter is disposed
  96443. */
  96444. get: function () {
  96445. return this._isDisposed;
  96446. },
  96447. enumerable: true,
  96448. configurable: true
  96449. });
  96450. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96451. /**
  96452. * Gets the mass of the physics imposter
  96453. */
  96454. get: function () {
  96455. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96456. },
  96457. set: function (value) {
  96458. this.setMass(value);
  96459. },
  96460. enumerable: true,
  96461. configurable: true
  96462. });
  96463. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96464. /**
  96465. * Gets the coefficient of friction
  96466. */
  96467. get: function () {
  96468. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96469. },
  96470. /**
  96471. * Sets the coefficient of friction
  96472. */
  96473. set: function (value) {
  96474. if (!this._physicsEngine) {
  96475. return;
  96476. }
  96477. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96478. },
  96479. enumerable: true,
  96480. configurable: true
  96481. });
  96482. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96483. /**
  96484. * Gets the coefficient of restitution
  96485. */
  96486. get: function () {
  96487. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96488. },
  96489. /**
  96490. * Sets the coefficient of restitution
  96491. */
  96492. set: function (value) {
  96493. if (!this._physicsEngine) {
  96494. return;
  96495. }
  96496. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96497. },
  96498. enumerable: true,
  96499. configurable: true
  96500. });
  96501. /**
  96502. * This function will completly initialize this impostor.
  96503. * It will create a new body - but only if this mesh has no parent.
  96504. * If it has, this impostor will not be used other than to define the impostor
  96505. * of the child mesh.
  96506. * @hidden
  96507. */
  96508. PhysicsImpostor.prototype._init = function () {
  96509. if (!this._physicsEngine) {
  96510. return;
  96511. }
  96512. this._physicsEngine.removeImpostor(this);
  96513. this.physicsBody = null;
  96514. this._parent = this._parent || this._getPhysicsParent();
  96515. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96516. this._physicsEngine.addImpostor(this);
  96517. }
  96518. };
  96519. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96520. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96521. var parentMesh = this.object.parent;
  96522. return parentMesh.physicsImpostor;
  96523. }
  96524. return null;
  96525. };
  96526. /**
  96527. * Should a new body be generated.
  96528. * @returns boolean specifying if body initialization is required
  96529. */
  96530. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96531. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96532. };
  96533. /**
  96534. * Sets the updated scaling
  96535. * @param updated Specifies if the scaling is updated
  96536. */
  96537. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96538. this.forceUpdate();
  96539. };
  96540. /**
  96541. * Force a regeneration of this or the parent's impostor's body.
  96542. * Use under cautious - This will remove all joints already implemented.
  96543. */
  96544. PhysicsImpostor.prototype.forceUpdate = function () {
  96545. this._init();
  96546. if (this.parent && !this._options.ignoreParent) {
  96547. this.parent.forceUpdate();
  96548. }
  96549. };
  96550. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96551. /*public get mesh(): AbstractMesh {
  96552. return this._mesh;
  96553. }*/
  96554. /**
  96555. * Gets the body that holds this impostor. Either its own, or its parent.
  96556. */
  96557. get: function () {
  96558. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96559. },
  96560. /**
  96561. * Set the physics body. Used mainly by the physics engine/plugin
  96562. */
  96563. set: function (physicsBody) {
  96564. if (this._physicsBody && this._physicsEngine) {
  96565. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96566. }
  96567. this._physicsBody = physicsBody;
  96568. this.resetUpdateFlags();
  96569. },
  96570. enumerable: true,
  96571. configurable: true
  96572. });
  96573. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96574. /**
  96575. * Get the parent of the physics imposter
  96576. * @returns Physics imposter or null
  96577. */
  96578. get: function () {
  96579. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96580. },
  96581. /**
  96582. * Sets the parent of the physics imposter
  96583. */
  96584. set: function (value) {
  96585. this._parent = value;
  96586. },
  96587. enumerable: true,
  96588. configurable: true
  96589. });
  96590. /**
  96591. * Resets the update flags
  96592. */
  96593. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96594. this._bodyUpdateRequired = false;
  96595. };
  96596. /**
  96597. * Gets the object extend size
  96598. * @returns the object extend size
  96599. */
  96600. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96601. if (this.object.getBoundingInfo) {
  96602. var q = this.object.rotationQuaternion;
  96603. //reset rotation
  96604. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96605. //calculate the world matrix with no rotation
  96606. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96607. var boundingInfo = this.object.getBoundingInfo();
  96608. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96609. //bring back the rotation
  96610. this.object.rotationQuaternion = q;
  96611. //calculate the world matrix with the new rotation
  96612. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96613. return size;
  96614. }
  96615. else {
  96616. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96617. }
  96618. };
  96619. /**
  96620. * Gets the object center
  96621. * @returns The object center
  96622. */
  96623. PhysicsImpostor.prototype.getObjectCenter = function () {
  96624. if (this.object.getBoundingInfo) {
  96625. var boundingInfo = this.object.getBoundingInfo();
  96626. return boundingInfo.boundingBox.centerWorld;
  96627. }
  96628. else {
  96629. return this.object.position;
  96630. }
  96631. };
  96632. /**
  96633. * Get a specific parametes from the options parameter
  96634. * @param paramName The object parameter name
  96635. * @returns The object parameter
  96636. */
  96637. PhysicsImpostor.prototype.getParam = function (paramName) {
  96638. return this._options[paramName];
  96639. };
  96640. /**
  96641. * Sets a specific parameter in the options given to the physics plugin
  96642. * @param paramName The parameter name
  96643. * @param value The value of the parameter
  96644. */
  96645. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96646. this._options[paramName] = value;
  96647. this._bodyUpdateRequired = true;
  96648. };
  96649. /**
  96650. * Specifically change the body's mass option. Won't recreate the physics body object
  96651. * @param mass The mass of the physics imposter
  96652. */
  96653. PhysicsImpostor.prototype.setMass = function (mass) {
  96654. if (this.getParam("mass") !== mass) {
  96655. this.setParam("mass", mass);
  96656. }
  96657. if (this._physicsEngine) {
  96658. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96659. }
  96660. };
  96661. /**
  96662. * Gets the linear velocity
  96663. * @returns linear velocity or null
  96664. */
  96665. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96666. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96667. };
  96668. /**
  96669. * Sets the linear velocity
  96670. * @param velocity linear velocity or null
  96671. */
  96672. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96673. if (this._physicsEngine) {
  96674. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96675. }
  96676. };
  96677. /**
  96678. * Gets the angular velocity
  96679. * @returns angular velocity or null
  96680. */
  96681. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96682. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96683. };
  96684. /**
  96685. * Sets the angular velocity
  96686. * @param velocity The velocity or null
  96687. */
  96688. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96689. if (this._physicsEngine) {
  96690. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96691. }
  96692. };
  96693. /**
  96694. * Execute a function with the physics plugin native code
  96695. * Provide a function the will have two variables - the world object and the physics body object
  96696. * @param func The function to execute with the physics plugin native code
  96697. */
  96698. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96699. if (this._physicsEngine) {
  96700. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96701. }
  96702. };
  96703. /**
  96704. * Register a function that will be executed before the physics world is stepping forward
  96705. * @param func The function to execute before the physics world is stepped forward
  96706. */
  96707. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96708. this._onBeforePhysicsStepCallbacks.push(func);
  96709. };
  96710. /**
  96711. * Unregister a function that will be executed before the physics world is stepping forward
  96712. * @param func The function to execute before the physics world is stepped forward
  96713. */
  96714. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96715. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96716. if (index > -1) {
  96717. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96718. }
  96719. else {
  96720. BABYLON.Tools.Warn("Function to remove was not found");
  96721. }
  96722. };
  96723. /**
  96724. * Register a function that will be executed after the physics step
  96725. * @param func The function to execute after physics step
  96726. */
  96727. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96728. this._onAfterPhysicsStepCallbacks.push(func);
  96729. };
  96730. /**
  96731. * Unregisters a function that will be executed after the physics step
  96732. * @param func The function to execute after physics step
  96733. */
  96734. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96735. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96736. if (index > -1) {
  96737. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96738. }
  96739. else {
  96740. BABYLON.Tools.Warn("Function to remove was not found");
  96741. }
  96742. };
  96743. /**
  96744. * register a function that will be executed when this impostor collides against a different body
  96745. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96746. * @param func Callback that is executed on collision
  96747. */
  96748. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96749. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96750. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96751. };
  96752. /**
  96753. * Unregisters the physics imposter on contact
  96754. * @param collideAgainst The physics object to collide against
  96755. * @param func Callback to execute on collision
  96756. */
  96757. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96758. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96759. var index = -1;
  96760. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96761. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96762. // chcek the arrays match
  96763. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96764. return collidedAgainstList.indexOf(impostor) > -1;
  96765. });
  96766. if (sameList) {
  96767. index = idx;
  96768. }
  96769. return sameList;
  96770. }
  96771. return false;
  96772. });
  96773. if (found) {
  96774. this._onPhysicsCollideCallbacks.splice(index, 1);
  96775. }
  96776. else {
  96777. BABYLON.Tools.Warn("Function to remove was not found");
  96778. }
  96779. };
  96780. /**
  96781. * Get the parent rotation
  96782. * @returns The parent rotation
  96783. */
  96784. PhysicsImpostor.prototype.getParentsRotation = function () {
  96785. var parent = this.object.parent;
  96786. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96787. while (parent) {
  96788. if (parent.rotationQuaternion) {
  96789. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96790. }
  96791. else {
  96792. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96793. }
  96794. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96795. parent = parent.parent;
  96796. }
  96797. return this._tmpQuat;
  96798. };
  96799. /**
  96800. * Apply a force
  96801. * @param force The force to apply
  96802. * @param contactPoint The contact point for the force
  96803. * @returns The physics imposter
  96804. */
  96805. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96806. if (this._physicsEngine) {
  96807. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96808. }
  96809. return this;
  96810. };
  96811. /**
  96812. * Apply an impulse
  96813. * @param force The impulse force
  96814. * @param contactPoint The contact point for the impulse force
  96815. * @returns The physics imposter
  96816. */
  96817. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96818. if (this._physicsEngine) {
  96819. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96820. }
  96821. return this;
  96822. };
  96823. /**
  96824. * A help function to create a joint
  96825. * @param otherImpostor A physics imposter used to create a joint
  96826. * @param jointType The type of joint
  96827. * @param jointData The data for the joint
  96828. * @returns The physics imposter
  96829. */
  96830. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96831. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96832. this.addJoint(otherImpostor, joint);
  96833. return this;
  96834. };
  96835. /**
  96836. * Add a joint to this impostor with a different impostor
  96837. * @param otherImpostor A physics imposter used to add a joint
  96838. * @param joint The joint to add
  96839. * @returns The physics imposter
  96840. */
  96841. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96842. this._joints.push({
  96843. otherImpostor: otherImpostor,
  96844. joint: joint
  96845. });
  96846. if (this._physicsEngine) {
  96847. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96848. }
  96849. return this;
  96850. };
  96851. /**
  96852. * Will keep this body still, in a sleep mode.
  96853. * @returns the physics imposter
  96854. */
  96855. PhysicsImpostor.prototype.sleep = function () {
  96856. if (this._physicsEngine) {
  96857. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96858. }
  96859. return this;
  96860. };
  96861. /**
  96862. * Wake the body up.
  96863. * @returns The physics imposter
  96864. */
  96865. PhysicsImpostor.prototype.wakeUp = function () {
  96866. if (this._physicsEngine) {
  96867. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96868. }
  96869. return this;
  96870. };
  96871. /**
  96872. * Clones the physics imposter
  96873. * @param newObject The physics imposter clones to this physics-enabled object
  96874. * @returns A nullable physics imposter
  96875. */
  96876. PhysicsImpostor.prototype.clone = function (newObject) {
  96877. if (!newObject) {
  96878. return null;
  96879. }
  96880. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96881. };
  96882. /**
  96883. * Disposes the physics imposter
  96884. */
  96885. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96886. var _this = this;
  96887. //no dispose if no physics engine is available.
  96888. if (!this._physicsEngine) {
  96889. return;
  96890. }
  96891. this._joints.forEach(function (j) {
  96892. if (_this._physicsEngine) {
  96893. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96894. }
  96895. });
  96896. //dispose the physics body
  96897. this._physicsEngine.removeImpostor(this);
  96898. if (this.parent) {
  96899. this.parent.forceUpdate();
  96900. }
  96901. else {
  96902. /*this._object.getChildMeshes().forEach(function(mesh) {
  96903. if (mesh.physicsImpostor) {
  96904. if (disposeChildren) {
  96905. mesh.physicsImpostor.dispose();
  96906. mesh.physicsImpostor = null;
  96907. }
  96908. }
  96909. })*/
  96910. }
  96911. this._isDisposed = true;
  96912. };
  96913. /**
  96914. * Sets the delta position
  96915. * @param position The delta position amount
  96916. */
  96917. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96918. this._deltaPosition.copyFrom(position);
  96919. };
  96920. /**
  96921. * Sets the delta rotation
  96922. * @param rotation The delta rotation amount
  96923. */
  96924. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96925. if (!this._deltaRotation) {
  96926. this._deltaRotation = new BABYLON.Quaternion();
  96927. }
  96928. this._deltaRotation.copyFrom(rotation);
  96929. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96930. };
  96931. /**
  96932. * Gets the box size of the physics imposter and stores the result in the input parameter
  96933. * @param result Stores the box size
  96934. * @returns The physics imposter
  96935. */
  96936. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96937. if (this._physicsEngine) {
  96938. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96939. }
  96940. return this;
  96941. };
  96942. /**
  96943. * Gets the radius of the physics imposter
  96944. * @returns Radius of the physics imposter
  96945. */
  96946. PhysicsImpostor.prototype.getRadius = function () {
  96947. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96948. };
  96949. /**
  96950. * Sync a bone with this impostor
  96951. * @param bone The bone to sync to the impostor.
  96952. * @param boneMesh The mesh that the bone is influencing.
  96953. * @param jointPivot The pivot of the joint / bone in local space.
  96954. * @param distToJoint Optional distance from the impostor to the joint.
  96955. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96956. */
  96957. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96958. var tempVec = PhysicsImpostor._tmpVecs[0];
  96959. var mesh = this.object;
  96960. if (mesh.rotationQuaternion) {
  96961. if (adjustRotation) {
  96962. var tempQuat = PhysicsImpostor._tmpQuat;
  96963. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96964. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96965. }
  96966. else {
  96967. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96968. }
  96969. }
  96970. tempVec.x = 0;
  96971. tempVec.y = 0;
  96972. tempVec.z = 0;
  96973. if (jointPivot) {
  96974. tempVec.x = jointPivot.x;
  96975. tempVec.y = jointPivot.y;
  96976. tempVec.z = jointPivot.z;
  96977. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96978. if (distToJoint === undefined || distToJoint === null) {
  96979. distToJoint = jointPivot.length();
  96980. }
  96981. tempVec.x *= distToJoint;
  96982. tempVec.y *= distToJoint;
  96983. tempVec.z *= distToJoint;
  96984. }
  96985. if (bone.getParent()) {
  96986. tempVec.addInPlace(mesh.getAbsolutePosition());
  96987. bone.setAbsolutePosition(tempVec, boneMesh);
  96988. }
  96989. else {
  96990. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96991. boneMesh.position.x -= tempVec.x;
  96992. boneMesh.position.y -= tempVec.y;
  96993. boneMesh.position.z -= tempVec.z;
  96994. }
  96995. };
  96996. /**
  96997. * Sync impostor to a bone
  96998. * @param bone The bone that the impostor will be synced to.
  96999. * @param boneMesh The mesh that the bone is influencing.
  97000. * @param jointPivot The pivot of the joint / bone in local space.
  97001. * @param distToJoint Optional distance from the impostor to the joint.
  97002. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97003. * @param boneAxis Optional vector3 axis the bone is aligned with
  97004. */
  97005. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97006. var mesh = this.object;
  97007. if (mesh.rotationQuaternion) {
  97008. if (adjustRotation) {
  97009. var tempQuat = PhysicsImpostor._tmpQuat;
  97010. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97011. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97012. }
  97013. else {
  97014. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97015. }
  97016. }
  97017. var pos = PhysicsImpostor._tmpVecs[0];
  97018. var boneDir = PhysicsImpostor._tmpVecs[1];
  97019. if (!boneAxis) {
  97020. boneAxis = PhysicsImpostor._tmpVecs[2];
  97021. boneAxis.x = 0;
  97022. boneAxis.y = 1;
  97023. boneAxis.z = 0;
  97024. }
  97025. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97026. bone.getAbsolutePositionToRef(boneMesh, pos);
  97027. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97028. distToJoint = jointPivot.length();
  97029. }
  97030. if (distToJoint !== undefined && distToJoint !== null) {
  97031. pos.x += boneDir.x * distToJoint;
  97032. pos.y += boneDir.y * distToJoint;
  97033. pos.z += boneDir.z * distToJoint;
  97034. }
  97035. mesh.setAbsolutePosition(pos);
  97036. };
  97037. /**
  97038. * The default object size of the imposter
  97039. */
  97040. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97041. /**
  97042. * The identity quaternion of the imposter
  97043. */
  97044. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97045. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97046. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97047. //Impostor types
  97048. /**
  97049. * No-Imposter type
  97050. */
  97051. PhysicsImpostor.NoImpostor = 0;
  97052. /**
  97053. * Sphere-Imposter type
  97054. */
  97055. PhysicsImpostor.SphereImpostor = 1;
  97056. /**
  97057. * Box-Imposter type
  97058. */
  97059. PhysicsImpostor.BoxImpostor = 2;
  97060. /**
  97061. * Plane-Imposter type
  97062. */
  97063. PhysicsImpostor.PlaneImpostor = 3;
  97064. /**
  97065. * Mesh-imposter type
  97066. */
  97067. PhysicsImpostor.MeshImpostor = 4;
  97068. /**
  97069. * Cylinder-Imposter type
  97070. */
  97071. PhysicsImpostor.CylinderImpostor = 7;
  97072. /**
  97073. * Particle-Imposter type
  97074. */
  97075. PhysicsImpostor.ParticleImpostor = 8;
  97076. /**
  97077. * Heightmap-Imposter type
  97078. */
  97079. PhysicsImpostor.HeightmapImpostor = 9;
  97080. return PhysicsImpostor;
  97081. }());
  97082. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97083. })(BABYLON || (BABYLON = {}));
  97084. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97085. var BABYLON;
  97086. (function (BABYLON) {
  97087. /**
  97088. * Class used to control physics engine
  97089. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97090. */
  97091. var PhysicsEngine = /** @class */ (function () {
  97092. /**
  97093. * Creates a new Physics Engine
  97094. * @param gravity defines the gravity vector used by the simulation
  97095. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97096. */
  97097. function PhysicsEngine(gravity, _physicsPlugin) {
  97098. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97099. this._physicsPlugin = _physicsPlugin;
  97100. this._impostors = [];
  97101. this._joints = [];
  97102. if (!this._physicsPlugin.isSupported()) {
  97103. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97104. + "Please make sure it is included.");
  97105. }
  97106. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97107. this.setGravity(gravity);
  97108. this.setTimeStep();
  97109. }
  97110. /**
  97111. * Sets the gravity vector used by the simulation
  97112. * @param gravity defines the gravity vector to use
  97113. */
  97114. PhysicsEngine.prototype.setGravity = function (gravity) {
  97115. this.gravity = gravity;
  97116. this._physicsPlugin.setGravity(this.gravity);
  97117. };
  97118. /**
  97119. * Set the time step of the physics engine.
  97120. * Default is 1/60.
  97121. * To slow it down, enter 1/600 for example.
  97122. * To speed it up, 1/30
  97123. * @param newTimeStep defines the new timestep to apply to this world.
  97124. */
  97125. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97126. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97127. this._physicsPlugin.setTimeStep(newTimeStep);
  97128. };
  97129. /**
  97130. * Get the time step of the physics engine.
  97131. * @returns the current time step
  97132. */
  97133. PhysicsEngine.prototype.getTimeStep = function () {
  97134. return this._physicsPlugin.getTimeStep();
  97135. };
  97136. /**
  97137. * Release all resources
  97138. */
  97139. PhysicsEngine.prototype.dispose = function () {
  97140. this._impostors.forEach(function (impostor) {
  97141. impostor.dispose();
  97142. });
  97143. this._physicsPlugin.dispose();
  97144. };
  97145. /**
  97146. * Gets the name of the current physics plugin
  97147. * @returns the name of the plugin
  97148. */
  97149. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97150. return this._physicsPlugin.name;
  97151. };
  97152. /**
  97153. * Adding a new impostor for the impostor tracking.
  97154. * This will be done by the impostor itself.
  97155. * @param impostor the impostor to add
  97156. */
  97157. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97158. impostor.uniqueId = this._impostors.push(impostor);
  97159. //if no parent, generate the body
  97160. if (!impostor.parent) {
  97161. this._physicsPlugin.generatePhysicsBody(impostor);
  97162. }
  97163. };
  97164. /**
  97165. * Remove an impostor from the engine.
  97166. * This impostor and its mesh will not longer be updated by the physics engine.
  97167. * @param impostor the impostor to remove
  97168. */
  97169. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97170. var index = this._impostors.indexOf(impostor);
  97171. if (index > -1) {
  97172. var removed = this._impostors.splice(index, 1);
  97173. //Is it needed?
  97174. if (removed.length) {
  97175. //this will also remove it from the world.
  97176. removed[0].physicsBody = null;
  97177. }
  97178. }
  97179. };
  97180. /**
  97181. * Add a joint to the physics engine
  97182. * @param mainImpostor defines the main impostor to which the joint is added.
  97183. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97184. * @param joint defines the joint that will connect both impostors.
  97185. */
  97186. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97187. var impostorJoint = {
  97188. mainImpostor: mainImpostor,
  97189. connectedImpostor: connectedImpostor,
  97190. joint: joint
  97191. };
  97192. joint.physicsPlugin = this._physicsPlugin;
  97193. this._joints.push(impostorJoint);
  97194. this._physicsPlugin.generateJoint(impostorJoint);
  97195. };
  97196. /**
  97197. * Removes a joint from the simulation
  97198. * @param mainImpostor defines the impostor used with the joint
  97199. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97200. * @param joint defines the joint to remove
  97201. */
  97202. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97203. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97204. return (impostorJoint.connectedImpostor === connectedImpostor
  97205. && impostorJoint.joint === joint
  97206. && impostorJoint.mainImpostor === mainImpostor);
  97207. });
  97208. if (matchingJoints.length) {
  97209. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97210. //TODO remove it from the list as well
  97211. }
  97212. };
  97213. /**
  97214. * Called by the scene. No need to call it.
  97215. * @param delta defines the timespam between frames
  97216. */
  97217. PhysicsEngine.prototype._step = function (delta) {
  97218. var _this = this;
  97219. //check if any mesh has no body / requires an update
  97220. this._impostors.forEach(function (impostor) {
  97221. if (impostor.isBodyInitRequired()) {
  97222. _this._physicsPlugin.generatePhysicsBody(impostor);
  97223. }
  97224. });
  97225. if (delta > 0.1) {
  97226. delta = 0.1;
  97227. }
  97228. else if (delta <= 0) {
  97229. delta = 1.0 / 60.0;
  97230. }
  97231. this._physicsPlugin.executeStep(delta, this._impostors);
  97232. };
  97233. /**
  97234. * Gets the current plugin used to run the simulation
  97235. * @returns current plugin
  97236. */
  97237. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97238. return this._physicsPlugin;
  97239. };
  97240. /**
  97241. * Gets the list of physic impostors
  97242. * @returns an array of PhysicsImpostor
  97243. */
  97244. PhysicsEngine.prototype.getImpostors = function () {
  97245. return this._impostors;
  97246. };
  97247. /**
  97248. * Gets the impostor for a physics enabled object
  97249. * @param object defines the object impersonated by the impostor
  97250. * @returns the PhysicsImpostor or null if not found
  97251. */
  97252. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97253. for (var i = 0; i < this._impostors.length; ++i) {
  97254. if (this._impostors[i].object === object) {
  97255. return this._impostors[i];
  97256. }
  97257. }
  97258. return null;
  97259. };
  97260. /**
  97261. * Gets the impostor for a physics body object
  97262. * @param body defines physics body used by the impostor
  97263. * @returns the PhysicsImpostor or null if not found
  97264. */
  97265. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97266. for (var i = 0; i < this._impostors.length; ++i) {
  97267. if (this._impostors[i].physicsBody === body) {
  97268. return this._impostors[i];
  97269. }
  97270. }
  97271. return null;
  97272. };
  97273. /**
  97274. * Global value used to control the smallest number supported by the simulation
  97275. */
  97276. PhysicsEngine.Epsilon = 0.001;
  97277. return PhysicsEngine;
  97278. }());
  97279. BABYLON.PhysicsEngine = PhysicsEngine;
  97280. })(BABYLON || (BABYLON = {}));
  97281. //# sourceMappingURL=babylon.physicsEngine.js.map
  97282. var BABYLON;
  97283. (function (BABYLON) {
  97284. /**
  97285. * A helper for physics simulations
  97286. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97287. */
  97288. var PhysicsHelper = /** @class */ (function () {
  97289. /**
  97290. * Initializes the Physics helper
  97291. * @param scene Babylon.js scene
  97292. */
  97293. function PhysicsHelper(scene) {
  97294. this._scene = scene;
  97295. this._physicsEngine = this._scene.getPhysicsEngine();
  97296. if (!this._physicsEngine) {
  97297. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97298. }
  97299. }
  97300. /**
  97301. * Applies a radial explosion impulse
  97302. * @param origin the origin of the explosion
  97303. * @param radius the explosion radius
  97304. * @param strength the explosion strength
  97305. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97306. * @returns A physics radial explosion event, or null
  97307. */
  97308. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97309. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97310. if (!this._physicsEngine) {
  97311. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97312. return null;
  97313. }
  97314. var impostors = this._physicsEngine.getImpostors();
  97315. if (impostors.length === 0) {
  97316. return null;
  97317. }
  97318. var event = new PhysicsRadialExplosionEvent(this._scene);
  97319. impostors.forEach(function (impostor) {
  97320. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97321. if (!impostorForceAndContactPoint) {
  97322. return;
  97323. }
  97324. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97325. });
  97326. event.dispose(false);
  97327. return event;
  97328. };
  97329. /**
  97330. * Applies a radial explosion force
  97331. * @param origin the origin of the explosion
  97332. * @param radius the explosion radius
  97333. * @param strength the explosion strength
  97334. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97335. * @returns A physics radial explosion event, or null
  97336. */
  97337. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97338. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97339. if (!this._physicsEngine) {
  97340. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97341. return null;
  97342. }
  97343. var impostors = this._physicsEngine.getImpostors();
  97344. if (impostors.length === 0) {
  97345. return null;
  97346. }
  97347. var event = new PhysicsRadialExplosionEvent(this._scene);
  97348. impostors.forEach(function (impostor) {
  97349. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97350. if (!impostorForceAndContactPoint) {
  97351. return;
  97352. }
  97353. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97354. });
  97355. event.dispose(false);
  97356. return event;
  97357. };
  97358. /**
  97359. * Creates a gravitational field
  97360. * @param origin the origin of the explosion
  97361. * @param radius the explosion radius
  97362. * @param strength the explosion strength
  97363. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97364. * @returns A physics gravitational field event, or null
  97365. */
  97366. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97367. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97368. if (!this._physicsEngine) {
  97369. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97370. return null;
  97371. }
  97372. var impostors = this._physicsEngine.getImpostors();
  97373. if (impostors.length === 0) {
  97374. return null;
  97375. }
  97376. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97377. event.dispose(false);
  97378. return event;
  97379. };
  97380. /**
  97381. * Creates a physics updraft event
  97382. * @param origin the origin of the updraft
  97383. * @param radius the radius of the updraft
  97384. * @param strength the strength of the updraft
  97385. * @param height the height of the updraft
  97386. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97387. * @returns A physics updraft event, or null
  97388. */
  97389. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97390. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97391. if (!this._physicsEngine) {
  97392. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97393. return null;
  97394. }
  97395. if (this._physicsEngine.getImpostors().length === 0) {
  97396. return null;
  97397. }
  97398. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97399. event.dispose(false);
  97400. return event;
  97401. };
  97402. /**
  97403. * Creates a physics vortex event
  97404. * @param origin the of the vortex
  97405. * @param radius the radius of the vortex
  97406. * @param strength the strength of the vortex
  97407. * @param height the height of the vortex
  97408. * @returns a Physics vortex event, or null
  97409. * A physics vortex event or null
  97410. */
  97411. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97412. if (!this._physicsEngine) {
  97413. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97414. return null;
  97415. }
  97416. if (this._physicsEngine.getImpostors().length === 0) {
  97417. return null;
  97418. }
  97419. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97420. event.dispose(false);
  97421. return event;
  97422. };
  97423. return PhysicsHelper;
  97424. }());
  97425. BABYLON.PhysicsHelper = PhysicsHelper;
  97426. /**
  97427. * Represents a physics radial explosion event
  97428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97429. */
  97430. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97431. /**
  97432. * Initializes a radial explosioin event
  97433. * @param scene BabylonJS scene
  97434. */
  97435. function PhysicsRadialExplosionEvent(scene) {
  97436. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97437. this._rays = [];
  97438. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97439. this._scene = scene;
  97440. }
  97441. /**
  97442. * Returns the data related to the radial explosion event (sphere & rays).
  97443. * @returns The radial explosion event data
  97444. */
  97445. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97446. this._dataFetched = true;
  97447. return {
  97448. sphere: this._sphere,
  97449. rays: this._rays,
  97450. };
  97451. };
  97452. /**
  97453. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97454. * @param impostor A physics imposter
  97455. * @param origin the origin of the explosion
  97456. * @param radius the explosion radius
  97457. * @param strength the explosion strength
  97458. * @param falloff possible options: Constant & Linear
  97459. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97460. */
  97461. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97462. if (impostor.mass === 0) {
  97463. return null;
  97464. }
  97465. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97466. return null;
  97467. }
  97468. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97469. return null;
  97470. }
  97471. var impostorObjectCenter = impostor.getObjectCenter();
  97472. var direction = impostorObjectCenter.subtract(origin);
  97473. var ray = new BABYLON.Ray(origin, direction, radius);
  97474. this._rays.push(ray);
  97475. var hit = ray.intersectsMesh(impostor.object);
  97476. var contactPoint = hit.pickedPoint;
  97477. if (!contactPoint) {
  97478. return null;
  97479. }
  97480. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97481. if (distanceFromOrigin > radius) {
  97482. return null;
  97483. }
  97484. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97485. ? strength
  97486. : strength * (1 - (distanceFromOrigin / radius));
  97487. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97488. return { force: force, contactPoint: contactPoint };
  97489. };
  97490. /**
  97491. * Disposes the sphere.
  97492. * @param force Specifies if the sphere should be disposed by force
  97493. */
  97494. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97495. var _this = this;
  97496. if (force === void 0) { force = true; }
  97497. if (force) {
  97498. this._sphere.dispose();
  97499. }
  97500. else {
  97501. setTimeout(function () {
  97502. if (!_this._dataFetched) {
  97503. _this._sphere.dispose();
  97504. }
  97505. }, 0);
  97506. }
  97507. };
  97508. /*** Helpers ***/
  97509. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97510. if (!this._sphere) {
  97511. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97512. this._sphere.isVisible = false;
  97513. }
  97514. };
  97515. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97516. var impostorObject = impostor.object;
  97517. this._prepareSphere();
  97518. this._sphere.position = origin;
  97519. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97520. this._sphere._updateBoundingInfo();
  97521. this._sphere.computeWorldMatrix(true);
  97522. return this._sphere.intersectsMesh(impostorObject, true);
  97523. };
  97524. return PhysicsRadialExplosionEvent;
  97525. }());
  97526. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97527. /**
  97528. * Represents a gravitational field event
  97529. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97530. */
  97531. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97532. /**
  97533. * Initializes the physics gravitational field event
  97534. * @param physicsHelper A physics helper
  97535. * @param scene BabylonJS scene
  97536. * @param origin The origin position of the gravitational field event
  97537. * @param radius The radius of the gravitational field event
  97538. * @param strength The strength of the gravitational field event
  97539. * @param falloff The falloff for the gravitational field event
  97540. */
  97541. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97542. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97543. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97544. this._physicsHelper = physicsHelper;
  97545. this._scene = scene;
  97546. this._origin = origin;
  97547. this._radius = radius;
  97548. this._strength = strength;
  97549. this._falloff = falloff;
  97550. this._tickCallback = this._tick.bind(this);
  97551. }
  97552. /**
  97553. * Returns the data related to the gravitational field event (sphere).
  97554. * @returns A gravitational field event
  97555. */
  97556. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97557. this._dataFetched = true;
  97558. return {
  97559. sphere: this._sphere,
  97560. };
  97561. };
  97562. /**
  97563. * Enables the gravitational field.
  97564. */
  97565. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97566. this._tickCallback.call(this);
  97567. this._scene.registerBeforeRender(this._tickCallback);
  97568. };
  97569. /**
  97570. * Disables the gravitational field.
  97571. */
  97572. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97573. this._scene.unregisterBeforeRender(this._tickCallback);
  97574. };
  97575. /**
  97576. * Disposes the sphere.
  97577. * @param force The force to dispose from the gravitational field event
  97578. */
  97579. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97580. var _this = this;
  97581. if (force === void 0) { force = true; }
  97582. if (force) {
  97583. this._sphere.dispose();
  97584. }
  97585. else {
  97586. setTimeout(function () {
  97587. if (!_this._dataFetched) {
  97588. _this._sphere.dispose();
  97589. }
  97590. }, 0);
  97591. }
  97592. };
  97593. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97594. // Since the params won't change, we fetch the event only once
  97595. if (this._sphere) {
  97596. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97597. }
  97598. else {
  97599. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97600. if (radialExplosionEvent) {
  97601. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97602. }
  97603. }
  97604. };
  97605. return PhysicsGravitationalFieldEvent;
  97606. }());
  97607. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97608. /**
  97609. * Represents a physics updraft event
  97610. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97611. */
  97612. var PhysicsUpdraftEvent = /** @class */ (function () {
  97613. /**
  97614. * Initializes the physics updraft event
  97615. * @param _scene BabylonJS scene
  97616. * @param _origin The origin position of the updraft
  97617. * @param _radius The radius of the updraft
  97618. * @param _strength The strength of the updraft
  97619. * @param _height The height of the updraft
  97620. * @param _updraftMode The mode of the updraft
  97621. */
  97622. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97623. this._scene = _scene;
  97624. this._origin = _origin;
  97625. this._radius = _radius;
  97626. this._strength = _strength;
  97627. this._height = _height;
  97628. this._updraftMode = _updraftMode;
  97629. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97630. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97631. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97632. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97633. this._physicsEngine = this._scene.getPhysicsEngine();
  97634. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97635. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97636. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97637. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97638. }
  97639. this._tickCallback = this._tick.bind(this);
  97640. }
  97641. /**
  97642. * Returns the data related to the updraft event (cylinder).
  97643. * @returns A physics updraft event
  97644. */
  97645. PhysicsUpdraftEvent.prototype.getData = function () {
  97646. this._dataFetched = true;
  97647. return {
  97648. cylinder: this._cylinder,
  97649. };
  97650. };
  97651. /**
  97652. * Enables the updraft.
  97653. */
  97654. PhysicsUpdraftEvent.prototype.enable = function () {
  97655. this._tickCallback.call(this);
  97656. this._scene.registerBeforeRender(this._tickCallback);
  97657. };
  97658. /**
  97659. * Disables the cortex.
  97660. */
  97661. PhysicsUpdraftEvent.prototype.disable = function () {
  97662. this._scene.unregisterBeforeRender(this._tickCallback);
  97663. };
  97664. /**
  97665. * Disposes the sphere.
  97666. * @param force Specifies if the updraft should be disposed by force
  97667. */
  97668. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97669. var _this = this;
  97670. if (force === void 0) { force = true; }
  97671. if (force) {
  97672. this._cylinder.dispose();
  97673. }
  97674. else {
  97675. setTimeout(function () {
  97676. if (!_this._dataFetched) {
  97677. _this._cylinder.dispose();
  97678. }
  97679. }, 0);
  97680. }
  97681. };
  97682. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97683. if (impostor.mass === 0) {
  97684. return null;
  97685. }
  97686. if (!this._intersectsWithCylinder(impostor)) {
  97687. return null;
  97688. }
  97689. var impostorObjectCenter = impostor.getObjectCenter();
  97690. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97691. var direction = this._originDirection;
  97692. }
  97693. else {
  97694. var direction = impostorObjectCenter.subtract(this._originTop);
  97695. }
  97696. var multiplier = this._strength * -1;
  97697. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97698. return { force: force, contactPoint: impostorObjectCenter };
  97699. };
  97700. PhysicsUpdraftEvent.prototype._tick = function () {
  97701. var _this = this;
  97702. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97703. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97704. if (!impostorForceAndContactPoint) {
  97705. return;
  97706. }
  97707. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97708. });
  97709. };
  97710. /*** Helpers ***/
  97711. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97712. if (!this._cylinder) {
  97713. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97714. height: this._height,
  97715. diameter: this._radius * 2,
  97716. }, this._scene);
  97717. this._cylinder.isVisible = false;
  97718. }
  97719. };
  97720. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97721. var impostorObject = impostor.object;
  97722. this._prepareCylinder();
  97723. this._cylinder.position = this._cylinderPosition;
  97724. return this._cylinder.intersectsMesh(impostorObject, true);
  97725. };
  97726. return PhysicsUpdraftEvent;
  97727. }());
  97728. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97729. /**
  97730. * Represents a physics vortex event
  97731. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97732. */
  97733. var PhysicsVortexEvent = /** @class */ (function () {
  97734. /**
  97735. * Initializes the physics vortex event
  97736. * @param _scene The BabylonJS scene
  97737. * @param _origin The origin position of the vortex
  97738. * @param _radius The radius of the vortex
  97739. * @param _strength The strength of the vortex
  97740. * @param _height The height of the vortex
  97741. */
  97742. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97743. this._scene = _scene;
  97744. this._origin = _origin;
  97745. this._radius = _radius;
  97746. this._strength = _strength;
  97747. this._height = _height;
  97748. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97749. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97750. this._updraftMultiplier = 0.02;
  97751. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97752. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97753. this._physicsEngine = this._scene.getPhysicsEngine();
  97754. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97755. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97756. this._tickCallback = this._tick.bind(this);
  97757. }
  97758. /**
  97759. * Returns the data related to the vortex event (cylinder).
  97760. * @returns The physics vortex event data
  97761. */
  97762. PhysicsVortexEvent.prototype.getData = function () {
  97763. this._dataFetched = true;
  97764. return {
  97765. cylinder: this._cylinder,
  97766. };
  97767. };
  97768. /**
  97769. * Enables the vortex.
  97770. */
  97771. PhysicsVortexEvent.prototype.enable = function () {
  97772. this._tickCallback.call(this);
  97773. this._scene.registerBeforeRender(this._tickCallback);
  97774. };
  97775. /**
  97776. * Disables the cortex.
  97777. */
  97778. PhysicsVortexEvent.prototype.disable = function () {
  97779. this._scene.unregisterBeforeRender(this._tickCallback);
  97780. };
  97781. /**
  97782. * Disposes the sphere.
  97783. * @param force
  97784. */
  97785. PhysicsVortexEvent.prototype.dispose = function (force) {
  97786. var _this = this;
  97787. if (force === void 0) { force = true; }
  97788. if (force) {
  97789. this._cylinder.dispose();
  97790. }
  97791. else {
  97792. setTimeout(function () {
  97793. if (!_this._dataFetched) {
  97794. _this._cylinder.dispose();
  97795. }
  97796. }, 0);
  97797. }
  97798. };
  97799. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97800. if (impostor.mass === 0) {
  97801. return null;
  97802. }
  97803. if (!this._intersectsWithCylinder(impostor)) {
  97804. return null;
  97805. }
  97806. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97807. return null;
  97808. }
  97809. var impostorObjectCenter = impostor.getObjectCenter();
  97810. 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)
  97811. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97812. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97813. var hit = ray.intersectsMesh(impostor.object);
  97814. var contactPoint = hit.pickedPoint;
  97815. if (!contactPoint) {
  97816. return null;
  97817. }
  97818. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97819. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97820. var directionToOrigin = contactPoint.normalize();
  97821. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97822. directionToOrigin = directionToOrigin.negate();
  97823. }
  97824. // TODO: find a more physically based solution
  97825. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97826. var forceX = directionToOrigin.x * this._strength / 8;
  97827. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97828. var forceZ = directionToOrigin.z * this._strength / 8;
  97829. }
  97830. else {
  97831. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97832. var forceY = this._originTop.y * this._updraftMultiplier;
  97833. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97834. }
  97835. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97836. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97837. return { force: force, contactPoint: impostorObjectCenter };
  97838. };
  97839. PhysicsVortexEvent.prototype._tick = function () {
  97840. var _this = this;
  97841. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97842. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97843. if (!impostorForceAndContactPoint) {
  97844. return;
  97845. }
  97846. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97847. });
  97848. };
  97849. /*** Helpers ***/
  97850. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97851. if (!this._cylinder) {
  97852. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97853. height: this._height,
  97854. diameter: this._radius * 2,
  97855. }, this._scene);
  97856. this._cylinder.isVisible = false;
  97857. }
  97858. };
  97859. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97860. var impostorObject = impostor.object;
  97861. this._prepareCylinder();
  97862. this._cylinder.position = this._cylinderPosition;
  97863. return this._cylinder.intersectsMesh(impostorObject, true);
  97864. };
  97865. return PhysicsVortexEvent;
  97866. }());
  97867. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97868. /**
  97869. * The strenght of the force in correspondence to the distance of the affected object
  97870. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97871. */
  97872. var PhysicsRadialImpulseFalloff;
  97873. (function (PhysicsRadialImpulseFalloff) {
  97874. /** Defines that impulse is constant in strength across it's whole radius */
  97875. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97876. /** DEfines that impulse gets weaker if it's further from the origin */
  97877. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97878. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97879. /**
  97880. * The strength of the force in correspondence to the distance of the affected object
  97881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97882. */
  97883. var PhysicsUpdraftMode;
  97884. (function (PhysicsUpdraftMode) {
  97885. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97886. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97887. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97888. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97889. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97890. })(BABYLON || (BABYLON = {}));
  97891. //# sourceMappingURL=babylon.physicsHelper.js.map
  97892. var BABYLON;
  97893. (function (BABYLON) {
  97894. /** @hidden */
  97895. var CannonJSPlugin = /** @class */ (function () {
  97896. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97897. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97898. if (iterations === void 0) { iterations = 10; }
  97899. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97900. this.name = "CannonJSPlugin";
  97901. this._physicsMaterials = new Array();
  97902. this._fixedTimeStep = 1 / 60;
  97903. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97904. this.BJSCANNON = CANNON;
  97905. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97906. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97907. this._tmpPosition = BABYLON.Vector3.Zero();
  97908. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97909. this._tmpUnityRotation = new BABYLON.Quaternion();
  97910. if (!this.isSupported()) {
  97911. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97912. return;
  97913. }
  97914. this._extendNamespace();
  97915. this.world = new this.BJSCANNON.World();
  97916. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97917. this.world.solver.iterations = iterations;
  97918. }
  97919. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97920. this.world.gravity.copy(gravity);
  97921. };
  97922. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97923. this._fixedTimeStep = timeStep;
  97924. };
  97925. CannonJSPlugin.prototype.getTimeStep = function () {
  97926. return this._fixedTimeStep;
  97927. };
  97928. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97929. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97930. };
  97931. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97932. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97933. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97934. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97935. };
  97936. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97937. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97938. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97939. impostor.physicsBody.applyForce(impulse, worldPoint);
  97940. };
  97941. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97942. //parent-child relationship. Does this impostor has a parent impostor?
  97943. if (impostor.parent) {
  97944. if (impostor.physicsBody) {
  97945. this.removePhysicsBody(impostor);
  97946. //TODO is that needed?
  97947. impostor.forceUpdate();
  97948. }
  97949. return;
  97950. }
  97951. //should a new body be created for this impostor?
  97952. if (impostor.isBodyInitRequired()) {
  97953. var shape = this._createShape(impostor);
  97954. //unregister events, if body is being changed
  97955. var oldBody = impostor.physicsBody;
  97956. if (oldBody) {
  97957. this.removePhysicsBody(impostor);
  97958. }
  97959. //create the body and material
  97960. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97961. var bodyCreationObject = {
  97962. mass: impostor.getParam("mass"),
  97963. material: material
  97964. };
  97965. // A simple extend, in case native options were used.
  97966. var nativeOptions = impostor.getParam("nativeOptions");
  97967. for (var key in nativeOptions) {
  97968. if (nativeOptions.hasOwnProperty(key)) {
  97969. bodyCreationObject[key] = nativeOptions[key];
  97970. }
  97971. }
  97972. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97973. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97974. this.world.addEventListener("preStep", impostor.beforeStep);
  97975. this.world.addEventListener("postStep", impostor.afterStep);
  97976. impostor.physicsBody.addShape(shape);
  97977. this.world.add(impostor.physicsBody);
  97978. //try to keep the body moving in the right direction by taking old properties.
  97979. //Should be tested!
  97980. if (oldBody) {
  97981. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97982. impostor.physicsBody[param].copy(oldBody[param]);
  97983. });
  97984. }
  97985. this._processChildMeshes(impostor);
  97986. }
  97987. //now update the body's transformation
  97988. this._updatePhysicsBodyTransformation(impostor);
  97989. };
  97990. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97991. var _this = this;
  97992. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97993. var currentRotation = mainImpostor.object.rotationQuaternion;
  97994. if (meshChildren.length) {
  97995. var processMesh = function (localPosition, mesh) {
  97996. if (!currentRotation || !mesh.rotationQuaternion) {
  97997. return;
  97998. }
  97999. var childImpostor = mesh.getPhysicsImpostor();
  98000. if (childImpostor) {
  98001. var parent = childImpostor.parent;
  98002. if (parent !== mainImpostor) {
  98003. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98004. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98005. if (childImpostor.physicsBody) {
  98006. _this.removePhysicsBody(childImpostor);
  98007. childImpostor.physicsBody = null;
  98008. }
  98009. childImpostor.parent = mainImpostor;
  98010. childImpostor.resetUpdateFlags();
  98011. 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));
  98012. //Add the mass of the children.
  98013. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98014. }
  98015. }
  98016. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98017. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98018. };
  98019. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98020. }
  98021. };
  98022. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98023. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98024. this.world.removeEventListener("preStep", impostor.beforeStep);
  98025. this.world.removeEventListener("postStep", impostor.afterStep);
  98026. this.world.remove(impostor.physicsBody);
  98027. };
  98028. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98029. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98030. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98031. if (!mainBody || !connectedBody) {
  98032. return;
  98033. }
  98034. var constraint;
  98035. var jointData = impostorJoint.joint.jointData;
  98036. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98037. var constraintData = {
  98038. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98039. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98040. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98041. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98042. maxForce: jointData.nativeParams.maxForce,
  98043. collideConnected: !!jointData.collision
  98044. };
  98045. switch (impostorJoint.joint.type) {
  98046. case BABYLON.PhysicsJoint.HingeJoint:
  98047. case BABYLON.PhysicsJoint.Hinge2Joint:
  98048. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98049. break;
  98050. case BABYLON.PhysicsJoint.DistanceJoint:
  98051. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98052. break;
  98053. case BABYLON.PhysicsJoint.SpringJoint:
  98054. var springData = jointData;
  98055. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98056. restLength: springData.length,
  98057. stiffness: springData.stiffness,
  98058. damping: springData.damping,
  98059. localAnchorA: constraintData.pivotA,
  98060. localAnchorB: constraintData.pivotB
  98061. });
  98062. break;
  98063. case BABYLON.PhysicsJoint.LockJoint:
  98064. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98065. break;
  98066. case BABYLON.PhysicsJoint.PointToPointJoint:
  98067. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98068. default:
  98069. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98070. break;
  98071. }
  98072. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98073. constraint.collideConnected = !!jointData.collision;
  98074. impostorJoint.joint.physicsJoint = constraint;
  98075. //don't add spring as constraint, as it is not one.
  98076. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98077. this.world.addConstraint(constraint);
  98078. }
  98079. else {
  98080. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98081. constraint.applyForce();
  98082. };
  98083. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98084. }
  98085. };
  98086. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98087. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98088. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98089. }
  98090. else {
  98091. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98092. }
  98093. };
  98094. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98095. var index;
  98096. var mat;
  98097. for (index = 0; index < this._physicsMaterials.length; index++) {
  98098. mat = this._physicsMaterials[index];
  98099. if (mat.friction === friction && mat.restitution === restitution) {
  98100. return mat;
  98101. }
  98102. }
  98103. var currentMat = new this.BJSCANNON.Material(name);
  98104. currentMat.friction = friction;
  98105. currentMat.restitution = restitution;
  98106. this._physicsMaterials.push(currentMat);
  98107. return currentMat;
  98108. };
  98109. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98110. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98111. };
  98112. CannonJSPlugin.prototype._createShape = function (impostor) {
  98113. var object = impostor.object;
  98114. var returnValue;
  98115. var extendSize = impostor.getObjectExtendSize();
  98116. switch (impostor.type) {
  98117. case BABYLON.PhysicsImpostor.SphereImpostor:
  98118. var radiusX = extendSize.x;
  98119. var radiusY = extendSize.y;
  98120. var radiusZ = extendSize.z;
  98121. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98122. break;
  98123. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98124. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98125. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98126. break;
  98127. case BABYLON.PhysicsImpostor.BoxImpostor:
  98128. var box = extendSize.scale(0.5);
  98129. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98130. break;
  98131. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98132. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98133. returnValue = new this.BJSCANNON.Plane();
  98134. break;
  98135. case BABYLON.PhysicsImpostor.MeshImpostor:
  98136. // should transform the vertex data to world coordinates!!
  98137. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98138. var rawFaces = object.getIndices ? object.getIndices() : [];
  98139. if (!rawVerts) {
  98140. return;
  98141. }
  98142. // get only scale! so the object could transform correctly.
  98143. var oldPosition = object.position.clone();
  98144. var oldRotation = object.rotation && object.rotation.clone();
  98145. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98146. object.position.copyFromFloats(0, 0, 0);
  98147. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98148. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98149. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98150. var transform = object.computeWorldMatrix(true);
  98151. // convert rawVerts to object space
  98152. var temp = new Array();
  98153. var index;
  98154. for (index = 0; index < rawVerts.length; index += 3) {
  98155. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98156. }
  98157. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98158. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98159. //now set back the transformation!
  98160. object.position.copyFrom(oldPosition);
  98161. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98162. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98163. break;
  98164. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98165. var oldPosition2 = object.position.clone();
  98166. var oldRotation2 = object.rotation && object.rotation.clone();
  98167. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98168. object.position.copyFromFloats(0, 0, 0);
  98169. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98170. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98171. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98172. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98173. returnValue = this._createHeightmap(object);
  98174. object.position.copyFrom(oldPosition2);
  98175. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98176. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98177. object.computeWorldMatrix(true);
  98178. break;
  98179. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98180. returnValue = new this.BJSCANNON.Particle();
  98181. break;
  98182. }
  98183. return returnValue;
  98184. };
  98185. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98186. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98187. var transform = object.computeWorldMatrix(true);
  98188. // convert rawVerts to object space
  98189. var temp = new Array();
  98190. var index;
  98191. for (index = 0; index < pos.length; index += 3) {
  98192. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98193. }
  98194. pos = temp;
  98195. var matrix = new Array();
  98196. //For now pointDepth will not be used and will be automatically calculated.
  98197. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98198. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98199. var boundingInfo = object.getBoundingInfo();
  98200. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98201. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98202. var elementSize = dim * 2 / arraySize;
  98203. for (var i = 0; i < pos.length; i = i + 3) {
  98204. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98205. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98206. var y = -pos[i + 2] + minY;
  98207. if (!matrix[x]) {
  98208. matrix[x] = [];
  98209. }
  98210. if (!matrix[x][z]) {
  98211. matrix[x][z] = y;
  98212. }
  98213. matrix[x][z] = Math.max(y, matrix[x][z]);
  98214. }
  98215. for (var x = 0; x <= arraySize; ++x) {
  98216. if (!matrix[x]) {
  98217. var loc = 1;
  98218. while (!matrix[(x + loc) % arraySize]) {
  98219. loc++;
  98220. }
  98221. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98222. //console.log("missing x", x);
  98223. }
  98224. for (var z = 0; z <= arraySize; ++z) {
  98225. if (!matrix[x][z]) {
  98226. var loc = 1;
  98227. var newValue;
  98228. while (newValue === undefined) {
  98229. newValue = matrix[x][(z + loc++) % arraySize];
  98230. }
  98231. matrix[x][z] = newValue;
  98232. }
  98233. }
  98234. }
  98235. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98236. elementSize: elementSize
  98237. });
  98238. //For future reference, needed for body transformation
  98239. shape.minY = minY;
  98240. return shape;
  98241. };
  98242. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98243. var object = impostor.object;
  98244. //make sure it is updated...
  98245. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98246. // The delta between the mesh position and the mesh bounding box center
  98247. var bInfo = object.getBoundingInfo();
  98248. if (!bInfo) {
  98249. return;
  98250. }
  98251. var center = impostor.getObjectCenter();
  98252. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98253. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98254. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98255. this._tmpPosition.copyFrom(center);
  98256. var quaternion = object.rotationQuaternion;
  98257. if (!quaternion) {
  98258. return;
  98259. }
  98260. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98261. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98262. //-90 DEG in X, precalculated
  98263. quaternion = quaternion.multiply(this._minus90X);
  98264. //Invert! (Precalculated, 90 deg in X)
  98265. //No need to clone. this will never change.
  98266. impostor.setDeltaRotation(this._plus90X);
  98267. }
  98268. //If it is a heightfield, if should be centered.
  98269. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98270. var mesh = object;
  98271. var boundingInfo = mesh.getBoundingInfo();
  98272. //calculate the correct body position:
  98273. var rotationQuaternion = mesh.rotationQuaternion;
  98274. mesh.rotationQuaternion = this._tmpUnityRotation;
  98275. mesh.computeWorldMatrix(true);
  98276. //get original center with no rotation
  98277. var c = center.clone();
  98278. var oldPivot = mesh.getPivotMatrix();
  98279. if (oldPivot) {
  98280. // create a copy the pivot Matrix as it is modified in place
  98281. oldPivot = oldPivot.clone();
  98282. }
  98283. else {
  98284. oldPivot = BABYLON.Matrix.Identity();
  98285. }
  98286. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98287. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98288. mesh.setPreTransformMatrix(p);
  98289. mesh.computeWorldMatrix(true);
  98290. //calculate the translation
  98291. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98292. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98293. //add it inverted to the delta
  98294. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98295. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98296. //rotation is back
  98297. mesh.rotationQuaternion = rotationQuaternion;
  98298. mesh.setPreTransformMatrix(oldPivot);
  98299. mesh.computeWorldMatrix(true);
  98300. }
  98301. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98302. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98303. //this._tmpPosition.copyFrom(object.position);
  98304. }
  98305. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98306. //Now update the impostor object
  98307. impostor.physicsBody.position.copy(this._tmpPosition);
  98308. impostor.physicsBody.quaternion.copy(quaternion);
  98309. };
  98310. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98311. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98312. if (impostor.object.rotationQuaternion) {
  98313. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98314. }
  98315. };
  98316. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98317. impostor.physicsBody.position.copy(newPosition);
  98318. impostor.physicsBody.quaternion.copy(newRotation);
  98319. };
  98320. CannonJSPlugin.prototype.isSupported = function () {
  98321. return this.BJSCANNON !== undefined;
  98322. };
  98323. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98324. impostor.physicsBody.velocity.copy(velocity);
  98325. };
  98326. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98327. impostor.physicsBody.angularVelocity.copy(velocity);
  98328. };
  98329. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98330. var v = impostor.physicsBody.velocity;
  98331. if (!v) {
  98332. return null;
  98333. }
  98334. return new BABYLON.Vector3(v.x, v.y, v.z);
  98335. };
  98336. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98337. var v = impostor.physicsBody.angularVelocity;
  98338. if (!v) {
  98339. return null;
  98340. }
  98341. return new BABYLON.Vector3(v.x, v.y, v.z);
  98342. };
  98343. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98344. impostor.physicsBody.mass = mass;
  98345. impostor.physicsBody.updateMassProperties();
  98346. };
  98347. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98348. return impostor.physicsBody.mass;
  98349. };
  98350. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98351. return impostor.physicsBody.material.friction;
  98352. };
  98353. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98354. impostor.physicsBody.material.friction = friction;
  98355. };
  98356. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98357. return impostor.physicsBody.material.restitution;
  98358. };
  98359. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98360. impostor.physicsBody.material.restitution = restitution;
  98361. };
  98362. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98363. impostor.physicsBody.sleep();
  98364. };
  98365. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98366. impostor.physicsBody.wakeUp();
  98367. };
  98368. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98369. joint.physicsJoint.distance = maxDistance;
  98370. };
  98371. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98372. // if (!motorIndex) {
  98373. // joint.physicsJoint.enableMotor();
  98374. // }
  98375. // }
  98376. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98377. // if (!motorIndex) {
  98378. // joint.physicsJoint.disableMotor();
  98379. // }
  98380. // }
  98381. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98382. if (!motorIndex) {
  98383. joint.physicsJoint.enableMotor();
  98384. joint.physicsJoint.setMotorSpeed(speed);
  98385. if (maxForce) {
  98386. this.setLimit(joint, maxForce);
  98387. }
  98388. }
  98389. };
  98390. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98391. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98392. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98393. };
  98394. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98395. var body = impostor.physicsBody;
  98396. mesh.position.x = body.position.x;
  98397. mesh.position.y = body.position.y;
  98398. mesh.position.z = body.position.z;
  98399. if (mesh.rotationQuaternion) {
  98400. mesh.rotationQuaternion.x = body.quaternion.x;
  98401. mesh.rotationQuaternion.y = body.quaternion.y;
  98402. mesh.rotationQuaternion.z = body.quaternion.z;
  98403. mesh.rotationQuaternion.w = body.quaternion.w;
  98404. }
  98405. };
  98406. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98407. var shape = impostor.physicsBody.shapes[0];
  98408. return shape.boundingSphereRadius;
  98409. };
  98410. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98411. var shape = impostor.physicsBody.shapes[0];
  98412. result.x = shape.halfExtents.x * 2;
  98413. result.y = shape.halfExtents.y * 2;
  98414. result.z = shape.halfExtents.z * 2;
  98415. };
  98416. CannonJSPlugin.prototype.dispose = function () {
  98417. };
  98418. CannonJSPlugin.prototype._extendNamespace = function () {
  98419. //this will force cannon to execute at least one step when using interpolation
  98420. var step_tmp1 = new this.BJSCANNON.Vec3();
  98421. var Engine = this.BJSCANNON;
  98422. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98423. maxSubSteps = maxSubSteps || 10;
  98424. timeSinceLastCalled = timeSinceLastCalled || 0;
  98425. if (timeSinceLastCalled === 0) {
  98426. this.internalStep(dt);
  98427. this.time += dt;
  98428. }
  98429. else {
  98430. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98431. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98432. var t0 = performance.now();
  98433. for (var i = 0; i !== internalSteps; i++) {
  98434. this.internalStep(dt);
  98435. if (performance.now() - t0 > dt * 1000) {
  98436. break;
  98437. }
  98438. }
  98439. this.time += timeSinceLastCalled;
  98440. var h = this.time % dt;
  98441. var h_div_dt = h / dt;
  98442. var interpvelo = step_tmp1;
  98443. var bodies = this.bodies;
  98444. for (var j = 0; j !== bodies.length; j++) {
  98445. var b = bodies[j];
  98446. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98447. b.position.vsub(b.previousPosition, interpvelo);
  98448. interpvelo.scale(h_div_dt, interpvelo);
  98449. b.position.vadd(interpvelo, b.interpolatedPosition);
  98450. }
  98451. else {
  98452. b.interpolatedPosition.copy(b.position);
  98453. b.interpolatedQuaternion.copy(b.quaternion);
  98454. }
  98455. }
  98456. }
  98457. };
  98458. };
  98459. return CannonJSPlugin;
  98460. }());
  98461. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98462. })(BABYLON || (BABYLON = {}));
  98463. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98464. var BABYLON;
  98465. (function (BABYLON) {
  98466. /** @hidden */
  98467. var OimoJSPlugin = /** @class */ (function () {
  98468. function OimoJSPlugin(iterations) {
  98469. this.name = "OimoJSPlugin";
  98470. this._tmpImpostorsArray = [];
  98471. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98472. this.BJSOIMO = OIMO;
  98473. this.world = new this.BJSOIMO.World({
  98474. iterations: iterations
  98475. });
  98476. this.world.clear();
  98477. }
  98478. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98479. this.world.gravity.copy(gravity);
  98480. };
  98481. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98482. this.world.timeStep = timeStep;
  98483. };
  98484. OimoJSPlugin.prototype.getTimeStep = function () {
  98485. return this.world.timeStep;
  98486. };
  98487. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98488. var _this = this;
  98489. impostors.forEach(function (impostor) {
  98490. impostor.beforeStep();
  98491. });
  98492. this.world.step();
  98493. impostors.forEach(function (impostor) {
  98494. impostor.afterStep();
  98495. //update the ordered impostors array
  98496. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98497. });
  98498. //check for collisions
  98499. var contact = this.world.contacts;
  98500. while (contact !== null) {
  98501. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98502. contact = contact.next;
  98503. continue;
  98504. }
  98505. //is this body colliding with any other? get the impostor
  98506. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98507. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98508. if (!mainImpostor || !collidingImpostor) {
  98509. contact = contact.next;
  98510. continue;
  98511. }
  98512. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98513. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98514. contact = contact.next;
  98515. }
  98516. };
  98517. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98518. var mass = impostor.physicsBody.mass;
  98519. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98520. };
  98521. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98522. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98523. this.applyImpulse(impostor, force, contactPoint);
  98524. };
  98525. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98526. var _this = this;
  98527. //parent-child relationship. Does this impostor has a parent impostor?
  98528. if (impostor.parent) {
  98529. if (impostor.physicsBody) {
  98530. this.removePhysicsBody(impostor);
  98531. //TODO is that needed?
  98532. impostor.forceUpdate();
  98533. }
  98534. return;
  98535. }
  98536. if (impostor.isBodyInitRequired()) {
  98537. var bodyConfig = {
  98538. name: impostor.uniqueId,
  98539. //Oimo must have mass, also for static objects.
  98540. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98541. size: [],
  98542. type: [],
  98543. pos: [],
  98544. posShape: [],
  98545. rot: [],
  98546. rotShape: [],
  98547. move: impostor.getParam("mass") !== 0,
  98548. density: impostor.getParam("mass"),
  98549. friction: impostor.getParam("friction"),
  98550. restitution: impostor.getParam("restitution"),
  98551. //Supporting older versions of Oimo
  98552. world: this.world
  98553. };
  98554. var impostors = [impostor];
  98555. var addToArray = function (parent) {
  98556. if (!parent.getChildMeshes) {
  98557. return;
  98558. }
  98559. parent.getChildMeshes().forEach(function (m) {
  98560. if (m.physicsImpostor) {
  98561. impostors.push(m.physicsImpostor);
  98562. //m.physicsImpostor._init();
  98563. }
  98564. });
  98565. };
  98566. addToArray(impostor.object);
  98567. var checkWithEpsilon_1 = function (value) {
  98568. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98569. };
  98570. var globalQuaternion_1 = new BABYLON.Quaternion();
  98571. impostors.forEach(function (i) {
  98572. if (!i.object.rotationQuaternion) {
  98573. return;
  98574. }
  98575. //get the correct bounding box
  98576. var oldQuaternion = i.object.rotationQuaternion;
  98577. globalQuaternion_1 = oldQuaternion.clone();
  98578. var rot = oldQuaternion.toEulerAngles();
  98579. var extendSize = i.getObjectExtendSize();
  98580. var radToDeg = 57.295779513082320876;
  98581. if (i === impostor) {
  98582. var center = impostor.getObjectCenter();
  98583. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98584. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98585. //Can also use Array.prototype.push.apply
  98586. bodyConfig.pos.push(center.x);
  98587. bodyConfig.pos.push(center.y);
  98588. bodyConfig.pos.push(center.z);
  98589. bodyConfig.posShape.push(0, 0, 0);
  98590. bodyConfig.rotShape.push(0, 0, 0);
  98591. }
  98592. else {
  98593. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98594. bodyConfig.posShape.push(localPosition.x);
  98595. bodyConfig.posShape.push(localPosition.y);
  98596. bodyConfig.posShape.push(localPosition.z);
  98597. bodyConfig.pos.push(0, 0, 0);
  98598. bodyConfig.rotShape.push(rot.x * radToDeg);
  98599. bodyConfig.rotShape.push(rot.y * radToDeg);
  98600. bodyConfig.rotShape.push(rot.z * radToDeg);
  98601. }
  98602. // register mesh
  98603. switch (i.type) {
  98604. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98605. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98606. case BABYLON.PhysicsImpostor.SphereImpostor:
  98607. var radiusX = extendSize.x;
  98608. var radiusY = extendSize.y;
  98609. var radiusZ = extendSize.z;
  98610. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98611. bodyConfig.type.push('sphere');
  98612. //due to the way oimo works with compounds, add 3 times
  98613. bodyConfig.size.push(size);
  98614. bodyConfig.size.push(size);
  98615. bodyConfig.size.push(size);
  98616. break;
  98617. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98618. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98619. var sizeY = checkWithEpsilon_1(extendSize.y);
  98620. bodyConfig.type.push('cylinder');
  98621. bodyConfig.size.push(sizeX);
  98622. bodyConfig.size.push(sizeY);
  98623. //due to the way oimo works with compounds, add one more value.
  98624. bodyConfig.size.push(sizeY);
  98625. break;
  98626. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98627. case BABYLON.PhysicsImpostor.BoxImpostor:
  98628. default:
  98629. var sizeX = checkWithEpsilon_1(extendSize.x);
  98630. var sizeY = checkWithEpsilon_1(extendSize.y);
  98631. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98632. bodyConfig.type.push('box');
  98633. //if (i === impostor) {
  98634. bodyConfig.size.push(sizeX);
  98635. bodyConfig.size.push(sizeY);
  98636. bodyConfig.size.push(sizeZ);
  98637. //} else {
  98638. // bodyConfig.size.push(0,0,0);
  98639. //}
  98640. break;
  98641. }
  98642. //actually not needed, but hey...
  98643. i.object.rotationQuaternion = oldQuaternion;
  98644. });
  98645. impostor.physicsBody = this.world.add(bodyConfig);
  98646. // set the quaternion, ignoring the previously defined (euler) rotation
  98647. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98648. // update with delta 0, so the body will reveive the new rotation.
  98649. impostor.physicsBody.updatePosition(0);
  98650. }
  98651. else {
  98652. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98653. }
  98654. impostor.setDeltaPosition(this._tmpPositionVector);
  98655. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98656. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98657. };
  98658. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98659. //impostor.physicsBody.dispose();
  98660. //Same as : (older oimo versions)
  98661. this.world.removeRigidBody(impostor.physicsBody);
  98662. };
  98663. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98664. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98665. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98666. if (!mainBody || !connectedBody) {
  98667. return;
  98668. }
  98669. var jointData = impostorJoint.joint.jointData;
  98670. var options = jointData.nativeParams || {};
  98671. var type;
  98672. var nativeJointData = {
  98673. body1: mainBody,
  98674. body2: connectedBody,
  98675. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98676. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98677. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98678. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98679. min: options.min,
  98680. max: options.max,
  98681. collision: options.collision || jointData.collision,
  98682. spring: options.spring,
  98683. //supporting older version of Oimo
  98684. world: this.world
  98685. };
  98686. switch (impostorJoint.joint.type) {
  98687. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98688. type = "jointBall";
  98689. break;
  98690. case BABYLON.PhysicsJoint.SpringJoint:
  98691. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98692. var springData = jointData;
  98693. nativeJointData.min = springData.length || nativeJointData.min;
  98694. //Max should also be set, just make sure it is at least min
  98695. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98696. case BABYLON.PhysicsJoint.DistanceJoint:
  98697. type = "jointDistance";
  98698. nativeJointData.max = jointData.maxDistance;
  98699. break;
  98700. case BABYLON.PhysicsJoint.PrismaticJoint:
  98701. type = "jointPrisme";
  98702. break;
  98703. case BABYLON.PhysicsJoint.SliderJoint:
  98704. type = "jointSlide";
  98705. break;
  98706. case BABYLON.PhysicsJoint.WheelJoint:
  98707. type = "jointWheel";
  98708. break;
  98709. case BABYLON.PhysicsJoint.HingeJoint:
  98710. default:
  98711. type = "jointHinge";
  98712. break;
  98713. }
  98714. nativeJointData.type = type;
  98715. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98716. };
  98717. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98718. //Bug in Oimo prevents us from disposing a joint in the playground
  98719. //joint.joint.physicsJoint.dispose();
  98720. //So we will bruteforce it!
  98721. try {
  98722. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98723. }
  98724. catch (e) {
  98725. BABYLON.Tools.Warn(e);
  98726. }
  98727. };
  98728. OimoJSPlugin.prototype.isSupported = function () {
  98729. return this.BJSOIMO !== undefined;
  98730. };
  98731. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98732. if (!impostor.physicsBody.sleeping) {
  98733. //TODO check that
  98734. /*if (impostor.physicsBody.shapes.next) {
  98735. var parentShape = this._getLastShape(impostor.physicsBody);
  98736. impostor.object.position.copyFrom(parentShape.position);
  98737. console.log(parentShape.position);
  98738. } else {*/
  98739. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98740. //}
  98741. if (impostor.object.rotationQuaternion) {
  98742. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98743. }
  98744. }
  98745. };
  98746. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98747. var body = impostor.physicsBody;
  98748. body.position.copy(newPosition);
  98749. body.orientation.copy(newRotation);
  98750. body.syncShapes();
  98751. body.awake();
  98752. };
  98753. /*private _getLastShape(body: any): any {
  98754. var lastShape = body.shapes;
  98755. while (lastShape.next) {
  98756. lastShape = lastShape.next;
  98757. }
  98758. return lastShape;
  98759. }*/
  98760. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98761. impostor.physicsBody.linearVelocity.copy(velocity);
  98762. };
  98763. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98764. impostor.physicsBody.angularVelocity.copy(velocity);
  98765. };
  98766. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98767. var v = impostor.physicsBody.linearVelocity;
  98768. if (!v) {
  98769. return null;
  98770. }
  98771. return new BABYLON.Vector3(v.x, v.y, v.z);
  98772. };
  98773. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98774. var v = impostor.physicsBody.angularVelocity;
  98775. if (!v) {
  98776. return null;
  98777. }
  98778. return new BABYLON.Vector3(v.x, v.y, v.z);
  98779. };
  98780. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98781. var staticBody = mass === 0;
  98782. //this will actually set the body's density and not its mass.
  98783. //But this is how oimo treats the mass variable.
  98784. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98785. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98786. };
  98787. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98788. return impostor.physicsBody.shapes.density;
  98789. };
  98790. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98791. return impostor.physicsBody.shapes.friction;
  98792. };
  98793. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98794. impostor.physicsBody.shapes.friction = friction;
  98795. };
  98796. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98797. return impostor.physicsBody.shapes.restitution;
  98798. };
  98799. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98800. impostor.physicsBody.shapes.restitution = restitution;
  98801. };
  98802. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98803. impostor.physicsBody.sleep();
  98804. };
  98805. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98806. impostor.physicsBody.awake();
  98807. };
  98808. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98809. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98810. if (minDistance !== void 0) {
  98811. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98812. }
  98813. };
  98814. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98815. //TODO separate rotational and transational motors.
  98816. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98817. if (motor) {
  98818. motor.setMotor(speed, maxForce);
  98819. }
  98820. };
  98821. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98822. //TODO separate rotational and transational motors.
  98823. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98824. if (motor) {
  98825. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98826. }
  98827. };
  98828. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98829. var body = impostor.physicsBody;
  98830. mesh.position.x = body.position.x;
  98831. mesh.position.y = body.position.y;
  98832. mesh.position.z = body.position.z;
  98833. if (mesh.rotationQuaternion) {
  98834. mesh.rotationQuaternion.x = body.orientation.x;
  98835. mesh.rotationQuaternion.y = body.orientation.y;
  98836. mesh.rotationQuaternion.z = body.orientation.z;
  98837. mesh.rotationQuaternion.w = body.orientation.s;
  98838. }
  98839. };
  98840. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98841. return impostor.physicsBody.shapes.radius;
  98842. };
  98843. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98844. var shape = impostor.physicsBody.shapes;
  98845. result.x = shape.halfWidth * 2;
  98846. result.y = shape.halfHeight * 2;
  98847. result.z = shape.halfDepth * 2;
  98848. };
  98849. OimoJSPlugin.prototype.dispose = function () {
  98850. this.world.clear();
  98851. };
  98852. return OimoJSPlugin;
  98853. }());
  98854. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98855. })(BABYLON || (BABYLON = {}));
  98856. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98857. var BABYLON;
  98858. (function (BABYLON) {
  98859. /**
  98860. * Gets the current physics engine
  98861. * @returns a IPhysicsEngine or null if none attached
  98862. */
  98863. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98864. return this._physicsEngine;
  98865. };
  98866. /**
  98867. * Enables physics to the current scene
  98868. * @param gravity defines the scene's gravity for the physics engine
  98869. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98870. * @return a boolean indicating if the physics engine was initialized
  98871. */
  98872. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98873. if (gravity === void 0) { gravity = null; }
  98874. if (this._physicsEngine) {
  98875. return true;
  98876. }
  98877. // Register the component to the scene
  98878. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98879. if (!component) {
  98880. component = new PhysicsEngineSceneComponent(this);
  98881. this._addComponent(component);
  98882. }
  98883. try {
  98884. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98885. return true;
  98886. }
  98887. catch (e) {
  98888. BABYLON.Tools.Error(e.message);
  98889. return false;
  98890. }
  98891. };
  98892. /**
  98893. * Disables and disposes the physics engine associated with the scene
  98894. */
  98895. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98896. if (!this._physicsEngine) {
  98897. return;
  98898. }
  98899. this._physicsEngine.dispose();
  98900. this._physicsEngine = null;
  98901. };
  98902. /**
  98903. * Gets a boolean indicating if there is an active physics engine
  98904. * @returns a boolean indicating if there is an active physics engine
  98905. */
  98906. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98907. return this._physicsEngine !== undefined;
  98908. };
  98909. /**
  98910. * Deletes a physics compound impostor
  98911. * @param compound defines the compound to delete
  98912. */
  98913. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98914. var mesh = compound.parts[0].mesh;
  98915. if (mesh.physicsImpostor) {
  98916. mesh.physicsImpostor.dispose( /*true*/);
  98917. mesh.physicsImpostor = null;
  98918. }
  98919. };
  98920. /** @hidden */
  98921. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98922. if (this._physicsEngine) {
  98923. this.onBeforePhysicsObservable.notifyObservers(this);
  98924. this._physicsEngine._step(step / 1000);
  98925. this.onAfterPhysicsObservable.notifyObservers(this);
  98926. }
  98927. };
  98928. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98929. get: function () {
  98930. return this._physicsImpostor;
  98931. },
  98932. set: function (value) {
  98933. var _this = this;
  98934. if (this._physicsImpostor === value) {
  98935. return;
  98936. }
  98937. if (this._disposePhysicsObserver) {
  98938. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98939. }
  98940. this._physicsImpostor = value;
  98941. if (value) {
  98942. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98943. // Physics
  98944. if (_this.physicsImpostor) {
  98945. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98946. _this.physicsImpostor = null;
  98947. }
  98948. });
  98949. }
  98950. },
  98951. enumerable: true,
  98952. configurable: true
  98953. });
  98954. /**
  98955. * Gets the current physics impostor
  98956. * @see http://doc.babylonjs.com/features/physics_engine
  98957. * @returns a physics impostor or null
  98958. */
  98959. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98960. return this.physicsImpostor;
  98961. };
  98962. /**
  98963. * Apply a physic impulse to the mesh
  98964. * @param force defines the force to apply
  98965. * @param contactPoint defines where to apply the force
  98966. * @returns the current mesh
  98967. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98968. */
  98969. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98970. if (!this.physicsImpostor) {
  98971. return this;
  98972. }
  98973. this.physicsImpostor.applyImpulse(force, contactPoint);
  98974. return this;
  98975. };
  98976. /**
  98977. * Creates a physic joint between two meshes
  98978. * @param otherMesh defines the other mesh to use
  98979. * @param pivot1 defines the pivot to use on this mesh
  98980. * @param pivot2 defines the pivot to use on the other mesh
  98981. * @param options defines additional options (can be plugin dependent)
  98982. * @returns the current mesh
  98983. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98984. */
  98985. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98986. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98987. return this;
  98988. }
  98989. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98990. mainPivot: pivot1,
  98991. connectedPivot: pivot2,
  98992. nativeParams: options
  98993. });
  98994. return this;
  98995. };
  98996. /**
  98997. * Defines the physics engine scene component responsible to manage a physics engine
  98998. */
  98999. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99000. /**
  99001. * Creates a new instance of the component for the given scene
  99002. * @param scene Defines the scene to register the component in
  99003. */
  99004. function PhysicsEngineSceneComponent(scene) {
  99005. var _this = this;
  99006. /**
  99007. * The component name helpful to identify the component in the list of scene components.
  99008. */
  99009. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99010. this.scene = scene;
  99011. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99012. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99013. // Replace the function used to get the deterministic frame time
  99014. this.scene.getDeterministicFrameTime = function () {
  99015. if (_this.scene._physicsEngine) {
  99016. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99017. }
  99018. return 1000.0 / 60.0;
  99019. };
  99020. }
  99021. /**
  99022. * Registers the component in a given scene
  99023. */
  99024. PhysicsEngineSceneComponent.prototype.register = function () {
  99025. };
  99026. /**
  99027. * Rebuilds the elements related to this component in case of
  99028. * context lost for instance.
  99029. */
  99030. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99031. // Nothing to do for this component
  99032. };
  99033. /**
  99034. * Disposes the component and the associated ressources
  99035. */
  99036. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99037. this.scene.onBeforePhysicsObservable.clear();
  99038. this.scene.onAfterPhysicsObservable.clear();
  99039. if (this.scene._physicsEngine) {
  99040. this.scene.disablePhysicsEngine();
  99041. }
  99042. };
  99043. return PhysicsEngineSceneComponent;
  99044. }());
  99045. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99046. })(BABYLON || (BABYLON = {}));
  99047. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99048. var BABYLON;
  99049. (function (BABYLON) {
  99050. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99051. // All values and structures referenced from:
  99052. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99053. var DDS_MAGIC = 0x20534444;
  99054. var
  99055. //DDSD_CAPS = 0x1,
  99056. //DDSD_HEIGHT = 0x2,
  99057. //DDSD_WIDTH = 0x4,
  99058. //DDSD_PITCH = 0x8,
  99059. //DDSD_PIXELFORMAT = 0x1000,
  99060. DDSD_MIPMAPCOUNT = 0x20000;
  99061. //DDSD_LINEARSIZE = 0x80000,
  99062. //DDSD_DEPTH = 0x800000;
  99063. // var DDSCAPS_COMPLEX = 0x8,
  99064. // DDSCAPS_MIPMAP = 0x400000,
  99065. // DDSCAPS_TEXTURE = 0x1000;
  99066. var DDSCAPS2_CUBEMAP = 0x200;
  99067. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99068. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99069. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99070. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99071. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99072. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99073. // DDSCAPS2_VOLUME = 0x200000;
  99074. var
  99075. //DDPF_ALPHAPIXELS = 0x1,
  99076. //DDPF_ALPHA = 0x2,
  99077. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99078. //DDPF_YUV = 0x200,
  99079. DDPF_LUMINANCE = 0x20000;
  99080. function FourCCToInt32(value) {
  99081. return value.charCodeAt(0) +
  99082. (value.charCodeAt(1) << 8) +
  99083. (value.charCodeAt(2) << 16) +
  99084. (value.charCodeAt(3) << 24);
  99085. }
  99086. function Int32ToFourCC(value) {
  99087. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99088. }
  99089. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99090. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99091. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99092. var FOURCC_DX10 = FourCCToInt32("DX10");
  99093. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99094. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99095. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99096. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99097. var headerLengthInt = 31; // The header length in 32 bit ints
  99098. // Offsets into the header array
  99099. var off_magic = 0;
  99100. var off_size = 1;
  99101. var off_flags = 2;
  99102. var off_height = 3;
  99103. var off_width = 4;
  99104. var off_mipmapCount = 7;
  99105. var off_pfFlags = 20;
  99106. var off_pfFourCC = 21;
  99107. var off_RGBbpp = 22;
  99108. var off_RMask = 23;
  99109. var off_GMask = 24;
  99110. var off_BMask = 25;
  99111. var off_AMask = 26;
  99112. // var off_caps1 = 27;
  99113. var off_caps2 = 28;
  99114. // var off_caps3 = 29;
  99115. // var off_caps4 = 30;
  99116. var off_dxgiFormat = 32;
  99117. /**
  99118. * Class used to provide DDS decompression tools
  99119. */
  99120. var DDSTools = /** @class */ (function () {
  99121. function DDSTools() {
  99122. }
  99123. /**
  99124. * Gets DDS information from an array buffer
  99125. * @param arrayBuffer defines the array buffer to read data from
  99126. * @returns the DDS information
  99127. */
  99128. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99129. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99130. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99131. var mipmapCount = 1;
  99132. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99133. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99134. }
  99135. var fourCC = header[off_pfFourCC];
  99136. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99137. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99138. switch (fourCC) {
  99139. case FOURCC_D3DFMT_R16G16B16A16F:
  99140. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99141. break;
  99142. case FOURCC_D3DFMT_R32G32B32A32F:
  99143. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99144. break;
  99145. case FOURCC_DX10:
  99146. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99147. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99148. break;
  99149. }
  99150. }
  99151. return {
  99152. width: header[off_width],
  99153. height: header[off_height],
  99154. mipmapCount: mipmapCount,
  99155. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99156. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99157. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99158. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99159. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99160. dxgiFormat: dxgiFormat,
  99161. textureType: textureType
  99162. };
  99163. };
  99164. DDSTools._ToHalfFloat = function (value) {
  99165. if (!DDSTools._FloatView) {
  99166. DDSTools._FloatView = new Float32Array(1);
  99167. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99168. }
  99169. DDSTools._FloatView[0] = value;
  99170. var x = DDSTools._Int32View[0];
  99171. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99172. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99173. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99174. /* If zero, or denormal, or exponent underflows too much for a denormal
  99175. * half, return signed zero. */
  99176. if (e < 103) {
  99177. return bits;
  99178. }
  99179. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99180. if (e > 142) {
  99181. bits |= 0x7c00;
  99182. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99183. * not Inf, so make sure we set one mantissa bit too. */
  99184. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99185. return bits;
  99186. }
  99187. /* If exponent underflows but not too much, return a denormal */
  99188. if (e < 113) {
  99189. m |= 0x0800;
  99190. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99191. * to 1, which is OK. */
  99192. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99193. return bits;
  99194. }
  99195. bits |= ((e - 112) << 10) | (m >> 1);
  99196. bits += m & 1;
  99197. return bits;
  99198. };
  99199. DDSTools._FromHalfFloat = function (value) {
  99200. var s = (value & 0x8000) >> 15;
  99201. var e = (value & 0x7C00) >> 10;
  99202. var f = value & 0x03FF;
  99203. if (e === 0) {
  99204. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99205. }
  99206. else if (e == 0x1F) {
  99207. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99208. }
  99209. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99210. };
  99211. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99212. var destArray = new Float32Array(dataLength);
  99213. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99214. var index = 0;
  99215. for (var y = 0; y < height; y++) {
  99216. for (var x = 0; x < width; x++) {
  99217. var srcPos = (x + y * width) * 4;
  99218. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99219. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99220. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99221. if (DDSTools.StoreLODInAlphaChannel) {
  99222. destArray[index + 3] = lod;
  99223. }
  99224. else {
  99225. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99226. }
  99227. index += 4;
  99228. }
  99229. }
  99230. return destArray;
  99231. };
  99232. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99233. if (DDSTools.StoreLODInAlphaChannel) {
  99234. var destArray = new Uint16Array(dataLength);
  99235. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99236. var index = 0;
  99237. for (var y = 0; y < height; y++) {
  99238. for (var x = 0; x < width; x++) {
  99239. var srcPos = (x + y * width) * 4;
  99240. destArray[index] = srcData[srcPos];
  99241. destArray[index + 1] = srcData[srcPos + 1];
  99242. destArray[index + 2] = srcData[srcPos + 2];
  99243. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99244. index += 4;
  99245. }
  99246. }
  99247. return destArray;
  99248. }
  99249. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99250. };
  99251. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99252. if (DDSTools.StoreLODInAlphaChannel) {
  99253. var destArray = new Float32Array(dataLength);
  99254. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99255. var index = 0;
  99256. for (var y = 0; y < height; y++) {
  99257. for (var x = 0; x < width; x++) {
  99258. var srcPos = (x + y * width) * 4;
  99259. destArray[index] = srcData[srcPos];
  99260. destArray[index + 1] = srcData[srcPos + 1];
  99261. destArray[index + 2] = srcData[srcPos + 2];
  99262. destArray[index + 3] = lod;
  99263. index += 4;
  99264. }
  99265. }
  99266. return destArray;
  99267. }
  99268. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99269. };
  99270. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99271. var destArray = new Uint8Array(dataLength);
  99272. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99273. var index = 0;
  99274. for (var y = 0; y < height; y++) {
  99275. for (var x = 0; x < width; x++) {
  99276. var srcPos = (x + y * width) * 4;
  99277. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99278. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99279. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99280. if (DDSTools.StoreLODInAlphaChannel) {
  99281. destArray[index + 3] = lod;
  99282. }
  99283. else {
  99284. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99285. }
  99286. index += 4;
  99287. }
  99288. }
  99289. return destArray;
  99290. };
  99291. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99292. var destArray = new Uint8Array(dataLength);
  99293. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99294. var index = 0;
  99295. for (var y = 0; y < height; y++) {
  99296. for (var x = 0; x < width; x++) {
  99297. var srcPos = (x + y * width) * 4;
  99298. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99299. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99300. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99301. if (DDSTools.StoreLODInAlphaChannel) {
  99302. destArray[index + 3] = lod;
  99303. }
  99304. else {
  99305. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99306. }
  99307. index += 4;
  99308. }
  99309. }
  99310. return destArray;
  99311. };
  99312. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99313. var byteArray = new Uint8Array(dataLength);
  99314. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99315. var index = 0;
  99316. for (var y = 0; y < height; y++) {
  99317. for (var x = 0; x < width; x++) {
  99318. var srcPos = (x + y * width) * 4;
  99319. byteArray[index] = srcData[srcPos + rOffset];
  99320. byteArray[index + 1] = srcData[srcPos + gOffset];
  99321. byteArray[index + 2] = srcData[srcPos + bOffset];
  99322. byteArray[index + 3] = srcData[srcPos + aOffset];
  99323. index += 4;
  99324. }
  99325. }
  99326. return byteArray;
  99327. };
  99328. DDSTools._ExtractLongWordOrder = function (value) {
  99329. if (value === 0 || value === 255 || value === -16777216) {
  99330. return 0;
  99331. }
  99332. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99333. };
  99334. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99335. var byteArray = new Uint8Array(dataLength);
  99336. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99337. var index = 0;
  99338. for (var y = 0; y < height; y++) {
  99339. for (var x = 0; x < width; x++) {
  99340. var srcPos = (x + y * width) * 3;
  99341. byteArray[index] = srcData[srcPos + rOffset];
  99342. byteArray[index + 1] = srcData[srcPos + gOffset];
  99343. byteArray[index + 2] = srcData[srcPos + bOffset];
  99344. index += 3;
  99345. }
  99346. }
  99347. return byteArray;
  99348. };
  99349. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99350. var byteArray = new Uint8Array(dataLength);
  99351. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99352. var index = 0;
  99353. for (var y = 0; y < height; y++) {
  99354. for (var x = 0; x < width; x++) {
  99355. var srcPos = (x + y * width);
  99356. byteArray[index] = srcData[srcPos];
  99357. index++;
  99358. }
  99359. }
  99360. return byteArray;
  99361. };
  99362. /**
  99363. * Uploads DDS Levels to a Babylon Texture
  99364. * @hidden
  99365. */
  99366. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99367. if (lodIndex === void 0) { lodIndex = -1; }
  99368. var sphericalPolynomialFaces = null;
  99369. if (info.sphericalPolynomial) {
  99370. sphericalPolynomialFaces = new Array();
  99371. }
  99372. var ext = engine.getCaps().s3tc;
  99373. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99374. var fourCC, width, height, dataLength = 0, dataOffset;
  99375. var byteArray, mipmapCount, mip;
  99376. var internalCompressedFormat = 0;
  99377. var blockBytes = 1;
  99378. if (header[off_magic] !== DDS_MAGIC) {
  99379. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99380. return;
  99381. }
  99382. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99383. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99384. return;
  99385. }
  99386. if (info.isCompressed && !ext) {
  99387. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99388. return;
  99389. }
  99390. var bpp = header[off_RGBbpp];
  99391. dataOffset = header[off_size] + 4;
  99392. var computeFormats = false;
  99393. if (info.isFourCC) {
  99394. fourCC = header[off_pfFourCC];
  99395. switch (fourCC) {
  99396. case FOURCC_DXT1:
  99397. blockBytes = 8;
  99398. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99399. break;
  99400. case FOURCC_DXT3:
  99401. blockBytes = 16;
  99402. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99403. break;
  99404. case FOURCC_DXT5:
  99405. blockBytes = 16;
  99406. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99407. break;
  99408. case FOURCC_D3DFMT_R16G16B16A16F:
  99409. computeFormats = true;
  99410. break;
  99411. case FOURCC_D3DFMT_R32G32B32A32F:
  99412. computeFormats = true;
  99413. break;
  99414. case FOURCC_DX10:
  99415. // There is an additionnal header so dataOffset need to be changed
  99416. dataOffset += 5 * 4; // 5 uints
  99417. var supported = false;
  99418. switch (info.dxgiFormat) {
  99419. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99420. computeFormats = true;
  99421. supported = true;
  99422. break;
  99423. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99424. info.isRGB = true;
  99425. info.isFourCC = false;
  99426. bpp = 32;
  99427. supported = true;
  99428. break;
  99429. }
  99430. if (supported) {
  99431. break;
  99432. }
  99433. default:
  99434. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99435. return;
  99436. }
  99437. }
  99438. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99439. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99440. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99441. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99442. if (computeFormats) {
  99443. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99444. }
  99445. mipmapCount = 1;
  99446. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99447. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99448. }
  99449. for (var face = 0; face < faces; face++) {
  99450. width = header[off_width];
  99451. height = header[off_height];
  99452. for (mip = 0; mip < mipmapCount; ++mip) {
  99453. if (lodIndex === -1 || lodIndex === mip) {
  99454. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99455. var i = (lodIndex === -1) ? mip : 0;
  99456. if (!info.isCompressed && info.isFourCC) {
  99457. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99458. dataLength = width * height * 4;
  99459. var floatArray = null;
  99460. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99461. if (bpp === 128) {
  99462. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99463. if (sphericalPolynomialFaces && i == 0) {
  99464. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99465. }
  99466. }
  99467. else if (bpp === 64) {
  99468. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99469. if (sphericalPolynomialFaces && i == 0) {
  99470. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99471. }
  99472. }
  99473. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99474. }
  99475. else {
  99476. if (bpp === 128) {
  99477. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99478. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99479. if (sphericalPolynomialFaces && i == 0) {
  99480. sphericalPolynomialFaces.push(floatArray);
  99481. }
  99482. }
  99483. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99484. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99485. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99486. if (sphericalPolynomialFaces && i == 0) {
  99487. sphericalPolynomialFaces.push(floatArray);
  99488. }
  99489. }
  99490. else { // 64
  99491. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99492. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99493. if (sphericalPolynomialFaces && i == 0) {
  99494. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99495. }
  99496. }
  99497. }
  99498. if (floatArray) {
  99499. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99500. }
  99501. }
  99502. else if (info.isRGB) {
  99503. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99504. if (bpp === 24) {
  99505. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99506. dataLength = width * height * 3;
  99507. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99508. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99509. }
  99510. else { // 32
  99511. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99512. dataLength = width * height * 4;
  99513. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99514. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99515. }
  99516. }
  99517. else if (info.isLuminance) {
  99518. var unpackAlignment = engine._getUnpackAlignement();
  99519. var unpaddedRowSize = width;
  99520. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99521. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99522. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99523. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99524. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99525. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99526. }
  99527. else {
  99528. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99529. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99530. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99531. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99532. }
  99533. }
  99534. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99535. width *= 0.5;
  99536. height *= 0.5;
  99537. width = Math.max(1.0, width);
  99538. height = Math.max(1.0, height);
  99539. }
  99540. if (currentFace !== undefined) {
  99541. // Loading a single face
  99542. break;
  99543. }
  99544. }
  99545. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99546. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99547. size: header[off_width],
  99548. right: sphericalPolynomialFaces[0],
  99549. left: sphericalPolynomialFaces[1],
  99550. up: sphericalPolynomialFaces[2],
  99551. down: sphericalPolynomialFaces[3],
  99552. front: sphericalPolynomialFaces[4],
  99553. back: sphericalPolynomialFaces[5],
  99554. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99555. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99556. gammaSpace: false,
  99557. });
  99558. }
  99559. else {
  99560. info.sphericalPolynomial = undefined;
  99561. }
  99562. };
  99563. /**
  99564. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99565. */
  99566. DDSTools.StoreLODInAlphaChannel = false;
  99567. return DDSTools;
  99568. }());
  99569. BABYLON.DDSTools = DDSTools;
  99570. })(BABYLON || (BABYLON = {}));
  99571. //# sourceMappingURL=babylon.dds.js.map
  99572. var BABYLON;
  99573. (function (BABYLON) {
  99574. /**
  99575. * Implementation of the DDS Texture Loader.
  99576. */
  99577. var DDSTextureLoader = /** @class */ (function () {
  99578. function DDSTextureLoader() {
  99579. /**
  99580. * Defines wether the loader supports cascade loading the different faces.
  99581. */
  99582. this.supportCascades = true;
  99583. }
  99584. /**
  99585. * This returns if the loader support the current file information.
  99586. * @param extension defines the file extension of the file being loaded
  99587. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99588. * @param fallback defines the fallback internal texture if any
  99589. * @param isBase64 defines whether the texture is encoded as a base64
  99590. * @param isBuffer defines whether the texture data are stored as a buffer
  99591. * @returns true if the loader can load the specified file
  99592. */
  99593. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99594. return extension.indexOf(".dds") === 0;
  99595. };
  99596. /**
  99597. * Transform the url before loading if required.
  99598. * @param rootUrl the url of the texture
  99599. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99600. * @returns the transformed texture
  99601. */
  99602. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99603. return rootUrl;
  99604. };
  99605. /**
  99606. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99607. * @param rootUrl the url of the texture
  99608. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99609. * @returns the fallback texture
  99610. */
  99611. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99612. return null;
  99613. };
  99614. /**
  99615. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99616. * @param data contains the texture data
  99617. * @param texture defines the BabylonJS internal texture
  99618. * @param createPolynomials will be true if polynomials have been requested
  99619. * @param onLoad defines the callback to trigger once the texture is ready
  99620. * @param onError defines the callback to trigger in case of error
  99621. */
  99622. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99623. var engine = texture.getEngine();
  99624. var info;
  99625. var loadMipmap = false;
  99626. if (Array.isArray(imgs)) {
  99627. for (var index = 0; index < imgs.length; index++) {
  99628. var data_1 = imgs[index];
  99629. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99630. texture.width = info.width;
  99631. texture.height = info.height;
  99632. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99633. engine._unpackFlipY(info.isCompressed);
  99634. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99635. if (!info.isFourCC && info.mipmapCount === 1) {
  99636. engine.generateMipMapsForCubemap(texture);
  99637. }
  99638. }
  99639. }
  99640. else {
  99641. var data = imgs;
  99642. info = BABYLON.DDSTools.GetDDSInfo(data);
  99643. texture.width = info.width;
  99644. texture.height = info.height;
  99645. if (createPolynomials) {
  99646. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99647. }
  99648. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99649. engine._unpackFlipY(info.isCompressed);
  99650. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99651. if (!info.isFourCC && info.mipmapCount === 1) {
  99652. engine.generateMipMapsForCubemap(texture);
  99653. }
  99654. }
  99655. engine._setCubeMapTextureParams(loadMipmap);
  99656. texture.isReady = true;
  99657. if (onLoad) {
  99658. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99659. }
  99660. };
  99661. /**
  99662. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99663. * @param data contains the texture data
  99664. * @param texture defines the BabylonJS internal texture
  99665. * @param callback defines the method to call once ready to upload
  99666. */
  99667. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99668. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99669. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99670. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99671. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99672. });
  99673. };
  99674. return DDSTextureLoader;
  99675. }());
  99676. // Register the loader.
  99677. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99678. })(BABYLON || (BABYLON = {}));
  99679. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99680. var BABYLON;
  99681. (function (BABYLON) {
  99682. /**
  99683. * Based on jsTGALoader - Javascript loader for TGA file
  99684. * By Vincent Thibault
  99685. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99686. */
  99687. var TGATools = /** @class */ (function () {
  99688. function TGATools() {
  99689. }
  99690. /**
  99691. * Gets the header of a TGA file
  99692. * @param data defines the TGA data
  99693. * @returns the header
  99694. */
  99695. TGATools.GetTGAHeader = function (data) {
  99696. var offset = 0;
  99697. var header = {
  99698. id_length: data[offset++],
  99699. colormap_type: data[offset++],
  99700. image_type: data[offset++],
  99701. colormap_index: data[offset++] | data[offset++] << 8,
  99702. colormap_length: data[offset++] | data[offset++] << 8,
  99703. colormap_size: data[offset++],
  99704. origin: [
  99705. data[offset++] | data[offset++] << 8,
  99706. data[offset++] | data[offset++] << 8
  99707. ],
  99708. width: data[offset++] | data[offset++] << 8,
  99709. height: data[offset++] | data[offset++] << 8,
  99710. pixel_size: data[offset++],
  99711. flags: data[offset++]
  99712. };
  99713. return header;
  99714. };
  99715. /**
  99716. * Uploads TGA content to a Babylon Texture
  99717. * @hidden
  99718. */
  99719. TGATools.UploadContent = function (texture, data) {
  99720. // Not enough data to contain header ?
  99721. if (data.length < 19) {
  99722. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99723. return;
  99724. }
  99725. // Read Header
  99726. var offset = 18;
  99727. var header = TGATools.GetTGAHeader(data);
  99728. // Assume it's a valid Targa file.
  99729. if (header.id_length + offset > data.length) {
  99730. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99731. return;
  99732. }
  99733. // Skip not needed data
  99734. offset += header.id_length;
  99735. var use_rle = false;
  99736. var use_pal = false;
  99737. var use_grey = false;
  99738. // Get some informations.
  99739. switch (header.image_type) {
  99740. case TGATools._TYPE_RLE_INDEXED:
  99741. use_rle = true;
  99742. case TGATools._TYPE_INDEXED:
  99743. use_pal = true;
  99744. break;
  99745. case TGATools._TYPE_RLE_RGB:
  99746. use_rle = true;
  99747. case TGATools._TYPE_RGB:
  99748. // use_rgb = true;
  99749. break;
  99750. case TGATools._TYPE_RLE_GREY:
  99751. use_rle = true;
  99752. case TGATools._TYPE_GREY:
  99753. use_grey = true;
  99754. break;
  99755. }
  99756. var pixel_data;
  99757. // var numAlphaBits = header.flags & 0xf;
  99758. var pixel_size = header.pixel_size >> 3;
  99759. var pixel_total = header.width * header.height * pixel_size;
  99760. // Read palettes
  99761. var palettes;
  99762. if (use_pal) {
  99763. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99764. }
  99765. // Read LRE
  99766. if (use_rle) {
  99767. pixel_data = new Uint8Array(pixel_total);
  99768. var c, count, i;
  99769. var localOffset = 0;
  99770. var pixels = new Uint8Array(pixel_size);
  99771. while (offset < pixel_total && localOffset < pixel_total) {
  99772. c = data[offset++];
  99773. count = (c & 0x7f) + 1;
  99774. // RLE pixels
  99775. if (c & 0x80) {
  99776. // Bind pixel tmp array
  99777. for (i = 0; i < pixel_size; ++i) {
  99778. pixels[i] = data[offset++];
  99779. }
  99780. // Copy pixel array
  99781. for (i = 0; i < count; ++i) {
  99782. pixel_data.set(pixels, localOffset + i * pixel_size);
  99783. }
  99784. localOffset += pixel_size * count;
  99785. }
  99786. // Raw pixels
  99787. else {
  99788. count *= pixel_size;
  99789. for (i = 0; i < count; ++i) {
  99790. pixel_data[localOffset + i] = data[offset++];
  99791. }
  99792. localOffset += count;
  99793. }
  99794. }
  99795. }
  99796. // RAW Pixels
  99797. else {
  99798. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99799. }
  99800. // Load to texture
  99801. var x_start, y_start, x_step, y_step, y_end, x_end;
  99802. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99803. default:
  99804. case TGATools._ORIGIN_UL:
  99805. x_start = 0;
  99806. x_step = 1;
  99807. x_end = header.width;
  99808. y_start = 0;
  99809. y_step = 1;
  99810. y_end = header.height;
  99811. break;
  99812. case TGATools._ORIGIN_BL:
  99813. x_start = 0;
  99814. x_step = 1;
  99815. x_end = header.width;
  99816. y_start = header.height - 1;
  99817. y_step = -1;
  99818. y_end = -1;
  99819. break;
  99820. case TGATools._ORIGIN_UR:
  99821. x_start = header.width - 1;
  99822. x_step = -1;
  99823. x_end = -1;
  99824. y_start = 0;
  99825. y_step = 1;
  99826. y_end = header.height;
  99827. break;
  99828. case TGATools._ORIGIN_BR:
  99829. x_start = header.width - 1;
  99830. x_step = -1;
  99831. x_end = -1;
  99832. y_start = header.height - 1;
  99833. y_step = -1;
  99834. y_end = -1;
  99835. break;
  99836. }
  99837. // Load the specify method
  99838. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99839. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99840. var engine = texture.getEngine();
  99841. engine._uploadDataToTextureDirectly(texture, imageData);
  99842. };
  99843. /** @hidden */
  99844. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99845. var image = pixel_data, colormap = palettes;
  99846. var width = header.width, height = header.height;
  99847. var color, i = 0, x, y;
  99848. var imageData = new Uint8Array(width * height * 4);
  99849. for (y = y_start; y !== y_end; y += y_step) {
  99850. for (x = x_start; x !== x_end; x += x_step, i++) {
  99851. color = image[i];
  99852. imageData[(x + width * y) * 4 + 3] = 255;
  99853. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99854. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99855. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99856. }
  99857. }
  99858. return imageData;
  99859. };
  99860. /** @hidden */
  99861. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99862. var image = pixel_data;
  99863. var width = header.width, height = header.height;
  99864. var color, i = 0, x, y;
  99865. var imageData = new Uint8Array(width * height * 4);
  99866. for (y = y_start; y !== y_end; y += y_step) {
  99867. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99868. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99869. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99870. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99871. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99872. imageData[(x + width * y) * 4 + 0] = r;
  99873. imageData[(x + width * y) * 4 + 1] = g;
  99874. imageData[(x + width * y) * 4 + 2] = b;
  99875. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99876. }
  99877. }
  99878. return imageData;
  99879. };
  99880. /** @hidden */
  99881. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99882. var image = pixel_data;
  99883. var width = header.width, height = header.height;
  99884. var i = 0, x, y;
  99885. var imageData = new Uint8Array(width * height * 4);
  99886. for (y = y_start; y !== y_end; y += y_step) {
  99887. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99888. imageData[(x + width * y) * 4 + 3] = 255;
  99889. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99890. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99891. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99892. }
  99893. }
  99894. return imageData;
  99895. };
  99896. /** @hidden */
  99897. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99898. var image = pixel_data;
  99899. var width = header.width, height = header.height;
  99900. var i = 0, x, y;
  99901. var imageData = new Uint8Array(width * height * 4);
  99902. for (y = y_start; y !== y_end; y += y_step) {
  99903. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99904. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99905. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99906. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99907. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99908. }
  99909. }
  99910. return imageData;
  99911. };
  99912. /** @hidden */
  99913. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99914. var image = pixel_data;
  99915. var width = header.width, height = header.height;
  99916. var color, i = 0, x, y;
  99917. var imageData = new Uint8Array(width * height * 4);
  99918. for (y = y_start; y !== y_end; y += y_step) {
  99919. for (x = x_start; x !== x_end; x += x_step, i++) {
  99920. color = image[i];
  99921. imageData[(x + width * y) * 4 + 0] = color;
  99922. imageData[(x + width * y) * 4 + 1] = color;
  99923. imageData[(x + width * y) * 4 + 2] = color;
  99924. imageData[(x + width * y) * 4 + 3] = 255;
  99925. }
  99926. }
  99927. return imageData;
  99928. };
  99929. /** @hidden */
  99930. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99931. var image = pixel_data;
  99932. var width = header.width, height = header.height;
  99933. var i = 0, x, y;
  99934. var imageData = new Uint8Array(width * height * 4);
  99935. for (y = y_start; y !== y_end; y += y_step) {
  99936. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99937. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99938. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99939. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99940. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99941. }
  99942. }
  99943. return imageData;
  99944. };
  99945. //private static _TYPE_NO_DATA = 0;
  99946. TGATools._TYPE_INDEXED = 1;
  99947. TGATools._TYPE_RGB = 2;
  99948. TGATools._TYPE_GREY = 3;
  99949. TGATools._TYPE_RLE_INDEXED = 9;
  99950. TGATools._TYPE_RLE_RGB = 10;
  99951. TGATools._TYPE_RLE_GREY = 11;
  99952. TGATools._ORIGIN_MASK = 0x30;
  99953. TGATools._ORIGIN_SHIFT = 0x04;
  99954. TGATools._ORIGIN_BL = 0x00;
  99955. TGATools._ORIGIN_BR = 0x01;
  99956. TGATools._ORIGIN_UL = 0x02;
  99957. TGATools._ORIGIN_UR = 0x03;
  99958. return TGATools;
  99959. }());
  99960. BABYLON.TGATools = TGATools;
  99961. })(BABYLON || (BABYLON = {}));
  99962. //# sourceMappingURL=babylon.tga.js.map
  99963. var BABYLON;
  99964. (function (BABYLON) {
  99965. /**
  99966. * Implementation of the TGA Texture Loader.
  99967. */
  99968. var TGATextureLoader = /** @class */ (function () {
  99969. function TGATextureLoader() {
  99970. /**
  99971. * Defines wether the loader supports cascade loading the different faces.
  99972. */
  99973. this.supportCascades = false;
  99974. }
  99975. /**
  99976. * This returns if the loader support the current file information.
  99977. * @param extension defines the file extension of the file being loaded
  99978. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99979. * @param fallback defines the fallback internal texture if any
  99980. * @param isBase64 defines whether the texture is encoded as a base64
  99981. * @param isBuffer defines whether the texture data are stored as a buffer
  99982. * @returns true if the loader can load the specified file
  99983. */
  99984. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99985. return extension.indexOf(".tga") === 0;
  99986. };
  99987. /**
  99988. * Transform the url before loading if required.
  99989. * @param rootUrl the url of the texture
  99990. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99991. * @returns the transformed texture
  99992. */
  99993. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99994. return rootUrl;
  99995. };
  99996. /**
  99997. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99998. * @param rootUrl the url of the texture
  99999. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100000. * @returns the fallback texture
  100001. */
  100002. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100003. return null;
  100004. };
  100005. /**
  100006. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100007. * @param data contains the texture data
  100008. * @param texture defines the BabylonJS internal texture
  100009. * @param createPolynomials will be true if polynomials have been requested
  100010. * @param onLoad defines the callback to trigger once the texture is ready
  100011. * @param onError defines the callback to trigger in case of error
  100012. */
  100013. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100014. throw ".env not supported in Cube.";
  100015. };
  100016. /**
  100017. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100018. * @param data contains the texture data
  100019. * @param texture defines the BabylonJS internal texture
  100020. * @param callback defines the method to call once ready to upload
  100021. */
  100022. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100023. var uintData = new Uint8Array(data);
  100024. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100025. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100026. BABYLON.TGATools.UploadContent(texture, uintData);
  100027. });
  100028. };
  100029. return TGATextureLoader;
  100030. }());
  100031. // Register the loader.
  100032. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100033. })(BABYLON || (BABYLON = {}));
  100034. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100035. var BABYLON;
  100036. (function (BABYLON) {
  100037. /**
  100038. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100039. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100040. */
  100041. var KhronosTextureContainer = /** @class */ (function () {
  100042. /**
  100043. * Creates a new KhronosTextureContainer
  100044. * @param arrayBuffer contents of the KTX container file
  100045. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100046. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100047. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100048. */
  100049. function KhronosTextureContainer(
  100050. /** contents of the KTX container file */
  100051. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100052. this.arrayBuffer = arrayBuffer;
  100053. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100054. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100055. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100056. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100057. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100058. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100059. BABYLON.Tools.Error("texture missing KTX identifier");
  100060. return;
  100061. }
  100062. // load the reset of the header in native 32 bit int
  100063. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100064. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100065. var oppositeEndianess = header[0] === 0x01020304;
  100066. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100067. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100068. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100069. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100070. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100071. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100072. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100073. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100074. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100075. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100076. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100077. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100078. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100079. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100080. if (this.glType !== 0) {
  100081. BABYLON.Tools.Error("only compressed formats currently supported");
  100082. return;
  100083. }
  100084. else {
  100085. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100086. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100087. }
  100088. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100089. BABYLON.Tools.Error("only 2D textures currently supported");
  100090. return;
  100091. }
  100092. if (this.numberOfArrayElements !== 0) {
  100093. BABYLON.Tools.Error("texture arrays not currently supported");
  100094. return;
  100095. }
  100096. if (this.numberOfFaces !== facesExpected) {
  100097. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100098. return;
  100099. }
  100100. // we now have a completely validated file, so could use existence of loadType as success
  100101. // would need to make this more elaborate & adjust checks above to support more than one load type
  100102. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100103. }
  100104. //
  100105. /**
  100106. * Revert the endianness of a value.
  100107. * Not as fast hardware based, but will probably never need to use
  100108. * @param val defines the value to convert
  100109. * @returns the new value
  100110. */
  100111. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100112. return ((val & 0xFF) << 24)
  100113. | ((val & 0xFF00) << 8)
  100114. | ((val >> 8) & 0xFF00)
  100115. | ((val >> 24) & 0xFF);
  100116. };
  100117. /**
  100118. * Uploads KTX content to a Babylon Texture.
  100119. * It is assumed that the texture has already been created & is currently bound
  100120. * @hidden
  100121. */
  100122. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100123. switch (this.loadType) {
  100124. case KhronosTextureContainer.COMPRESSED_2D:
  100125. this._upload2DCompressedLevels(texture, loadMipmaps);
  100126. break;
  100127. case KhronosTextureContainer.TEX_2D:
  100128. case KhronosTextureContainer.COMPRESSED_3D:
  100129. case KhronosTextureContainer.TEX_3D:
  100130. }
  100131. };
  100132. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100133. // initialize width & height for level 1
  100134. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100135. var width = this.pixelWidth;
  100136. var height = this.pixelHeight;
  100137. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100138. for (var level = 0; level < mipmapCount; level++) {
  100139. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100140. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100141. for (var face = 0; face < this.numberOfFaces; face++) {
  100142. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100143. var engine = texture.getEngine();
  100144. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100145. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100146. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100147. }
  100148. width = Math.max(1.0, width * 0.5);
  100149. height = Math.max(1.0, height * 0.5);
  100150. }
  100151. };
  100152. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100153. // load types
  100154. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100155. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100156. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100157. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100158. return KhronosTextureContainer;
  100159. }());
  100160. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100161. })(BABYLON || (BABYLON = {}));
  100162. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100163. var BABYLON;
  100164. (function (BABYLON) {
  100165. /**
  100166. * Implementation of the KTX Texture Loader.
  100167. */
  100168. var KTXTextureLoader = /** @class */ (function () {
  100169. function KTXTextureLoader() {
  100170. /**
  100171. * Defines wether the loader supports cascade loading the different faces.
  100172. */
  100173. this.supportCascades = false;
  100174. }
  100175. /**
  100176. * This returns if the loader support the current file information.
  100177. * @param extension defines the file extension of the file being loaded
  100178. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100179. * @param fallback defines the fallback internal texture if any
  100180. * @param isBase64 defines whether the texture is encoded as a base64
  100181. * @param isBuffer defines whether the texture data are stored as a buffer
  100182. * @returns true if the loader can load the specified file
  100183. */
  100184. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100185. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100186. return true;
  100187. }
  100188. return false;
  100189. };
  100190. /**
  100191. * Transform the url before loading if required.
  100192. * @param rootUrl the url of the texture
  100193. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100194. * @returns the transformed texture
  100195. */
  100196. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100197. var lastDot = rootUrl.lastIndexOf('.');
  100198. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100199. };
  100200. /**
  100201. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100202. * @param rootUrl the url of the texture
  100203. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100204. * @returns the fallback texture
  100205. */
  100206. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100207. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100208. var exp = new RegExp("" + textureFormatInUse + "$");
  100209. return rootUrl.replace(exp, "");
  100210. };
  100211. /**
  100212. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100213. * @param data contains the texture data
  100214. * @param texture defines the BabylonJS internal texture
  100215. * @param createPolynomials will be true if polynomials have been requested
  100216. * @param onLoad defines the callback to trigger once the texture is ready
  100217. * @param onError defines the callback to trigger in case of error
  100218. */
  100219. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100220. if (Array.isArray(data)) {
  100221. return;
  100222. }
  100223. var engine = texture.getEngine();
  100224. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100225. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100226. engine._unpackFlipY(true);
  100227. ktx.uploadLevels(texture, texture.generateMipMaps);
  100228. texture.width = ktx.pixelWidth;
  100229. texture.height = ktx.pixelHeight;
  100230. engine._setCubeMapTextureParams(loadMipmap);
  100231. texture.isReady = true;
  100232. };
  100233. /**
  100234. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100235. * @param data contains the texture data
  100236. * @param texture defines the BabylonJS internal texture
  100237. * @param callback defines the method to call once ready to upload
  100238. */
  100239. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100240. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100241. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100242. ktx.uploadLevels(texture, texture.generateMipMaps);
  100243. });
  100244. };
  100245. return KTXTextureLoader;
  100246. }());
  100247. // Register the loader.
  100248. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100249. })(BABYLON || (BABYLON = {}));
  100250. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100251. var BABYLON;
  100252. (function (BABYLON) {
  100253. /**
  100254. * Sets of helpers addressing the serialization and deserialization of environment texture
  100255. * stored in a BabylonJS env file.
  100256. * Those files are usually stored as .env files.
  100257. */
  100258. var EnvironmentTextureTools = /** @class */ (function () {
  100259. function EnvironmentTextureTools() {
  100260. }
  100261. /**
  100262. * Gets the environment info from an env file.
  100263. * @param data The array buffer containing the .env bytes.
  100264. * @returns the environment file info (the json header) if successfully parsed.
  100265. */
  100266. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100267. var dataView = new DataView(data);
  100268. var pos = 0;
  100269. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100270. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100271. BABYLON.Tools.Error('Not a babylon environment map');
  100272. return null;
  100273. }
  100274. }
  100275. // Read json manifest - collect characters up to null terminator
  100276. var manifestString = '';
  100277. var charCode = 0x00;
  100278. while ((charCode = dataView.getUint8(pos++))) {
  100279. manifestString += String.fromCharCode(charCode);
  100280. }
  100281. var manifest = JSON.parse(manifestString);
  100282. if (manifest.specular) {
  100283. // Extend the header with the position of the payload.
  100284. manifest.specular.specularDataPosition = pos;
  100285. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100286. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100287. }
  100288. return manifest;
  100289. };
  100290. /**
  100291. * Creates an environment texture from a loaded cube texture.
  100292. * @param texture defines the cube texture to convert in env file
  100293. * @return a promise containing the environment data if succesfull.
  100294. */
  100295. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100296. var _this = this;
  100297. var internalTexture = texture.getInternalTexture();
  100298. if (!internalTexture) {
  100299. return Promise.reject("The cube texture is invalid.");
  100300. }
  100301. if (!texture._prefiltered) {
  100302. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100303. }
  100304. var engine = internalTexture.getEngine();
  100305. if (engine && engine.premultipliedAlpha) {
  100306. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100307. }
  100308. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100309. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100310. }
  100311. var canvas = engine.getRenderingCanvas();
  100312. if (!canvas) {
  100313. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100314. }
  100315. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100316. if (!engine.getCaps().textureFloatRender) {
  100317. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100318. if (!engine.getCaps().textureHalfFloatRender) {
  100319. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100320. }
  100321. }
  100322. var cubeWidth = internalTexture.width;
  100323. var hostingScene = new BABYLON.Scene(engine);
  100324. var specularTextures = {};
  100325. var promises = [];
  100326. // Read and collect all mipmaps data from the cube.
  100327. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100328. mipmapsCount = Math.round(mipmapsCount);
  100329. var _loop_1 = function (i) {
  100330. var faceWidth = Math.pow(2, mipmapsCount - i);
  100331. var _loop_2 = function (face) {
  100332. var data = texture.readPixels(face, i);
  100333. // Creates a temp texture with the face data.
  100334. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100335. // And rgbdEncode them.
  100336. var promise = new Promise(function (resolve, reject) {
  100337. 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);
  100338. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100339. rgbdPostProcess.onApply = function (effect) {
  100340. effect._bindTexture("textureSampler", tempTexture);
  100341. };
  100342. // As the process needs to happen on the main canvas, keep track of the current size
  100343. var currentW = engine.getRenderWidth();
  100344. var currentH = engine.getRenderHeight();
  100345. // Set the desired size for the texture
  100346. engine.setSize(faceWidth, faceWidth);
  100347. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100348. // Reading datas from WebGL
  100349. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100350. var fileReader = new FileReader();
  100351. fileReader.onload = function (event) {
  100352. var arrayBuffer = event.target.result;
  100353. specularTextures[i * 6 + face] = arrayBuffer;
  100354. resolve();
  100355. };
  100356. fileReader.readAsArrayBuffer(blob);
  100357. });
  100358. // Reapply the previous canvas size
  100359. engine.setSize(currentW, currentH);
  100360. });
  100361. });
  100362. promises.push(promise);
  100363. };
  100364. // All faces of the cube.
  100365. for (var face = 0; face < 6; face++) {
  100366. _loop_2(face);
  100367. }
  100368. };
  100369. for (var i = 0; i <= mipmapsCount; i++) {
  100370. _loop_1(i);
  100371. }
  100372. // Once all the textures haves been collected as RGBD stored in PNGs
  100373. return Promise.all(promises).then(function () {
  100374. // We can delete the hosting scene keeping track of all the creation objects
  100375. hostingScene.dispose();
  100376. // Creates the json header for the env texture
  100377. var info = {
  100378. version: 1,
  100379. width: cubeWidth,
  100380. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100381. specular: {
  100382. mipmaps: [],
  100383. lodGenerationScale: texture.lodGenerationScale
  100384. }
  100385. };
  100386. // Sets the specular image data information
  100387. var position = 0;
  100388. for (var i = 0; i <= mipmapsCount; i++) {
  100389. for (var face = 0; face < 6; face++) {
  100390. var byteLength = specularTextures[i * 6 + face].byteLength;
  100391. info.specular.mipmaps.push({
  100392. length: byteLength,
  100393. position: position
  100394. });
  100395. position += byteLength;
  100396. }
  100397. }
  100398. // Encode the JSON as an array buffer
  100399. var infoString = JSON.stringify(info);
  100400. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100401. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100402. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100403. infoView[i] = infoString.charCodeAt(i);
  100404. }
  100405. // Ends up with a null terminator for easier parsing
  100406. infoView[infoString.length] = 0x00;
  100407. // Computes the final required size and creates the storage
  100408. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100409. var finalBuffer = new ArrayBuffer(totalSize);
  100410. var finalBufferView = new Uint8Array(finalBuffer);
  100411. var dataView = new DataView(finalBuffer);
  100412. // Copy the magic bytes identifying the file in
  100413. var pos = 0;
  100414. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100415. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100416. }
  100417. // Add the json info
  100418. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100419. pos += infoBuffer.byteLength;
  100420. // Finally inserts the texture data
  100421. for (var i = 0; i <= mipmapsCount; i++) {
  100422. for (var face = 0; face < 6; face++) {
  100423. var dataBuffer = specularTextures[i * 6 + face];
  100424. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100425. pos += dataBuffer.byteLength;
  100426. }
  100427. }
  100428. // Voila
  100429. return finalBuffer;
  100430. });
  100431. };
  100432. /**
  100433. * Creates a JSON representation of the spherical data.
  100434. * @param texture defines the texture containing the polynomials
  100435. * @return the JSON representation of the spherical info
  100436. */
  100437. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100438. var polynmials = texture.sphericalPolynomial;
  100439. if (polynmials == null) {
  100440. return null;
  100441. }
  100442. return {
  100443. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100444. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100445. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100446. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100447. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100448. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100449. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100450. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100451. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100452. };
  100453. };
  100454. /**
  100455. * Uploads the texture info contained in the env file to the GPU.
  100456. * @param texture defines the internal texture to upload to
  100457. * @param arrayBuffer defines the buffer cotaining the data to load
  100458. * @param info defines the texture info retrieved through the GetEnvInfo method
  100459. * @returns a promise
  100460. */
  100461. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100462. if (info.version !== 1) {
  100463. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100464. }
  100465. var specularInfo = info.specular;
  100466. if (!specularInfo) {
  100467. // Nothing else parsed so far
  100468. return Promise.resolve();
  100469. }
  100470. // Double checks the enclosed info
  100471. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100472. mipmapsCount = Math.round(mipmapsCount) + 1;
  100473. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100474. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100475. }
  100476. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100477. var imageData = new Array(mipmapsCount);
  100478. for (var i = 0; i < mipmapsCount; i++) {
  100479. imageData[i] = new Array(6);
  100480. for (var face = 0; face < 6; face++) {
  100481. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100482. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100483. }
  100484. }
  100485. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100486. };
  100487. /**
  100488. * Uploads the levels of image data to the GPU.
  100489. * @param texture defines the internal texture to upload to
  100490. * @param imageData defines the array buffer views of image data [mipmap][face]
  100491. * @returns a promise
  100492. */
  100493. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100494. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100495. throw new Error("Texture size must be a power of two");
  100496. }
  100497. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100498. // Gets everything ready.
  100499. var engine = texture.getEngine();
  100500. var expandTexture = false;
  100501. var generateNonLODTextures = false;
  100502. var rgbdPostProcess = null;
  100503. var cubeRtt = null;
  100504. var lodTextures = null;
  100505. var caps = engine.getCaps();
  100506. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100507. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100508. texture.generateMipMaps = true;
  100509. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100510. // Add extra process if texture lod is not supported
  100511. if (!caps.textureLOD) {
  100512. expandTexture = false;
  100513. generateNonLODTextures = true;
  100514. lodTextures = {};
  100515. }
  100516. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100517. else if (engine.webGLVersion < 2) {
  100518. expandTexture = false;
  100519. }
  100520. // If half float available we can uncompress the texture
  100521. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100522. expandTexture = true;
  100523. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100524. }
  100525. // If full float available we can uncompress the texture
  100526. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100527. expandTexture = true;
  100528. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100529. }
  100530. // Expand the texture if possible
  100531. if (expandTexture) {
  100532. // Simply run through the decode PP
  100533. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100534. texture._isRGBD = false;
  100535. texture.invertY = false;
  100536. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100537. generateDepthBuffer: false,
  100538. generateMipMaps: true,
  100539. generateStencilBuffer: false,
  100540. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100541. type: texture.type,
  100542. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100543. });
  100544. }
  100545. else {
  100546. texture._isRGBD = true;
  100547. texture.invertY = true;
  100548. // In case of missing support, applies the same patch than DDS files.
  100549. if (generateNonLODTextures) {
  100550. var mipSlices = 3;
  100551. var scale = texture._lodGenerationScale;
  100552. var offset = texture._lodGenerationOffset;
  100553. for (var i = 0; i < mipSlices; i++) {
  100554. //compute LOD from even spacing in smoothness (matching shader calculation)
  100555. var smoothness = i / (mipSlices - 1);
  100556. var roughness = 1 - smoothness;
  100557. var minLODIndex = offset; // roughness = 0
  100558. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100559. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100560. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100561. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100562. glTextureFromLod.isCube = true;
  100563. glTextureFromLod.invertY = true;
  100564. glTextureFromLod.generateMipMaps = false;
  100565. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100566. // Wrap in a base texture for easy binding.
  100567. var lodTexture = new BABYLON.BaseTexture(null);
  100568. lodTexture.isCube = true;
  100569. lodTexture._texture = glTextureFromLod;
  100570. lodTextures[mipmapIndex] = lodTexture;
  100571. switch (i) {
  100572. case 0:
  100573. texture._lodTextureLow = lodTexture;
  100574. break;
  100575. case 1:
  100576. texture._lodTextureMid = lodTexture;
  100577. break;
  100578. case 2:
  100579. texture._lodTextureHigh = lodTexture;
  100580. break;
  100581. }
  100582. }
  100583. }
  100584. }
  100585. var promises = [];
  100586. var _loop_3 = function (i) {
  100587. var _loop_4 = function (face) {
  100588. // Constructs an image element from image data
  100589. var bytes = imageData[i][face];
  100590. var blob = new Blob([bytes], { type: 'image/png' });
  100591. var url = URL.createObjectURL(blob);
  100592. var image = new Image();
  100593. image.src = url;
  100594. // Enqueue promise to upload to the texture.
  100595. var promise = new Promise(function (resolve, reject) {
  100596. image.onload = function () {
  100597. if (expandTexture) {
  100598. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100599. reject(message);
  100600. }, image);
  100601. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100602. // Uncompress the data to a RTT
  100603. rgbdPostProcess.onApply = function (effect) {
  100604. effect._bindTexture("textureSampler", tempTexture_1);
  100605. effect.setFloat2("scale", 1, 1);
  100606. };
  100607. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100608. // Cleanup
  100609. engine.restoreDefaultFramebuffer();
  100610. tempTexture_1.dispose();
  100611. window.URL.revokeObjectURL(url);
  100612. resolve();
  100613. });
  100614. }
  100615. else {
  100616. engine._uploadImageToTexture(texture, image, face, i);
  100617. // Upload the face to the non lod texture support
  100618. if (generateNonLODTextures) {
  100619. var lodTexture = lodTextures[i];
  100620. if (lodTexture) {
  100621. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100622. }
  100623. }
  100624. resolve();
  100625. }
  100626. };
  100627. image.onerror = function (error) {
  100628. reject(error);
  100629. };
  100630. });
  100631. promises.push(promise);
  100632. };
  100633. // All faces
  100634. for (var face = 0; face < 6; face++) {
  100635. _loop_4(face);
  100636. }
  100637. };
  100638. // All mipmaps up to provided number of images
  100639. for (var i = 0; i < imageData.length; i++) {
  100640. _loop_3(i);
  100641. }
  100642. // Fill remaining mipmaps with black textures.
  100643. if (imageData.length < mipmapsCount) {
  100644. var data = void 0;
  100645. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100646. var dataLength = size * size * 4;
  100647. switch (texture.type) {
  100648. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100649. data = new Uint8Array(dataLength);
  100650. break;
  100651. }
  100652. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100653. data = new Uint16Array(dataLength);
  100654. break;
  100655. }
  100656. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100657. data = new Float32Array(dataLength);
  100658. break;
  100659. }
  100660. }
  100661. for (var i = imageData.length; i < mipmapsCount; i++) {
  100662. for (var face = 0; face < 6; face++) {
  100663. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100664. }
  100665. }
  100666. }
  100667. // Once all done, finishes the cleanup and return
  100668. return Promise.all(promises).then(function () {
  100669. // Release temp RTT.
  100670. if (cubeRtt) {
  100671. engine._releaseFramebufferObjects(cubeRtt);
  100672. cubeRtt._swapAndDie(texture);
  100673. }
  100674. // Release temp Post Process.
  100675. if (rgbdPostProcess) {
  100676. rgbdPostProcess.dispose();
  100677. }
  100678. // Flag internal texture as ready in case they are in use.
  100679. if (generateNonLODTextures) {
  100680. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100681. texture._lodTextureHigh._texture.isReady = true;
  100682. }
  100683. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100684. texture._lodTextureMid._texture.isReady = true;
  100685. }
  100686. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100687. texture._lodTextureLow._texture.isReady = true;
  100688. }
  100689. }
  100690. });
  100691. };
  100692. /**
  100693. * Uploads spherical polynomials information to the texture.
  100694. * @param texture defines the texture we are trying to upload the information to
  100695. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100696. */
  100697. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100698. if (info.version !== 1) {
  100699. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100700. }
  100701. var irradianceInfo = info.irradiance;
  100702. if (!irradianceInfo) {
  100703. return;
  100704. }
  100705. var sp = new BABYLON.SphericalPolynomial();
  100706. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100707. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100708. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100709. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100710. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100711. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100712. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100713. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100714. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100715. texture._sphericalPolynomial = sp;
  100716. };
  100717. /**
  100718. * Magic number identifying the env file.
  100719. */
  100720. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100721. return EnvironmentTextureTools;
  100722. }());
  100723. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100724. })(BABYLON || (BABYLON = {}));
  100725. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100726. var BABYLON;
  100727. (function (BABYLON) {
  100728. /**
  100729. * Implementation of the ENV Texture Loader.
  100730. */
  100731. var ENVTextureLoader = /** @class */ (function () {
  100732. function ENVTextureLoader() {
  100733. /**
  100734. * Defines wether the loader supports cascade loading the different faces.
  100735. */
  100736. this.supportCascades = false;
  100737. }
  100738. /**
  100739. * This returns if the loader support the current file information.
  100740. * @param extension defines the file extension of the file being loaded
  100741. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100742. * @param fallback defines the fallback internal texture if any
  100743. * @param isBase64 defines whether the texture is encoded as a base64
  100744. * @param isBuffer defines whether the texture data are stored as a buffer
  100745. * @returns true if the loader can load the specified file
  100746. */
  100747. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100748. return extension.indexOf(".env") === 0;
  100749. };
  100750. /**
  100751. * Transform the url before loading if required.
  100752. * @param rootUrl the url of the texture
  100753. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100754. * @returns the transformed texture
  100755. */
  100756. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100757. return rootUrl;
  100758. };
  100759. /**
  100760. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100761. * @param rootUrl the url of the texture
  100762. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100763. * @returns the fallback texture
  100764. */
  100765. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100766. return null;
  100767. };
  100768. /**
  100769. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100770. * @param data contains the texture data
  100771. * @param texture defines the BabylonJS internal texture
  100772. * @param createPolynomials will be true if polynomials have been requested
  100773. * @param onLoad defines the callback to trigger once the texture is ready
  100774. * @param onError defines the callback to trigger in case of error
  100775. */
  100776. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100777. if (Array.isArray(data)) {
  100778. return;
  100779. }
  100780. data = data;
  100781. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100782. if (info) {
  100783. texture.width = info.width;
  100784. texture.height = info.width;
  100785. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100786. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100787. texture.isReady = true;
  100788. if (onLoad) {
  100789. onLoad();
  100790. }
  100791. });
  100792. }
  100793. else if (onError) {
  100794. onError("Can not parse the environment file", null);
  100795. }
  100796. };
  100797. /**
  100798. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100799. * @param data contains the texture data
  100800. * @param texture defines the BabylonJS internal texture
  100801. * @param callback defines the method to call once ready to upload
  100802. */
  100803. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100804. throw ".env not supported in 2d.";
  100805. };
  100806. return ENVTextureLoader;
  100807. }());
  100808. // Register the loader.
  100809. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100810. })(BABYLON || (BABYLON = {}));
  100811. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100812. var BABYLON;
  100813. (function (BABYLON) {
  100814. /**
  100815. * Renders a layer on top of an existing scene
  100816. */
  100817. var UtilityLayerRenderer = /** @class */ (function () {
  100818. /**
  100819. * Instantiates a UtilityLayerRenderer
  100820. * @param originalScene the original scene that will be rendered on top of
  100821. */
  100822. function UtilityLayerRenderer(
  100823. /** the original scene that will be rendered on top of */
  100824. originalScene) {
  100825. var _this = this;
  100826. this.originalScene = originalScene;
  100827. this._pointerCaptures = {};
  100828. this._lastPointerEvents = {};
  100829. /**
  100830. * If the utility layer should automatically be rendered on top of existing scene
  100831. */
  100832. this.shouldRender = true;
  100833. /**
  100834. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100835. */
  100836. this.onlyCheckPointerDownEvents = true;
  100837. /**
  100838. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100839. */
  100840. this.processAllEvents = false;
  100841. /**
  100842. * Observable raised when the pointer move from the utility layer scene to the main scene
  100843. */
  100844. this.onPointerOutObservable = new BABYLON.Observable();
  100845. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100846. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100847. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100848. this.utilityLayerScene._allowPostProcessClearColor = false;
  100849. originalScene.getEngine().scenes.pop();
  100850. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100851. this.utilityLayerScene.detachControl();
  100852. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100853. if (!_this.processAllEvents) {
  100854. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100855. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100856. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100857. return;
  100858. }
  100859. }
  100860. var pointerEvent = (prePointerInfo.event);
  100861. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100862. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100863. return;
  100864. }
  100865. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100866. if (!prePointerInfo.ray && utilityScenePick) {
  100867. prePointerInfo.ray = utilityScenePick.ray;
  100868. }
  100869. // always fire the prepointer oversvable
  100870. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100871. // allow every non pointer down event to flow to the utility layer
  100872. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100873. if (!prePointerInfo.skipOnPointerObservable) {
  100874. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100875. }
  100876. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100877. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100878. }
  100879. return;
  100880. }
  100881. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100882. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100883. if (utilityScenePick && utilityScenePick.hit) {
  100884. if (!prePointerInfo.skipOnPointerObservable) {
  100885. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100886. }
  100887. prePointerInfo.skipOnPointerObservable = true;
  100888. }
  100889. }
  100890. else {
  100891. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100892. var pointerEvent_1 = (prePointerInfo.event);
  100893. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100894. if (originalScenePick && utilityScenePick) {
  100895. // No pick in utility scene
  100896. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100897. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100898. // We touched an utility mesh present in the main scene
  100899. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100900. prePointerInfo.skipOnPointerObservable = true;
  100901. }
  100902. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100903. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100904. }
  100905. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100906. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100907. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100908. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100909. }
  100910. }
  100911. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100912. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100913. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100914. // If a previous utility layer set this, do not unset this
  100915. if (!prePointerInfo.skipOnPointerObservable) {
  100916. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100917. }
  100918. }
  100919. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100920. // We have a pick in both scenes but main is closer than utility
  100921. // We touched an utility mesh present in the main scene
  100922. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100923. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100924. prePointerInfo.skipOnPointerObservable = true;
  100925. }
  100926. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100927. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100928. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100929. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100930. }
  100931. }
  100932. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100933. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100934. }
  100935. }
  100936. }
  100937. });
  100938. // Render directly on top of existing scene without clearing
  100939. this.utilityLayerScene.autoClear = false;
  100940. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100941. if (_this.shouldRender) {
  100942. _this.render();
  100943. }
  100944. });
  100945. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100946. _this.dispose();
  100947. });
  100948. this._updateCamera();
  100949. }
  100950. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100951. /**
  100952. * 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)
  100953. */
  100954. get: function () {
  100955. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100956. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100957. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100958. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100959. });
  100960. }
  100961. return UtilityLayerRenderer._DefaultUtilityLayer;
  100962. },
  100963. enumerable: true,
  100964. configurable: true
  100965. });
  100966. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100967. /**
  100968. * 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)
  100969. */
  100970. get: function () {
  100971. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100972. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100973. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100974. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100975. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100976. });
  100977. }
  100978. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100979. },
  100980. enumerable: true,
  100981. configurable: true
  100982. });
  100983. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100984. if (!prePointerInfo.skipOnPointerObservable) {
  100985. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100986. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100987. }
  100988. };
  100989. /**
  100990. * Renders the utility layers scene on top of the original scene
  100991. */
  100992. UtilityLayerRenderer.prototype.render = function () {
  100993. this._updateCamera();
  100994. if (this.utilityLayerScene.activeCamera) {
  100995. // Set the camera's scene to utility layers scene
  100996. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100997. var camera = this.utilityLayerScene.activeCamera;
  100998. camera._scene = this.utilityLayerScene;
  100999. if (camera.leftCamera) {
  101000. camera.leftCamera._scene = this.utilityLayerScene;
  101001. }
  101002. if (camera.rightCamera) {
  101003. camera.rightCamera._scene = this.utilityLayerScene;
  101004. }
  101005. this.utilityLayerScene.render(false);
  101006. // Reset camera's scene back to original
  101007. camera._scene = oldScene;
  101008. if (camera.leftCamera) {
  101009. camera.leftCamera._scene = oldScene;
  101010. }
  101011. if (camera.rightCamera) {
  101012. camera.rightCamera._scene = oldScene;
  101013. }
  101014. }
  101015. };
  101016. /**
  101017. * Disposes of the renderer
  101018. */
  101019. UtilityLayerRenderer.prototype.dispose = function () {
  101020. this.onPointerOutObservable.clear();
  101021. if (this._afterRenderObserver) {
  101022. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101023. }
  101024. if (this._sceneDisposeObserver) {
  101025. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101026. }
  101027. if (this._originalPointerObserver) {
  101028. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101029. }
  101030. this.utilityLayerScene.dispose();
  101031. };
  101032. UtilityLayerRenderer.prototype._updateCamera = function () {
  101033. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101034. };
  101035. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101036. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101037. return UtilityLayerRenderer;
  101038. }());
  101039. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101040. })(BABYLON || (BABYLON = {}));
  101041. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101042. //# sourceMappingURL=babylon.behavior.js.map
  101043. var BABYLON;
  101044. (function (BABYLON) {
  101045. /**
  101046. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101047. */
  101048. var PointerDragBehavior = /** @class */ (function () {
  101049. /**
  101050. * Creates a pointer drag behavior that can be attached to a mesh
  101051. * @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)
  101052. */
  101053. function PointerDragBehavior(options) {
  101054. /**
  101055. * 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)
  101056. */
  101057. this.maxDragAngle = 0;
  101058. /**
  101059. * @hidden
  101060. */
  101061. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101062. /**
  101063. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101064. */
  101065. this.currentDraggingPointerID = -1;
  101066. /**
  101067. * If the behavior is currently in a dragging state
  101068. */
  101069. this.dragging = false;
  101070. /**
  101071. * 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)
  101072. */
  101073. this.dragDeltaRatio = 0.2;
  101074. /**
  101075. * If the drag plane orientation should be updated during the dragging (Default: true)
  101076. */
  101077. this.updateDragPlane = true;
  101078. // Debug mode will display drag planes to help visualize behavior
  101079. this._debugMode = false;
  101080. this._moving = false;
  101081. /**
  101082. * Fires each time the attached mesh is dragged with the pointer
  101083. * * delta between last drag position and current drag position in world space
  101084. * * dragDistance along the drag axis
  101085. * * dragPlaneNormal normal of the current drag plane used during the drag
  101086. * * dragPlanePoint in world space where the drag intersects the drag plane
  101087. */
  101088. this.onDragObservable = new BABYLON.Observable();
  101089. /**
  101090. * Fires each time a drag begins (eg. mouse down on mesh)
  101091. */
  101092. this.onDragStartObservable = new BABYLON.Observable();
  101093. /**
  101094. * Fires each time a drag ends (eg. mouse release after drag)
  101095. */
  101096. this.onDragEndObservable = new BABYLON.Observable();
  101097. /**
  101098. * If the attached mesh should be moved when dragged
  101099. */
  101100. this.moveAttached = true;
  101101. /**
  101102. * If the drag behavior will react to drag events (Default: true)
  101103. */
  101104. this.enabled = true;
  101105. /**
  101106. * If camera controls should be detached during the drag
  101107. */
  101108. this.detachCameraControls = true;
  101109. /**
  101110. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101111. */
  101112. this.useObjectOrienationForDragging = true;
  101113. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101114. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101115. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101116. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101117. this._attachedElement = null;
  101118. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101119. this._lastPointerRay = {};
  101120. this._dragDelta = new BABYLON.Vector3();
  101121. // Variables to avoid instantiation in the below method
  101122. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101123. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101124. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101125. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101126. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101127. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101128. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101129. this._options = options ? options : {};
  101130. var optionCount = 0;
  101131. if (this._options.dragAxis) {
  101132. optionCount++;
  101133. }
  101134. if (this._options.dragPlaneNormal) {
  101135. optionCount++;
  101136. }
  101137. if (optionCount > 1) {
  101138. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101139. }
  101140. }
  101141. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101142. /**
  101143. * The name of the behavior
  101144. */
  101145. get: function () {
  101146. return "PointerDrag";
  101147. },
  101148. enumerable: true,
  101149. configurable: true
  101150. });
  101151. /**
  101152. * Initializes the behavior
  101153. */
  101154. PointerDragBehavior.prototype.init = function () { };
  101155. /**
  101156. * Attaches the drag behavior the passed in mesh
  101157. * @param ownerNode The mesh that will be dragged around once attached
  101158. */
  101159. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101160. var _this = this;
  101161. this._scene = ownerNode.getScene();
  101162. this._attachedNode = ownerNode;
  101163. // Initialize drag plane to not interfere with existing scene
  101164. if (!PointerDragBehavior._planeScene) {
  101165. if (this._debugMode) {
  101166. PointerDragBehavior._planeScene = this._scene;
  101167. }
  101168. else {
  101169. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101170. PointerDragBehavior._planeScene.detachControl();
  101171. this._scene.getEngine().scenes.pop();
  101172. this._scene.onDisposeObservable.addOnce(function () {
  101173. PointerDragBehavior._planeScene.dispose();
  101174. PointerDragBehavior._planeScene = null;
  101175. });
  101176. }
  101177. }
  101178. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101179. // State of the drag
  101180. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101181. var pickPredicate = function (m) {
  101182. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101183. };
  101184. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101185. if (!_this.enabled) {
  101186. return;
  101187. }
  101188. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101189. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101190. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101191. }
  101192. }
  101193. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101194. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101195. _this.releaseDrag();
  101196. }
  101197. }
  101198. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101199. var pointerId = pointerInfo.event.pointerId;
  101200. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101201. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101202. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101203. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101204. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101205. }
  101206. _this.currentDraggingPointerID = pointerId;
  101207. }
  101208. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101209. if (!_this._lastPointerRay[pointerId]) {
  101210. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101211. }
  101212. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101213. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101214. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101215. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101216. _this._moveDrag(pointerInfo.pickInfo.ray);
  101217. }
  101218. }
  101219. }
  101220. });
  101221. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101222. if (_this._moving && _this.moveAttached) {
  101223. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101224. // Slowly move mesh to avoid jitter
  101225. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101226. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101227. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101228. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101229. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101230. }
  101231. });
  101232. };
  101233. /**
  101234. * Force relase the drag action by code.
  101235. */
  101236. PointerDragBehavior.prototype.releaseDrag = function () {
  101237. this.dragging = false;
  101238. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101239. this.currentDraggingPointerID = -1;
  101240. this._moving = false;
  101241. // Reattach camera controls
  101242. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101243. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101244. }
  101245. };
  101246. /**
  101247. * Simulates the start of a pointer drag event on the behavior
  101248. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101249. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101250. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101251. */
  101252. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101253. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101254. this._startDrag(pointerId, fromRay, startPickedPoint);
  101255. var lastRay = this._lastPointerRay[pointerId];
  101256. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101257. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101258. }
  101259. if (lastRay) {
  101260. // if there was a last pointer ray drag the object there
  101261. this._moveDrag(lastRay);
  101262. }
  101263. };
  101264. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101265. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101266. return;
  101267. }
  101268. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101269. // Create start ray from the camera to the object
  101270. if (fromRay) {
  101271. this._startDragRay.direction.copyFrom(fromRay.direction);
  101272. this._startDragRay.origin.copyFrom(fromRay.origin);
  101273. }
  101274. else {
  101275. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101276. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101277. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101278. }
  101279. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101280. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101281. if (pickedPoint) {
  101282. this.dragging = true;
  101283. this.currentDraggingPointerID = pointerId;
  101284. this.lastDragPosition.copyFrom(pickedPoint);
  101285. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101286. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101287. // Detatch camera controls
  101288. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101289. if (this._scene.activeCamera.inputs.attachedElement) {
  101290. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101291. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101292. }
  101293. else {
  101294. this._attachedElement = null;
  101295. }
  101296. }
  101297. }
  101298. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101299. };
  101300. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101301. this._moving = true;
  101302. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101303. if (pickedPoint) {
  101304. if (this.updateDragPlane) {
  101305. this._updateDragPlanePosition(ray, pickedPoint);
  101306. }
  101307. var dragLength = 0;
  101308. // depending on the drag mode option drag accordingly
  101309. if (this._options.dragAxis) {
  101310. // Convert local drag axis to world
  101311. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101312. // Project delta drag from the drag plane onto the drag axis
  101313. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101314. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101315. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101316. }
  101317. else {
  101318. dragLength = this._dragDelta.length();
  101319. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101320. }
  101321. this._targetPosition.addInPlace(this._dragDelta);
  101322. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101323. this.lastDragPosition.copyFrom(pickedPoint);
  101324. }
  101325. };
  101326. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101327. var _this = this;
  101328. if (!ray) {
  101329. return null;
  101330. }
  101331. // Calculate angle between plane normal and ray
  101332. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101333. // Correct if ray is casted from oposite side
  101334. if (angle > Math.PI / 2) {
  101335. angle = Math.PI - angle;
  101336. }
  101337. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101338. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101339. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101340. // Invert ray direction along the towards object axis
  101341. this._tmpVector.copyFrom(ray.direction);
  101342. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101343. this._alternatePickedPoint.normalize();
  101344. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101345. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101346. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101347. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101348. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101349. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101350. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101351. return this._alternatePickedPoint;
  101352. }
  101353. else {
  101354. return null;
  101355. }
  101356. }
  101357. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101358. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101359. return pickResult.pickedPoint;
  101360. }
  101361. else {
  101362. return null;
  101363. }
  101364. };
  101365. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101366. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101367. this._pointA.copyFrom(dragPlanePosition);
  101368. if (this._options.dragAxis) {
  101369. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101370. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101371. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101372. ray.origin.subtractToRef(this._pointA, this._pointC);
  101373. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101374. // Get perpendicular line from direction to camera and drag axis
  101375. this._pointB.subtractToRef(this._pointA, this._lineA);
  101376. this._pointC.subtractToRef(this._pointA, this._lineB);
  101377. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101378. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101379. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101380. this._lookAt.normalize();
  101381. this._dragPlane.position.copyFrom(this._pointA);
  101382. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101383. this._dragPlane.lookAt(this._lookAt);
  101384. }
  101385. else if (this._options.dragPlaneNormal) {
  101386. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101387. this._dragPlane.position.copyFrom(this._pointA);
  101388. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101389. this._dragPlane.lookAt(this._lookAt);
  101390. }
  101391. else {
  101392. this._dragPlane.position.copyFrom(this._pointA);
  101393. this._dragPlane.lookAt(ray.origin);
  101394. }
  101395. this._dragPlane.computeWorldMatrix(true);
  101396. };
  101397. /**
  101398. * Detaches the behavior from the mesh
  101399. */
  101400. PointerDragBehavior.prototype.detach = function () {
  101401. if (this._pointerObserver) {
  101402. this._scene.onPointerObservable.remove(this._pointerObserver);
  101403. }
  101404. if (this._beforeRenderObserver) {
  101405. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101406. }
  101407. };
  101408. PointerDragBehavior._AnyMouseID = -2;
  101409. return PointerDragBehavior;
  101410. }());
  101411. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101412. })(BABYLON || (BABYLON = {}));
  101413. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101414. var BABYLON;
  101415. (function (BABYLON) {
  101416. /**
  101417. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101418. */
  101419. var MultiPointerScaleBehavior = /** @class */ (function () {
  101420. /**
  101421. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101422. */
  101423. function MultiPointerScaleBehavior() {
  101424. this._startDistance = 0;
  101425. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101426. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101427. this._sceneRenderObserver = null;
  101428. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101429. this._dragBehaviorA.moveAttached = false;
  101430. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101431. this._dragBehaviorB.moveAttached = false;
  101432. }
  101433. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101434. /**
  101435. * The name of the behavior
  101436. */
  101437. get: function () {
  101438. return "MultiPointerScale";
  101439. },
  101440. enumerable: true,
  101441. configurable: true
  101442. });
  101443. /**
  101444. * Initializes the behavior
  101445. */
  101446. MultiPointerScaleBehavior.prototype.init = function () { };
  101447. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101448. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101449. };
  101450. /**
  101451. * Attaches the scale behavior the passed in mesh
  101452. * @param ownerNode The mesh that will be scaled around once attached
  101453. */
  101454. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101455. var _this = this;
  101456. this._ownerNode = ownerNode;
  101457. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101458. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101459. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101460. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101461. _this._dragBehaviorA.releaseDrag();
  101462. }
  101463. else {
  101464. _this._initialScale.copyFrom(ownerNode.scaling);
  101465. _this._startDistance = _this._getCurrentDistance();
  101466. }
  101467. }
  101468. });
  101469. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101470. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101471. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101472. _this._dragBehaviorB.releaseDrag();
  101473. }
  101474. else {
  101475. _this._initialScale.copyFrom(ownerNode.scaling);
  101476. _this._startDistance = _this._getCurrentDistance();
  101477. }
  101478. }
  101479. });
  101480. // Once both drag behaviors are active scale based on the distance between the two pointers
  101481. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101482. behavior.onDragObservable.add(function () {
  101483. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101484. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101485. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101486. }
  101487. });
  101488. });
  101489. ownerNode.addBehavior(this._dragBehaviorA);
  101490. ownerNode.addBehavior(this._dragBehaviorB);
  101491. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101492. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101493. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101494. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101495. if (change.length() > 0.01) {
  101496. ownerNode.scaling.addInPlace(change);
  101497. }
  101498. }
  101499. });
  101500. };
  101501. /**
  101502. * Detaches the behavior from the mesh
  101503. */
  101504. MultiPointerScaleBehavior.prototype.detach = function () {
  101505. var _this = this;
  101506. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101507. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101508. behavior.onDragStartObservable.clear();
  101509. behavior.onDragObservable.clear();
  101510. _this._ownerNode.removeBehavior(behavior);
  101511. });
  101512. };
  101513. return MultiPointerScaleBehavior;
  101514. }());
  101515. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101516. })(BABYLON || (BABYLON = {}));
  101517. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101518. var BABYLON;
  101519. (function (BABYLON) {
  101520. /**
  101521. * 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
  101522. */
  101523. var SixDofDragBehavior = /** @class */ (function () {
  101524. /**
  101525. * 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
  101526. */
  101527. function SixDofDragBehavior() {
  101528. this._sceneRenderObserver = null;
  101529. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101530. this._moving = false;
  101531. this._startingOrientation = new BABYLON.Quaternion();
  101532. /**
  101533. * 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)
  101534. */
  101535. this.zDragFactor = 3;
  101536. /**
  101537. * If the behavior is currently in a dragging state
  101538. */
  101539. this.dragging = false;
  101540. /**
  101541. * 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)
  101542. */
  101543. this.dragDeltaRatio = 0.2;
  101544. /**
  101545. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101546. */
  101547. this.currentDraggingPointerID = -1;
  101548. /**
  101549. * If camera controls should be detached during the drag
  101550. */
  101551. this.detachCameraControls = true;
  101552. /**
  101553. * Fires each time a drag starts
  101554. */
  101555. this.onDragStartObservable = new BABYLON.Observable();
  101556. /**
  101557. * Fires each time a drag ends (eg. mouse release after drag)
  101558. */
  101559. this.onDragEndObservable = new BABYLON.Observable();
  101560. }
  101561. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101562. /**
  101563. * The name of the behavior
  101564. */
  101565. get: function () {
  101566. return "SixDofDrag";
  101567. },
  101568. enumerable: true,
  101569. configurable: true
  101570. });
  101571. /**
  101572. * Initializes the behavior
  101573. */
  101574. SixDofDragBehavior.prototype.init = function () { };
  101575. /**
  101576. * Attaches the scale behavior the passed in mesh
  101577. * @param ownerNode The mesh that will be scaled around once attached
  101578. */
  101579. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101580. var _this = this;
  101581. this._ownerNode = ownerNode;
  101582. this._scene = this._ownerNode.getScene();
  101583. if (!SixDofDragBehavior._virtualScene) {
  101584. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101585. SixDofDragBehavior._virtualScene.detachControl();
  101586. this._scene.getEngine().scenes.pop();
  101587. }
  101588. var pickedMesh = null;
  101589. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101590. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101591. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101592. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101593. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101594. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101595. var pickPredicate = function (m) {
  101596. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101597. };
  101598. var attachedElement = null;
  101599. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101600. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101601. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101602. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101603. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101604. }
  101605. pickedMesh = _this._ownerNode;
  101606. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101607. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101608. // Set position and orientation of the controller
  101609. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101610. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101611. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101612. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101613. pickedMesh.computeWorldMatrix();
  101614. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101615. if (!pickedMesh.rotationQuaternion) {
  101616. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101617. }
  101618. var oldParent = pickedMesh.parent;
  101619. pickedMesh.setParent(null);
  101620. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101621. pickedMesh.setParent(oldParent);
  101622. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101623. // Update state
  101624. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101625. _this.dragging = true;
  101626. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101627. // Detatch camera controls
  101628. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101629. if (_this._scene.activeCamera.inputs.attachedElement) {
  101630. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101631. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101632. }
  101633. else {
  101634. attachedElement = null;
  101635. }
  101636. }
  101637. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101638. _this.onDragStartObservable.notifyObservers({});
  101639. }
  101640. }
  101641. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101642. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101643. _this.dragging = false;
  101644. _this._moving = false;
  101645. _this.currentDraggingPointerID = -1;
  101646. pickedMesh = null;
  101647. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101648. // Reattach camera controls
  101649. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101650. _this._scene.activeCamera.attachControl(attachedElement, true);
  101651. }
  101652. _this.onDragEndObservable.notifyObservers({});
  101653. }
  101654. }
  101655. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101656. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101657. var zDragFactor = _this.zDragFactor;
  101658. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101659. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101660. zDragFactor = 0;
  101661. }
  101662. // Calculate controller drag distance in controller space
  101663. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101664. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101665. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101666. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101667. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101668. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101669. if (_this._virtualDragMesh.position.z < 0) {
  101670. _this._virtualDragMesh.position.z = 0;
  101671. }
  101672. // Update the controller position
  101673. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101674. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101675. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101676. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101677. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101678. if (pickedMesh.parent) {
  101679. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101680. }
  101681. if (!_this._moving) {
  101682. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101683. }
  101684. _this._moving = true;
  101685. }
  101686. }
  101687. });
  101688. var tmpQuaternion = new BABYLON.Quaternion();
  101689. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101690. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101691. if (_this.dragging && _this._moving && pickedMesh) {
  101692. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101693. // Slowly move mesh to avoid jitter
  101694. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101695. // Get change in rotation
  101696. tmpQuaternion.copyFrom(_this._startingOrientation);
  101697. tmpQuaternion.x = -tmpQuaternion.x;
  101698. tmpQuaternion.y = -tmpQuaternion.y;
  101699. tmpQuaternion.z = -tmpQuaternion.z;
  101700. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101701. // Convert change in rotation to only y axis rotation
  101702. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101703. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101704. // Slowly move mesh to avoid jitter
  101705. var oldParent = pickedMesh.parent;
  101706. pickedMesh.setParent(null);
  101707. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101708. pickedMesh.setParent(oldParent);
  101709. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101710. }
  101711. });
  101712. };
  101713. /**
  101714. * Detaches the behavior from the mesh
  101715. */
  101716. SixDofDragBehavior.prototype.detach = function () {
  101717. if (this._scene) {
  101718. this._scene.onPointerObservable.remove(this._pointerObserver);
  101719. }
  101720. if (this._ownerNode) {
  101721. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101722. }
  101723. if (this._virtualOriginMesh) {
  101724. this._virtualOriginMesh.dispose();
  101725. }
  101726. if (this._virtualDragMesh) {
  101727. this._virtualDragMesh.dispose();
  101728. }
  101729. this.onDragEndObservable.clear();
  101730. this.onDragStartObservable.clear();
  101731. };
  101732. return SixDofDragBehavior;
  101733. }());
  101734. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101735. })(BABYLON || (BABYLON = {}));
  101736. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101737. var BABYLON;
  101738. (function (BABYLON) {
  101739. /**
  101740. * @hidden
  101741. */
  101742. var FaceDirectionInfo = /** @class */ (function () {
  101743. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101744. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101745. if (diff === void 0) { diff = 0; }
  101746. if (ignore === void 0) { ignore = false; }
  101747. this.direction = direction;
  101748. this.rotatedDirection = rotatedDirection;
  101749. this.diff = diff;
  101750. this.ignore = ignore;
  101751. }
  101752. return FaceDirectionInfo;
  101753. }());
  101754. /**
  101755. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101756. */
  101757. var AttachToBoxBehavior = /** @class */ (function () {
  101758. /**
  101759. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101760. * @param ui The transform node that should be attched to the mesh
  101761. */
  101762. function AttachToBoxBehavior(ui) {
  101763. this.ui = ui;
  101764. /**
  101765. * The name of the behavior
  101766. */
  101767. this.name = "AttachToBoxBehavior";
  101768. /**
  101769. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101770. */
  101771. this.distanceAwayFromFace = 0.15;
  101772. /**
  101773. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101774. */
  101775. this.distanceAwayFromBottomOfFace = 0.15;
  101776. 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))];
  101777. this._tmpMatrix = new BABYLON.Matrix();
  101778. this._tmpVector = new BABYLON.Vector3();
  101779. this._zeroVector = BABYLON.Vector3.Zero();
  101780. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101781. /* Does nothing */
  101782. }
  101783. /**
  101784. * Initializes the behavior
  101785. */
  101786. AttachToBoxBehavior.prototype.init = function () {
  101787. /* Does nothing */
  101788. };
  101789. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101790. var _this = this;
  101791. // Go over each face and calculate the angle between the face's normal and targetDirection
  101792. this._faceVectors.forEach(function (v) {
  101793. if (!_this._target.rotationQuaternion) {
  101794. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101795. }
  101796. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101797. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101798. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101799. });
  101800. // Return the face information of the one with the normal closeset to target direction
  101801. return this._faceVectors.reduce(function (min, p) {
  101802. if (min.ignore) {
  101803. return p;
  101804. }
  101805. else if (p.ignore) {
  101806. return min;
  101807. }
  101808. else {
  101809. return min.diff < p.diff ? min : p;
  101810. }
  101811. }, this._faceVectors[0]);
  101812. };
  101813. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101814. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101815. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101816. this._lookAtTmpMatrix.invert();
  101817. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101818. };
  101819. /**
  101820. * Attaches the AttachToBoxBehavior to the passed in mesh
  101821. * @param target The mesh that the specified node will be attached to
  101822. */
  101823. AttachToBoxBehavior.prototype.attach = function (target) {
  101824. var _this = this;
  101825. this._target = target;
  101826. this._scene = this._target.getScene();
  101827. // Every frame, update the app bars position
  101828. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101829. if (!_this._scene.activeCamera) {
  101830. return;
  101831. }
  101832. // Find the face closest to the cameras position
  101833. var cameraPos = _this._scene.activeCamera.position;
  101834. if (_this._scene.activeCamera.devicePosition) {
  101835. cameraPos = _this._scene.activeCamera.devicePosition;
  101836. }
  101837. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101838. if (_this._scene.activeCamera.leftCamera) {
  101839. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101840. }
  101841. else {
  101842. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101843. }
  101844. // Get camera up direction
  101845. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101846. // Ignore faces to not select a parrelel face for the up vector of the UI
  101847. _this._faceVectors.forEach(function (v) {
  101848. if (facing.direction.x && v.direction.x) {
  101849. v.ignore = true;
  101850. }
  101851. if (facing.direction.y && v.direction.y) {
  101852. v.ignore = true;
  101853. }
  101854. if (facing.direction.z && v.direction.z) {
  101855. v.ignore = true;
  101856. }
  101857. });
  101858. var facingUp = _this._closestFace(_this._tmpVector);
  101859. // Unignore faces
  101860. _this._faceVectors.forEach(function (v) {
  101861. v.ignore = false;
  101862. });
  101863. // Position the app bar on that face
  101864. _this.ui.position.copyFrom(target.position);
  101865. if (facing.direction.x) {
  101866. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101867. _this.ui.position.addInPlace(_this._tmpVector);
  101868. }
  101869. if (facing.direction.y) {
  101870. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101871. _this.ui.position.addInPlace(_this._tmpVector);
  101872. }
  101873. if (facing.direction.z) {
  101874. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101875. _this.ui.position.addInPlace(_this._tmpVector);
  101876. }
  101877. // Rotate to be oriented properly to the camera
  101878. if (!_this.ui.rotationQuaternion) {
  101879. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101880. }
  101881. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101882. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101883. // Place ui the correct distance from the bottom of the mesh
  101884. if (facingUp.direction.x) {
  101885. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101886. }
  101887. if (facingUp.direction.y) {
  101888. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101889. }
  101890. if (facingUp.direction.z) {
  101891. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101892. }
  101893. _this.ui.position.addInPlace(_this._tmpVector);
  101894. });
  101895. };
  101896. /**
  101897. * Detaches the behavior from the mesh
  101898. */
  101899. AttachToBoxBehavior.prototype.detach = function () {
  101900. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101901. };
  101902. return AttachToBoxBehavior;
  101903. }());
  101904. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101905. })(BABYLON || (BABYLON = {}));
  101906. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101907. var BABYLON;
  101908. (function (BABYLON) {
  101909. /**
  101910. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101911. */
  101912. var FadeInOutBehavior = /** @class */ (function () {
  101913. /**
  101914. * Instatiates the FadeInOutBehavior
  101915. */
  101916. function FadeInOutBehavior() {
  101917. var _this = this;
  101918. /**
  101919. * Time in milliseconds to delay before fading in (Default: 0)
  101920. */
  101921. this.delay = 0;
  101922. /**
  101923. * Time in milliseconds for the mesh to fade in (Default: 300)
  101924. */
  101925. this.fadeInTime = 300;
  101926. this._millisecondsPerFrame = 1000 / 60;
  101927. this._hovered = false;
  101928. this._hoverValue = 0;
  101929. this._ownerNode = null;
  101930. this._update = function () {
  101931. if (_this._ownerNode) {
  101932. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101933. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101934. if (_this._ownerNode.visibility > 1) {
  101935. _this._setAllVisibility(_this._ownerNode, 1);
  101936. _this._hoverValue = _this.fadeInTime + _this.delay;
  101937. return;
  101938. }
  101939. else if (_this._ownerNode.visibility < 0) {
  101940. _this._setAllVisibility(_this._ownerNode, 0);
  101941. if (_this._hoverValue < 0) {
  101942. _this._hoverValue = 0;
  101943. return;
  101944. }
  101945. }
  101946. setTimeout(_this._update, _this._millisecondsPerFrame);
  101947. }
  101948. };
  101949. }
  101950. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101951. /**
  101952. * The name of the behavior
  101953. */
  101954. get: function () {
  101955. return "FadeInOut";
  101956. },
  101957. enumerable: true,
  101958. configurable: true
  101959. });
  101960. /**
  101961. * Initializes the behavior
  101962. */
  101963. FadeInOutBehavior.prototype.init = function () {
  101964. };
  101965. /**
  101966. * Attaches the fade behavior on the passed in mesh
  101967. * @param ownerNode The mesh that will be faded in/out once attached
  101968. */
  101969. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101970. this._ownerNode = ownerNode;
  101971. this._setAllVisibility(this._ownerNode, 0);
  101972. };
  101973. /**
  101974. * Detaches the behavior from the mesh
  101975. */
  101976. FadeInOutBehavior.prototype.detach = function () {
  101977. this._ownerNode = null;
  101978. };
  101979. /**
  101980. * Triggers the mesh to begin fading in or out
  101981. * @param value if the object should fade in or out (true to fade in)
  101982. */
  101983. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101984. this._hovered = value;
  101985. this._update();
  101986. };
  101987. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101988. var _this = this;
  101989. mesh.visibility = value;
  101990. mesh.getChildMeshes().forEach(function (c) {
  101991. _this._setAllVisibility(c, value);
  101992. });
  101993. };
  101994. return FadeInOutBehavior;
  101995. }());
  101996. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101997. })(BABYLON || (BABYLON = {}));
  101998. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101999. var BABYLON;
  102000. (function (BABYLON) {
  102001. /**
  102002. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102003. */
  102004. var Gizmo = /** @class */ (function () {
  102005. /**
  102006. * Creates a gizmo
  102007. * @param gizmoLayer The utility layer the gizmo will be added to
  102008. */
  102009. function Gizmo(
  102010. /** The utility layer the gizmo will be added to */
  102011. gizmoLayer) {
  102012. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102013. var _this = this;
  102014. this.gizmoLayer = gizmoLayer;
  102015. /**
  102016. * Ratio for the scale of the gizmo (Default: 1)
  102017. */
  102018. this.scaleRatio = 1;
  102019. this._tmpMatrix = new BABYLON.Matrix();
  102020. /**
  102021. * If a custom mesh has been set (Default: false)
  102022. */
  102023. this._customMeshSet = false;
  102024. /**
  102025. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102026. */
  102027. this.updateGizmoRotationToMatchAttachedMesh = true;
  102028. /**
  102029. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102030. */
  102031. this.updateGizmoPositionToMatchAttachedMesh = true;
  102032. /**
  102033. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102034. */
  102035. this._updateScale = true;
  102036. this._interactionsEnabled = true;
  102037. this._tempVector = new BABYLON.Vector3();
  102038. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102039. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102040. _this._update();
  102041. });
  102042. this.attachedMesh = null;
  102043. }
  102044. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102045. /**
  102046. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102047. * * When set, interactions will be enabled
  102048. */
  102049. get: function () {
  102050. return this._attachedMesh;
  102051. },
  102052. set: function (value) {
  102053. this._attachedMesh = value;
  102054. this._rootMesh.setEnabled(value ? true : false);
  102055. this._attachedMeshChanged(value);
  102056. },
  102057. enumerable: true,
  102058. configurable: true
  102059. });
  102060. /**
  102061. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102062. * @param mesh The mesh to replace the default mesh of the gizmo
  102063. */
  102064. Gizmo.prototype.setCustomMesh = function (mesh) {
  102065. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102066. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102067. }
  102068. this._rootMesh.getChildMeshes().forEach(function (c) {
  102069. c.dispose();
  102070. });
  102071. mesh.parent = this._rootMesh;
  102072. this._customMeshSet = true;
  102073. };
  102074. Gizmo.prototype._attachedMeshChanged = function (value) {
  102075. };
  102076. /**
  102077. * @hidden
  102078. * Updates the gizmo to match the attached mesh's position/rotation
  102079. */
  102080. Gizmo.prototype._update = function () {
  102081. if (this.attachedMesh) {
  102082. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102083. if (!this._rootMesh.rotationQuaternion) {
  102084. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102085. }
  102086. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102087. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102088. if (this.attachedMesh.scaling.x < 0) {
  102089. this.attachedMesh.scaling.x *= -1;
  102090. }
  102091. if (this.attachedMesh.scaling.y < 0) {
  102092. this.attachedMesh.scaling.y *= -1;
  102093. }
  102094. if (this.attachedMesh.scaling.z < 0) {
  102095. this.attachedMesh.scaling.z *= -1;
  102096. }
  102097. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102098. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102099. this.attachedMesh.computeWorldMatrix();
  102100. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102101. }
  102102. else if (this._rootMesh.rotationQuaternion) {
  102103. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102104. }
  102105. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102106. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102107. }
  102108. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102109. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102110. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102111. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102112. }
  102113. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102114. var dist = this._tempVector.length() * this.scaleRatio;
  102115. this._rootMesh.scaling.set(dist, dist, dist);
  102116. }
  102117. }
  102118. };
  102119. /**
  102120. * Disposes of the gizmo
  102121. */
  102122. Gizmo.prototype.dispose = function () {
  102123. this._rootMesh.dispose();
  102124. if (this._beforeRenderObserver) {
  102125. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102126. }
  102127. };
  102128. return Gizmo;
  102129. }());
  102130. BABYLON.Gizmo = Gizmo;
  102131. })(BABYLON || (BABYLON = {}));
  102132. //# sourceMappingURL=babylon.gizmo.js.map
  102133. var BABYLON;
  102134. (function (BABYLON) {
  102135. /**
  102136. * Single axis drag gizmo
  102137. */
  102138. var AxisDragGizmo = /** @class */ (function (_super) {
  102139. __extends(AxisDragGizmo, _super);
  102140. /**
  102141. * Creates an AxisDragGizmo
  102142. * @param gizmoLayer The utility layer the gizmo will be added to
  102143. * @param dragAxis The axis which the gizmo will be able to drag on
  102144. * @param color The color of the gizmo
  102145. */
  102146. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102147. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102148. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102149. var _this = _super.call(this, gizmoLayer) || this;
  102150. _this._pointerObserver = null;
  102151. /**
  102152. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102153. */
  102154. _this.snapDistance = 0;
  102155. /**
  102156. * Event that fires each time the gizmo snaps to a new location.
  102157. * * snapDistance is the the change in distance
  102158. */
  102159. _this.onSnapObservable = new BABYLON.Observable();
  102160. // Create Material
  102161. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102162. coloredMaterial.disableLighting = true;
  102163. coloredMaterial.emissiveColor = color;
  102164. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102165. hoverMaterial.disableLighting = true;
  102166. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102167. // Build mesh on root node
  102168. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102169. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102170. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102171. arrowTail.color = coloredMaterial.emissiveColor;
  102172. arrow.addChild(arrowMesh);
  102173. arrow.addChild(arrowTail);
  102174. // Position arrow pointing in its drag axis
  102175. arrowMesh.scaling.scaleInPlace(0.05);
  102176. arrowMesh.material = coloredMaterial;
  102177. arrowMesh.rotation.x = Math.PI / 2;
  102178. arrowMesh.position.z += 0.3;
  102179. arrowTail.scaling.scaleInPlace(0.26);
  102180. arrowTail.rotation.x = Math.PI / 2;
  102181. arrowTail.material = coloredMaterial;
  102182. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102183. arrow.scaling.scaleInPlace(1 / 3);
  102184. _this._rootMesh.addChild(arrow);
  102185. var currentSnapDragDistance = 0;
  102186. var tmpVector = new BABYLON.Vector3();
  102187. var tmpSnapEvent = { snapDistance: 0 };
  102188. // Add drag behavior to handle events when the gizmo is dragged
  102189. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102190. _this.dragBehavior.moveAttached = false;
  102191. _this._rootMesh.addBehavior(_this.dragBehavior);
  102192. var localDelta = new BABYLON.Vector3();
  102193. var tmpMatrix = new BABYLON.Matrix();
  102194. _this.dragBehavior.onDragObservable.add(function (event) {
  102195. if (_this.attachedMesh) {
  102196. // Convert delta to local translation if it has a parent
  102197. if (_this.attachedMesh.parent) {
  102198. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102199. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102200. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102201. }
  102202. else {
  102203. localDelta.copyFrom(event.delta);
  102204. }
  102205. // Snapping logic
  102206. if (_this.snapDistance == 0) {
  102207. _this.attachedMesh.position.addInPlace(localDelta);
  102208. }
  102209. else {
  102210. currentSnapDragDistance += event.dragDistance;
  102211. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102212. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102213. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102214. localDelta.normalizeToRef(tmpVector);
  102215. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102216. _this.attachedMesh.position.addInPlace(tmpVector);
  102217. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102218. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102219. }
  102220. }
  102221. }
  102222. });
  102223. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102224. if (_this._customMeshSet) {
  102225. return;
  102226. }
  102227. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102228. var material = isHovered ? hoverMaterial : coloredMaterial;
  102229. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102230. m.material = material;
  102231. if (m.color) {
  102232. m.color = material.emissiveColor;
  102233. }
  102234. });
  102235. });
  102236. return _this;
  102237. }
  102238. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102239. if (this.dragBehavior) {
  102240. this.dragBehavior.enabled = value ? true : false;
  102241. }
  102242. };
  102243. /**
  102244. * Disposes of the gizmo
  102245. */
  102246. AxisDragGizmo.prototype.dispose = function () {
  102247. this.onSnapObservable.clear();
  102248. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102249. this.dragBehavior.detach();
  102250. _super.prototype.dispose.call(this);
  102251. };
  102252. return AxisDragGizmo;
  102253. }(BABYLON.Gizmo));
  102254. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102255. })(BABYLON || (BABYLON = {}));
  102256. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102257. var BABYLON;
  102258. (function (BABYLON) {
  102259. /**
  102260. * Single axis scale gizmo
  102261. */
  102262. var AxisScaleGizmo = /** @class */ (function (_super) {
  102263. __extends(AxisScaleGizmo, _super);
  102264. /**
  102265. * Creates an AxisScaleGizmo
  102266. * @param gizmoLayer The utility layer the gizmo will be added to
  102267. * @param dragAxis The axis which the gizmo will be able to scale on
  102268. * @param color The color of the gizmo
  102269. */
  102270. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102271. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102272. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102273. var _this = _super.call(this, gizmoLayer) || this;
  102274. _this._pointerObserver = null;
  102275. /**
  102276. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102277. */
  102278. _this.snapDistance = 0;
  102279. /**
  102280. * Event that fires each time the gizmo snaps to a new location.
  102281. * * snapDistance is the the change in distance
  102282. */
  102283. _this.onSnapObservable = new BABYLON.Observable();
  102284. /**
  102285. * If the scaling operation should be done on all axis (default: false)
  102286. */
  102287. _this.uniformScaling = false;
  102288. // Create Material
  102289. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102290. _this._coloredMaterial.disableLighting = true;
  102291. _this._coloredMaterial.emissiveColor = color;
  102292. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102293. hoverMaterial.disableLighting = true;
  102294. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102295. // Build mesh on root node
  102296. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102297. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102298. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102299. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102300. arrow.addChild(arrowMesh);
  102301. arrow.addChild(arrowTail);
  102302. // Position arrow pointing in its drag axis
  102303. arrowMesh.scaling.scaleInPlace(0.1);
  102304. arrowMesh.material = _this._coloredMaterial;
  102305. arrowMesh.rotation.x = Math.PI / 2;
  102306. arrowMesh.position.z += 0.3;
  102307. arrowTail.scaling.scaleInPlace(0.26);
  102308. arrowTail.rotation.x = Math.PI / 2;
  102309. arrowTail.material = _this._coloredMaterial;
  102310. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102311. _this._rootMesh.addChild(arrow);
  102312. arrow.scaling.scaleInPlace(1 / 3);
  102313. // Add drag behavior to handle events when the gizmo is dragged
  102314. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102315. _this.dragBehavior.moveAttached = false;
  102316. _this._rootMesh.addBehavior(_this.dragBehavior);
  102317. var currentSnapDragDistance = 0;
  102318. var tmpVector = new BABYLON.Vector3();
  102319. var tmpSnapEvent = { snapDistance: 0 };
  102320. _this.dragBehavior.onDragObservable.add(function (event) {
  102321. if (_this.attachedMesh) {
  102322. // Snapping logic
  102323. var snapped = false;
  102324. var dragSteps = 0;
  102325. if (_this.uniformScaling) {
  102326. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102327. if (tmpVector.y < 0) {
  102328. tmpVector.scaleInPlace(-1);
  102329. }
  102330. }
  102331. else {
  102332. tmpVector.copyFrom(dragAxis);
  102333. }
  102334. if (_this.snapDistance == 0) {
  102335. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102336. }
  102337. else {
  102338. currentSnapDragDistance += event.dragDistance;
  102339. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102340. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102341. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102342. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102343. snapped = true;
  102344. }
  102345. else {
  102346. tmpVector.scaleInPlace(0);
  102347. }
  102348. }
  102349. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102350. if (snapped) {
  102351. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102352. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102353. }
  102354. }
  102355. });
  102356. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102357. if (_this._customMeshSet) {
  102358. return;
  102359. }
  102360. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102361. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102362. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102363. m.material = material;
  102364. if (m.color) {
  102365. m.color = material.emissiveColor;
  102366. }
  102367. });
  102368. });
  102369. return _this;
  102370. }
  102371. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102372. if (this.dragBehavior) {
  102373. this.dragBehavior.enabled = value ? true : false;
  102374. }
  102375. };
  102376. /**
  102377. * Disposes of the gizmo
  102378. */
  102379. AxisScaleGizmo.prototype.dispose = function () {
  102380. this.onSnapObservable.clear();
  102381. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102382. this.dragBehavior.detach();
  102383. _super.prototype.dispose.call(this);
  102384. };
  102385. /**
  102386. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102387. * @param mesh The mesh to replace the default mesh of the gizmo
  102388. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102389. */
  102390. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102391. var _this = this;
  102392. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102393. _super.prototype.setCustomMesh.call(this, mesh);
  102394. if (useGizmoMaterial) {
  102395. this._rootMesh.getChildMeshes().forEach(function (m) {
  102396. m.material = _this._coloredMaterial;
  102397. if (m.color) {
  102398. m.color = _this._coloredMaterial.emissiveColor;
  102399. }
  102400. });
  102401. this._customMeshSet = false;
  102402. }
  102403. };
  102404. return AxisScaleGizmo;
  102405. }(BABYLON.Gizmo));
  102406. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102407. })(BABYLON || (BABYLON = {}));
  102408. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102409. var BABYLON;
  102410. (function (BABYLON) {
  102411. /**
  102412. * Single plane rotation gizmo
  102413. */
  102414. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102415. __extends(PlaneRotationGizmo, _super);
  102416. /**
  102417. * Creates a PlaneRotationGizmo
  102418. * @param gizmoLayer The utility layer the gizmo will be added to
  102419. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102420. * @param color The color of the gizmo
  102421. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102422. */
  102423. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102424. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102425. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102426. if (tessellation === void 0) { tessellation = 32; }
  102427. var _this = _super.call(this, gizmoLayer) || this;
  102428. _this._pointerObserver = null;
  102429. /**
  102430. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102431. */
  102432. _this.snapDistance = 0;
  102433. /**
  102434. * Event that fires each time the gizmo snaps to a new location.
  102435. * * snapDistance is the the change in distance
  102436. */
  102437. _this.onSnapObservable = new BABYLON.Observable();
  102438. // Create Material
  102439. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102440. coloredMaterial.disableLighting = true;
  102441. coloredMaterial.emissiveColor = color;
  102442. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102443. hoverMaterial.disableLighting = true;
  102444. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102445. // Build mesh on root node
  102446. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102447. // Create circle out of lines
  102448. var radius = 0.8;
  102449. var points = new Array();
  102450. for (var i = 0; i < tessellation; i++) {
  102451. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102452. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102453. }
  102454. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102455. rotationMesh.color = coloredMaterial.emissiveColor;
  102456. // Position arrow pointing in its drag axis
  102457. rotationMesh.scaling.scaleInPlace(0.26);
  102458. rotationMesh.material = coloredMaterial;
  102459. rotationMesh.rotation.x = Math.PI / 2;
  102460. parentMesh.addChild(rotationMesh);
  102461. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102462. _this._rootMesh.addChild(parentMesh);
  102463. parentMesh.scaling.scaleInPlace(1 / 3);
  102464. // Add drag behavior to handle events when the gizmo is dragged
  102465. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102466. _this.dragBehavior.moveAttached = false;
  102467. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102468. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102469. _this._rootMesh.addBehavior(_this.dragBehavior);
  102470. var lastDragPosition = new BABYLON.Vector3();
  102471. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102472. if (_this.attachedMesh) {
  102473. lastDragPosition.copyFrom(e.dragPlanePoint);
  102474. }
  102475. });
  102476. var rotationMatrix = new BABYLON.Matrix();
  102477. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102478. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102479. var tmpSnapEvent = { snapDistance: 0 };
  102480. var currentSnapDragDistance = 0;
  102481. var tmpMatrix = new BABYLON.Matrix();
  102482. var tmpVector = new BABYLON.Vector3();
  102483. var amountToRotate = new BABYLON.Quaternion();
  102484. _this.dragBehavior.onDragObservable.add(function (event) {
  102485. if (_this.attachedMesh) {
  102486. if (!_this.attachedMesh.rotationQuaternion) {
  102487. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102488. }
  102489. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102490. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102491. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102492. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102493. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102494. var angle = Math.atan2(cross.length(), dot);
  102495. planeNormalTowardsCamera.copyFrom(planeNormal);
  102496. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102497. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102498. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102499. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102500. }
  102501. // Flip up vector depending on which side the camera is on
  102502. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102503. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102504. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102505. planeNormalTowardsCamera.scaleInPlace(-1);
  102506. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102507. }
  102508. }
  102509. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102510. if (halfCircleSide) {
  102511. angle = -angle;
  102512. }
  102513. // Snapping logic
  102514. var snapped = false;
  102515. if (_this.snapDistance != 0) {
  102516. currentSnapDragDistance += angle;
  102517. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102518. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102519. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102520. angle = _this.snapDistance * dragSteps;
  102521. snapped = true;
  102522. }
  102523. else {
  102524. angle = 0;
  102525. }
  102526. }
  102527. // If the mesh has a parent, convert needed world rotation to local rotation
  102528. tmpMatrix.reset();
  102529. if (_this.attachedMesh.parent) {
  102530. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102531. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102532. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102533. }
  102534. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102535. var quaternionCoefficient = Math.sin(angle / 2);
  102536. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102537. // 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
  102538. if (tmpMatrix.determinant() > 0) {
  102539. amountToRotate.toEulerAnglesToRef(tmpVector);
  102540. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102541. }
  102542. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102543. // Rotate selected mesh quaternion over fixed axis
  102544. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102545. }
  102546. else {
  102547. // Rotate selected mesh quaternion over rotated axis
  102548. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102549. }
  102550. lastDragPosition.copyFrom(event.dragPlanePoint);
  102551. if (snapped) {
  102552. tmpSnapEvent.snapDistance = angle;
  102553. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102554. }
  102555. }
  102556. });
  102557. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102558. if (_this._customMeshSet) {
  102559. return;
  102560. }
  102561. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102562. var material = isHovered ? hoverMaterial : coloredMaterial;
  102563. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102564. m.material = material;
  102565. if (m.color) {
  102566. m.color = material.emissiveColor;
  102567. }
  102568. });
  102569. });
  102570. return _this;
  102571. }
  102572. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102573. if (this.dragBehavior) {
  102574. this.dragBehavior.enabled = value ? true : false;
  102575. }
  102576. };
  102577. /**
  102578. * Disposes of the gizmo
  102579. */
  102580. PlaneRotationGizmo.prototype.dispose = function () {
  102581. this.onSnapObservable.clear();
  102582. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102583. this.dragBehavior.detach();
  102584. _super.prototype.dispose.call(this);
  102585. };
  102586. return PlaneRotationGizmo;
  102587. }(BABYLON.Gizmo));
  102588. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102589. })(BABYLON || (BABYLON = {}));
  102590. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102591. var BABYLON;
  102592. (function (BABYLON) {
  102593. /**
  102594. * Gizmo that enables dragging a mesh along 3 axis
  102595. */
  102596. var PositionGizmo = /** @class */ (function (_super) {
  102597. __extends(PositionGizmo, _super);
  102598. /**
  102599. * Creates a PositionGizmo
  102600. * @param gizmoLayer The utility layer the gizmo will be added to
  102601. */
  102602. function PositionGizmo(gizmoLayer) {
  102603. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102604. var _this = _super.call(this, gizmoLayer) || this;
  102605. /** Fires an event when any of it's sub gizmos are dragged */
  102606. _this.onDragStartObservable = new BABYLON.Observable();
  102607. /** Fires an event when any of it's sub gizmos are released from dragging */
  102608. _this.onDragEndObservable = new BABYLON.Observable();
  102609. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102610. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102611. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102612. // Relay drag events
  102613. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102614. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102615. _this.onDragStartObservable.notifyObservers({});
  102616. });
  102617. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102618. _this.onDragEndObservable.notifyObservers({});
  102619. });
  102620. });
  102621. _this.attachedMesh = null;
  102622. return _this;
  102623. }
  102624. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102625. set: function (mesh) {
  102626. if (this.xGizmo) {
  102627. this.xGizmo.attachedMesh = mesh;
  102628. this.yGizmo.attachedMesh = mesh;
  102629. this.zGizmo.attachedMesh = mesh;
  102630. }
  102631. },
  102632. enumerable: true,
  102633. configurable: true
  102634. });
  102635. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102636. get: function () {
  102637. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102638. },
  102639. set: function (value) {
  102640. if (this.xGizmo) {
  102641. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102642. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102643. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102644. }
  102645. },
  102646. enumerable: true,
  102647. configurable: true
  102648. });
  102649. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102650. get: function () {
  102651. return this.xGizmo.snapDistance;
  102652. },
  102653. /**
  102654. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102655. */
  102656. set: function (value) {
  102657. if (this.xGizmo) {
  102658. this.xGizmo.snapDistance = value;
  102659. this.yGizmo.snapDistance = value;
  102660. this.zGizmo.snapDistance = value;
  102661. }
  102662. },
  102663. enumerable: true,
  102664. configurable: true
  102665. });
  102666. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102667. get: function () {
  102668. return this.xGizmo.scaleRatio;
  102669. },
  102670. /**
  102671. * Ratio for the scale of the gizmo (Default: 1)
  102672. */
  102673. set: function (value) {
  102674. if (this.xGizmo) {
  102675. this.xGizmo.scaleRatio = value;
  102676. this.yGizmo.scaleRatio = value;
  102677. this.zGizmo.scaleRatio = value;
  102678. }
  102679. },
  102680. enumerable: true,
  102681. configurable: true
  102682. });
  102683. /**
  102684. * Disposes of the gizmo
  102685. */
  102686. PositionGizmo.prototype.dispose = function () {
  102687. this.xGizmo.dispose();
  102688. this.yGizmo.dispose();
  102689. this.zGizmo.dispose();
  102690. this.onDragStartObservable.clear();
  102691. this.onDragEndObservable.clear();
  102692. };
  102693. /**
  102694. * CustomMeshes are not supported by this gizmo
  102695. * @param mesh The mesh to replace the default mesh of the gizmo
  102696. */
  102697. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102698. 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)");
  102699. };
  102700. return PositionGizmo;
  102701. }(BABYLON.Gizmo));
  102702. BABYLON.PositionGizmo = PositionGizmo;
  102703. })(BABYLON || (BABYLON = {}));
  102704. //# sourceMappingURL=babylon.positionGizmo.js.map
  102705. var BABYLON;
  102706. (function (BABYLON) {
  102707. /**
  102708. * Gizmo that enables rotating a mesh along 3 axis
  102709. */
  102710. var RotationGizmo = /** @class */ (function (_super) {
  102711. __extends(RotationGizmo, _super);
  102712. /**
  102713. * Creates a RotationGizmo
  102714. * @param gizmoLayer The utility layer the gizmo will be added to
  102715. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102716. */
  102717. function RotationGizmo(gizmoLayer, tessellation) {
  102718. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102719. if (tessellation === void 0) { tessellation = 32; }
  102720. var _this = _super.call(this, gizmoLayer) || this;
  102721. /** Fires an event when any of it's sub gizmos are dragged */
  102722. _this.onDragStartObservable = new BABYLON.Observable();
  102723. /** Fires an event when any of it's sub gizmos are released from dragging */
  102724. _this.onDragEndObservable = new BABYLON.Observable();
  102725. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102726. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102727. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102728. // Relay drag events
  102729. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102730. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102731. _this.onDragStartObservable.notifyObservers({});
  102732. });
  102733. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102734. _this.onDragEndObservable.notifyObservers({});
  102735. });
  102736. });
  102737. _this.attachedMesh = null;
  102738. return _this;
  102739. }
  102740. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102741. set: function (mesh) {
  102742. if (this.xGizmo) {
  102743. this.xGizmo.attachedMesh = mesh;
  102744. this.yGizmo.attachedMesh = mesh;
  102745. this.zGizmo.attachedMesh = mesh;
  102746. }
  102747. },
  102748. enumerable: true,
  102749. configurable: true
  102750. });
  102751. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102752. get: function () {
  102753. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102754. },
  102755. set: function (value) {
  102756. if (this.xGizmo) {
  102757. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102758. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102759. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102760. }
  102761. },
  102762. enumerable: true,
  102763. configurable: true
  102764. });
  102765. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102766. get: function () {
  102767. return this.xGizmo.snapDistance;
  102768. },
  102769. /**
  102770. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102771. */
  102772. set: function (value) {
  102773. if (this.xGizmo) {
  102774. this.xGizmo.snapDistance = value;
  102775. this.yGizmo.snapDistance = value;
  102776. this.zGizmo.snapDistance = value;
  102777. }
  102778. },
  102779. enumerable: true,
  102780. configurable: true
  102781. });
  102782. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102783. get: function () {
  102784. return this.xGizmo.scaleRatio;
  102785. },
  102786. /**
  102787. * Ratio for the scale of the gizmo (Default: 1)
  102788. */
  102789. set: function (value) {
  102790. if (this.xGizmo) {
  102791. this.xGizmo.scaleRatio = value;
  102792. this.yGizmo.scaleRatio = value;
  102793. this.zGizmo.scaleRatio = value;
  102794. }
  102795. },
  102796. enumerable: true,
  102797. configurable: true
  102798. });
  102799. /**
  102800. * Disposes of the gizmo
  102801. */
  102802. RotationGizmo.prototype.dispose = function () {
  102803. this.xGizmo.dispose();
  102804. this.yGizmo.dispose();
  102805. this.zGizmo.dispose();
  102806. this.onDragStartObservable.clear();
  102807. this.onDragEndObservable.clear();
  102808. };
  102809. /**
  102810. * CustomMeshes are not supported by this gizmo
  102811. * @param mesh The mesh to replace the default mesh of the gizmo
  102812. */
  102813. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102814. 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)");
  102815. };
  102816. return RotationGizmo;
  102817. }(BABYLON.Gizmo));
  102818. BABYLON.RotationGizmo = RotationGizmo;
  102819. })(BABYLON || (BABYLON = {}));
  102820. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102821. var BABYLON;
  102822. (function (BABYLON) {
  102823. /**
  102824. * Gizmo that enables scaling a mesh along 3 axis
  102825. */
  102826. var ScaleGizmo = /** @class */ (function (_super) {
  102827. __extends(ScaleGizmo, _super);
  102828. /**
  102829. * Creates a ScaleGizmo
  102830. * @param gizmoLayer The utility layer the gizmo will be added to
  102831. */
  102832. function ScaleGizmo(gizmoLayer) {
  102833. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102834. var _this = _super.call(this, gizmoLayer) || this;
  102835. /** Fires an event when any of it's sub gizmos are dragged */
  102836. _this.onDragStartObservable = new BABYLON.Observable();
  102837. /** Fires an event when any of it's sub gizmos are released from dragging */
  102838. _this.onDragEndObservable = new BABYLON.Observable();
  102839. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102840. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102841. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102842. // Create uniform scale gizmo
  102843. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102844. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102845. _this.uniformScaleGizmo.uniformScaling = true;
  102846. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102847. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102848. uniformScalingMesh.visibility = 0;
  102849. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102850. octahedron.scaling.scaleInPlace(0.007);
  102851. uniformScalingMesh.addChild(octahedron);
  102852. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102853. // Relay drag events
  102854. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102855. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102856. _this.onDragStartObservable.notifyObservers({});
  102857. });
  102858. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102859. _this.onDragEndObservable.notifyObservers({});
  102860. });
  102861. });
  102862. _this.attachedMesh = null;
  102863. return _this;
  102864. }
  102865. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102866. set: function (mesh) {
  102867. if (this.xGizmo) {
  102868. this.xGizmo.attachedMesh = mesh;
  102869. this.yGizmo.attachedMesh = mesh;
  102870. this.zGizmo.attachedMesh = mesh;
  102871. this.uniformScaleGizmo.attachedMesh = mesh;
  102872. }
  102873. },
  102874. enumerable: true,
  102875. configurable: true
  102876. });
  102877. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102878. get: function () {
  102879. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102880. },
  102881. set: function (value) {
  102882. if (!value) {
  102883. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102884. }
  102885. if (this.xGizmo) {
  102886. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102887. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102888. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102889. }
  102890. },
  102891. enumerable: true,
  102892. configurable: true
  102893. });
  102894. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102895. get: function () {
  102896. return this.xGizmo.snapDistance;
  102897. },
  102898. /**
  102899. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102900. */
  102901. set: function (value) {
  102902. if (this.xGizmo) {
  102903. this.xGizmo.snapDistance = value;
  102904. this.yGizmo.snapDistance = value;
  102905. this.zGizmo.snapDistance = value;
  102906. this.uniformScaleGizmo.snapDistance = value;
  102907. }
  102908. },
  102909. enumerable: true,
  102910. configurable: true
  102911. });
  102912. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102913. get: function () {
  102914. return this.xGizmo.scaleRatio;
  102915. },
  102916. /**
  102917. * Ratio for the scale of the gizmo (Default: 1)
  102918. */
  102919. set: function (value) {
  102920. if (this.xGizmo) {
  102921. this.xGizmo.scaleRatio = value;
  102922. this.yGizmo.scaleRatio = value;
  102923. this.zGizmo.scaleRatio = value;
  102924. this.uniformScaleGizmo.scaleRatio = value;
  102925. }
  102926. },
  102927. enumerable: true,
  102928. configurable: true
  102929. });
  102930. /**
  102931. * Disposes of the gizmo
  102932. */
  102933. ScaleGizmo.prototype.dispose = function () {
  102934. this.xGizmo.dispose();
  102935. this.yGizmo.dispose();
  102936. this.zGizmo.dispose();
  102937. this.uniformScaleGizmo.dispose();
  102938. this.onDragStartObservable.clear();
  102939. this.onDragEndObservable.clear();
  102940. };
  102941. return ScaleGizmo;
  102942. }(BABYLON.Gizmo));
  102943. BABYLON.ScaleGizmo = ScaleGizmo;
  102944. })(BABYLON || (BABYLON = {}));
  102945. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102946. var BABYLON;
  102947. (function (BABYLON) {
  102948. /**
  102949. * Bounding box gizmo
  102950. */
  102951. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102952. __extends(BoundingBoxGizmo, _super);
  102953. /**
  102954. * Creates an BoundingBoxGizmo
  102955. * @param gizmoLayer The utility layer the gizmo will be added to
  102956. * @param color The color of the gizmo
  102957. */
  102958. function BoundingBoxGizmo(color, gizmoLayer) {
  102959. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102960. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102961. var _this = _super.call(this, gizmoLayer) || this;
  102962. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102963. _this._renderObserver = null;
  102964. _this._pointerObserver = null;
  102965. _this._scaleDragSpeed = 0.2;
  102966. _this._tmpQuaternion = new BABYLON.Quaternion();
  102967. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102968. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102969. /**
  102970. * 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)
  102971. */
  102972. _this.ignoreChildren = false;
  102973. /**
  102974. * 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)
  102975. */
  102976. _this.includeChildPredicate = null;
  102977. /**
  102978. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102979. */
  102980. _this.rotationSphereSize = 0.1;
  102981. /**
  102982. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102983. */
  102984. _this.scaleBoxSize = 0.1;
  102985. /**
  102986. * 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)
  102987. */
  102988. _this.fixedDragMeshScreenSize = false;
  102989. /**
  102990. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102991. */
  102992. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102993. /**
  102994. * Fired when a rotation sphere or scale box is dragged
  102995. */
  102996. _this.onDragStartObservable = new BABYLON.Observable();
  102997. /**
  102998. * Fired when a scale box is dragged
  102999. */
  103000. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103001. /**
  103002. * Fired when a scale box drag is ended
  103003. */
  103004. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103005. /**
  103006. * Fired when a rotation sphere is dragged
  103007. */
  103008. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103009. /**
  103010. * Fired when a rotation sphere drag is ended
  103011. */
  103012. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103013. /**
  103014. * 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)
  103015. */
  103016. _this.scalePivot = null;
  103017. _this._existingMeshScale = new BABYLON.Vector3();
  103018. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103019. _this._updateScale = false;
  103020. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103021. // Create Materials
  103022. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103023. coloredMaterial.disableLighting = true;
  103024. coloredMaterial.emissiveColor = color;
  103025. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103026. hoverColoredMaterial.disableLighting = true;
  103027. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103028. // Build bounding box out of lines
  103029. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103030. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103031. var lines = [];
  103032. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103033. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103034. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103035. 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));
  103036. 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));
  103037. 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));
  103038. 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));
  103039. 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));
  103040. 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));
  103041. 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));
  103042. 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));
  103043. 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));
  103044. lines.forEach(function (l) {
  103045. l.color = color;
  103046. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103047. l.isPickable = false;
  103048. _this._lineBoundingBox.addChild(l);
  103049. });
  103050. _this._rootMesh.addChild(_this._lineBoundingBox);
  103051. // Create rotation spheres
  103052. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103053. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103054. var _loop_1 = function (i_1) {
  103055. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103056. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103057. sphere.material = coloredMaterial;
  103058. // Drag behavior
  103059. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103060. _dragBehavior.moveAttached = false;
  103061. _dragBehavior.updateDragPlane = false;
  103062. sphere.addBehavior(_dragBehavior);
  103063. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103064. var totalTurnAmountOfDrag = 0;
  103065. _dragBehavior.onDragStartObservable.add(function (event) {
  103066. startingTurnDirection.copyFrom(sphere.forward);
  103067. totalTurnAmountOfDrag = 0;
  103068. });
  103069. _dragBehavior.onDragObservable.add(function (event) {
  103070. _this.onRotationSphereDragObservable.notifyObservers({});
  103071. if (_this.attachedMesh) {
  103072. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103073. var worldDragDirection = startingTurnDirection;
  103074. // Project the world right on to the drag plane
  103075. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103076. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103077. // project drag delta on to the resulting drag axis and rotate based on that
  103078. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  103079. // Make rotation relative to size of mesh.
  103080. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103081. // Rotate based on axis
  103082. if (!_this.attachedMesh.rotationQuaternion) {
  103083. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103084. }
  103085. if (!_this._anchorMesh.rotationQuaternion) {
  103086. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103087. }
  103088. // Do not allow the object to turn more than a full circle
  103089. totalTurnAmountOfDrag += projectDist;
  103090. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103091. if (i_1 >= 8) {
  103092. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103093. }
  103094. else if (i_1 >= 4) {
  103095. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103096. }
  103097. else {
  103098. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103099. }
  103100. // Rotate around center of bounding box
  103101. _this._anchorMesh.addChild(_this.attachedMesh);
  103102. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103103. _this._anchorMesh.removeChild(_this.attachedMesh);
  103104. }
  103105. _this.updateBoundingBox();
  103106. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103107. }
  103108. });
  103109. // Selection/deselection
  103110. _dragBehavior.onDragStartObservable.add(function () {
  103111. _this.onDragStartObservable.notifyObservers({});
  103112. _this._selectNode(sphere);
  103113. });
  103114. _dragBehavior.onDragEndObservable.add(function () {
  103115. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103116. _this._selectNode(null);
  103117. });
  103118. this_1._rotateSpheresParent.addChild(sphere);
  103119. };
  103120. var this_1 = this, _dragBehavior;
  103121. for (var i_1 = 0; i_1 < 12; i_1++) {
  103122. _loop_1(i_1);
  103123. }
  103124. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103125. // Create scale cubes
  103126. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103127. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103128. for (var i = 0; i < 2; i++) {
  103129. for (var j = 0; j < 2; j++) {
  103130. var _loop_2 = function () {
  103131. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103132. box.material = coloredMaterial;
  103133. // Dragging logic
  103134. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103135. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103136. _dragBehavior.moveAttached = false;
  103137. box.addBehavior(_dragBehavior);
  103138. _dragBehavior.onDragObservable.add(function (event) {
  103139. _this.onScaleBoxDragObservable.notifyObservers({});
  103140. if (_this.attachedMesh) {
  103141. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103142. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103143. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103144. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103145. _this.updateBoundingBox();
  103146. if (_this.scalePivot) {
  103147. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103148. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103149. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103150. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103151. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103152. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103153. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103154. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103155. }
  103156. else {
  103157. // Scale from the position of the opposite corner
  103158. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103159. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103160. }
  103161. _this._anchorMesh.addChild(_this.attachedMesh);
  103162. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103163. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103164. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103165. }
  103166. _this._anchorMesh.removeChild(_this.attachedMesh);
  103167. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103168. }
  103169. });
  103170. // Selection/deselection
  103171. _dragBehavior.onDragStartObservable.add(function () {
  103172. _this.onDragStartObservable.notifyObservers({});
  103173. _this._selectNode(box);
  103174. });
  103175. _dragBehavior.onDragEndObservable.add(function () {
  103176. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103177. _this._selectNode(null);
  103178. });
  103179. this_2._scaleBoxesParent.addChild(box);
  103180. };
  103181. var this_2 = this, _dragBehavior;
  103182. for (var k = 0; k < 2; k++) {
  103183. _loop_2();
  103184. }
  103185. }
  103186. }
  103187. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103188. // Hover color change
  103189. var pointerIds = new Array();
  103190. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103191. if (!pointerIds[pointerInfo.event.pointerId]) {
  103192. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103193. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103194. pointerIds[pointerInfo.event.pointerId] = mesh;
  103195. mesh.material = hoverColoredMaterial;
  103196. }
  103197. });
  103198. }
  103199. else {
  103200. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103201. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103202. delete pointerIds[pointerInfo.event.pointerId];
  103203. }
  103204. }
  103205. });
  103206. // Update bounding box positions
  103207. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103208. // Only update the bouding box if scaling has changed
  103209. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103210. _this.updateBoundingBox();
  103211. }
  103212. });
  103213. _this.updateBoundingBox();
  103214. return _this;
  103215. }
  103216. /** @hidden */
  103217. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103218. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103219. // Save old pivot and set pivot to 0,0,0
  103220. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103221. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103222. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103223. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103224. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103225. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103226. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103227. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103228. }
  103229. }
  103230. BoundingBoxGizmo._PivotCached++;
  103231. };
  103232. /** @hidden */
  103233. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103234. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103235. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103236. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103237. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103238. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103239. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103240. }
  103241. this._PivotCached--;
  103242. };
  103243. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103244. if (value) {
  103245. // Reset anchor mesh to match attached mesh's scale
  103246. // This is needed to avoid invalid box/sphere position on first drag
  103247. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103248. this._anchorMesh.addChild(value);
  103249. this._anchorMesh.removeChild(value);
  103250. BoundingBoxGizmo._RestorePivotPoint(value);
  103251. this.updateBoundingBox();
  103252. }
  103253. };
  103254. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103255. this._rotateSpheresParent.getChildMeshes()
  103256. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103257. m.isVisible = (!selectedMesh || m == selectedMesh);
  103258. });
  103259. };
  103260. /**
  103261. * Updates the bounding box information for the Gizmo
  103262. */
  103263. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103264. if (this.attachedMesh) {
  103265. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103266. this._update();
  103267. // Rotate based on axis
  103268. if (!this.attachedMesh.rotationQuaternion) {
  103269. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103270. }
  103271. if (!this._anchorMesh.rotationQuaternion) {
  103272. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103273. }
  103274. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103275. // Store original position and reset mesh to origin before computing the bounding box
  103276. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103277. this._tmpVector.copyFrom(this.attachedMesh.position);
  103278. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103279. this.attachedMesh.position.set(0, 0, 0);
  103280. // Update bounding dimensions/positions
  103281. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103282. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103283. // Update gizmo to match bounding box scaling and rotation
  103284. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103285. 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);
  103286. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103287. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103288. this._lineBoundingBox.computeWorldMatrix();
  103289. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103290. // restore position/rotation values
  103291. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103292. this.attachedMesh.position.copyFrom(this._tmpVector);
  103293. }
  103294. // Update rotation sphere locations
  103295. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103296. for (var i = 0; i < 3; i++) {
  103297. for (var j = 0; j < 2; j++) {
  103298. for (var k = 0; k < 2; k++) {
  103299. var index = ((i * 4) + (j * 2)) + k;
  103300. if (i == 0) {
  103301. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103302. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103303. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103304. }
  103305. if (i == 1) {
  103306. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103307. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103308. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103309. }
  103310. if (i == 2) {
  103311. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103312. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103313. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103314. }
  103315. if (this.fixedDragMeshScreenSize) {
  103316. this._rootMesh.computeWorldMatrix();
  103317. this._rotateSpheresParent.computeWorldMatrix();
  103318. rotateSpheres[index].computeWorldMatrix();
  103319. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103320. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103321. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103322. }
  103323. else {
  103324. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103325. }
  103326. }
  103327. }
  103328. }
  103329. // Update scale box locations
  103330. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103331. for (var i = 0; i < 2; i++) {
  103332. for (var j = 0; j < 2; j++) {
  103333. for (var k = 0; k < 2; k++) {
  103334. var index = ((i * 4) + (j * 2)) + k;
  103335. if (scaleBoxes[index]) {
  103336. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103337. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103338. if (this.fixedDragMeshScreenSize) {
  103339. this._rootMesh.computeWorldMatrix();
  103340. this._scaleBoxesParent.computeWorldMatrix();
  103341. scaleBoxes[index].computeWorldMatrix();
  103342. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103343. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103344. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103345. }
  103346. else {
  103347. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103348. }
  103349. }
  103350. }
  103351. }
  103352. }
  103353. if (this.attachedMesh) {
  103354. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103355. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103356. }
  103357. };
  103358. /**
  103359. * Enables rotation on the specified axis and disables rotation on the others
  103360. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103361. */
  103362. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103363. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103364. if (i < 4) {
  103365. m.setEnabled(axis.indexOf("x") != -1);
  103366. }
  103367. else if (i < 8) {
  103368. m.setEnabled(axis.indexOf("y") != -1);
  103369. }
  103370. else {
  103371. m.setEnabled(axis.indexOf("z") != -1);
  103372. }
  103373. });
  103374. };
  103375. /**
  103376. * Disposes of the gizmo
  103377. */
  103378. BoundingBoxGizmo.prototype.dispose = function () {
  103379. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103380. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103381. this._lineBoundingBox.dispose();
  103382. this._rotateSpheresParent.dispose();
  103383. this._scaleBoxesParent.dispose();
  103384. _super.prototype.dispose.call(this);
  103385. };
  103386. /**
  103387. * 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)
  103388. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103389. * @returns the bounding box mesh with the passed in mesh as a child
  103390. */
  103391. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103392. var makeNotPickable = function (root) {
  103393. root.isPickable = false;
  103394. root.getChildMeshes().forEach(function (c) {
  103395. makeNotPickable(c);
  103396. });
  103397. };
  103398. makeNotPickable(mesh);
  103399. // Reset position to get boudning box from origin with no rotation
  103400. if (!mesh.rotationQuaternion) {
  103401. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103402. }
  103403. var oldPos = mesh.position.clone();
  103404. var oldRot = mesh.rotationQuaternion.clone();
  103405. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103406. mesh.position.set(0, 0, 0);
  103407. // Update bounding dimensions/positions
  103408. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103409. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103410. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103411. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103412. // Restore original positions
  103413. mesh.addChild(box);
  103414. mesh.rotationQuaternion.copyFrom(oldRot);
  103415. mesh.position.copyFrom(oldPos);
  103416. // Reverse parenting
  103417. mesh.removeChild(box);
  103418. box.addChild(mesh);
  103419. box.visibility = 0;
  103420. return box;
  103421. };
  103422. /**
  103423. * CustomMeshes are not supported by this gizmo
  103424. * @param mesh The mesh to replace the default mesh of the gizmo
  103425. */
  103426. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103427. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103428. };
  103429. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103430. // store/remove pivot point should only be applied during their outermost calls
  103431. BoundingBoxGizmo._PivotCached = 0;
  103432. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103433. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103434. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103435. return BoundingBoxGizmo;
  103436. }(BABYLON.Gizmo));
  103437. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103438. })(BABYLON || (BABYLON = {}));
  103439. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103440. var BABYLON;
  103441. (function (BABYLON) {
  103442. /**
  103443. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103444. */
  103445. var GizmoManager = /** @class */ (function () {
  103446. /**
  103447. * Instatiates a gizmo manager
  103448. * @param scene the scene to overlay the gizmos on top of
  103449. */
  103450. function GizmoManager(scene) {
  103451. var _this = this;
  103452. this.scene = scene;
  103453. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103454. this._pointerObserver = null;
  103455. this._attachedMesh = null;
  103456. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103457. /**
  103458. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103459. */
  103460. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103461. /**
  103462. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103463. */
  103464. this.attachableMeshes = null;
  103465. /**
  103466. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103467. */
  103468. this.usePointerToAttachGizmos = true;
  103469. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103470. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103471. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103472. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103473. // Instatiate/dispose gizmos based on pointer actions
  103474. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103475. if (!_this.usePointerToAttachGizmos) {
  103476. return;
  103477. }
  103478. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103479. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103480. var node = pointerInfo.pickInfo.pickedMesh;
  103481. if (_this.attachableMeshes == null) {
  103482. // Attach to the most parent node
  103483. while (node && node.parent != null) {
  103484. node = node.parent;
  103485. }
  103486. }
  103487. else {
  103488. // Attach to the parent node that is an attachableMesh
  103489. var found = false;
  103490. _this.attachableMeshes.forEach(function (mesh) {
  103491. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103492. node = mesh;
  103493. found = true;
  103494. }
  103495. });
  103496. if (!found) {
  103497. node = null;
  103498. }
  103499. }
  103500. if (node instanceof BABYLON.AbstractMesh) {
  103501. if (_this._attachedMesh != node) {
  103502. _this.attachToMesh(node);
  103503. }
  103504. }
  103505. else {
  103506. _this.attachToMesh(null);
  103507. }
  103508. }
  103509. else {
  103510. _this.attachToMesh(null);
  103511. }
  103512. }
  103513. });
  103514. }
  103515. /**
  103516. * Attaches a set of gizmos to the specified mesh
  103517. * @param mesh The mesh the gizmo's should be attached to
  103518. */
  103519. GizmoManager.prototype.attachToMesh = function (mesh) {
  103520. if (this._attachedMesh) {
  103521. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103522. }
  103523. this._attachedMesh = mesh;
  103524. for (var key in this.gizmos) {
  103525. var gizmo = (this.gizmos[key]);
  103526. if (gizmo && this._gizmosEnabled[key]) {
  103527. gizmo.attachedMesh = mesh;
  103528. }
  103529. }
  103530. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103531. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103532. }
  103533. };
  103534. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103535. get: function () {
  103536. return this._gizmosEnabled.positionGizmo;
  103537. },
  103538. /**
  103539. * If the position gizmo is enabled
  103540. */
  103541. set: function (value) {
  103542. if (value) {
  103543. if (!this.gizmos.positionGizmo) {
  103544. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103545. }
  103546. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103547. }
  103548. else if (this.gizmos.positionGizmo) {
  103549. this.gizmos.positionGizmo.attachedMesh = null;
  103550. }
  103551. this._gizmosEnabled.positionGizmo = value;
  103552. },
  103553. enumerable: true,
  103554. configurable: true
  103555. });
  103556. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103557. get: function () {
  103558. return this._gizmosEnabled.rotationGizmo;
  103559. },
  103560. /**
  103561. * If the rotation gizmo is enabled
  103562. */
  103563. set: function (value) {
  103564. if (value) {
  103565. if (!this.gizmos.rotationGizmo) {
  103566. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103567. }
  103568. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103569. }
  103570. else if (this.gizmos.rotationGizmo) {
  103571. this.gizmos.rotationGizmo.attachedMesh = null;
  103572. }
  103573. this._gizmosEnabled.rotationGizmo = value;
  103574. },
  103575. enumerable: true,
  103576. configurable: true
  103577. });
  103578. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103579. get: function () {
  103580. return this._gizmosEnabled.scaleGizmo;
  103581. },
  103582. /**
  103583. * If the scale gizmo is enabled
  103584. */
  103585. set: function (value) {
  103586. if (value) {
  103587. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103588. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103589. }
  103590. else if (this.gizmos.scaleGizmo) {
  103591. this.gizmos.scaleGizmo.attachedMesh = null;
  103592. }
  103593. this._gizmosEnabled.scaleGizmo = value;
  103594. },
  103595. enumerable: true,
  103596. configurable: true
  103597. });
  103598. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103599. get: function () {
  103600. return this._gizmosEnabled.boundingBoxGizmo;
  103601. },
  103602. /**
  103603. * If the boundingBox gizmo is enabled
  103604. */
  103605. set: function (value) {
  103606. if (value) {
  103607. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103608. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103609. if (this._attachedMesh) {
  103610. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103611. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103612. }
  103613. }
  103614. else if (this.gizmos.boundingBoxGizmo) {
  103615. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103616. }
  103617. this._gizmosEnabled.boundingBoxGizmo = value;
  103618. },
  103619. enumerable: true,
  103620. configurable: true
  103621. });
  103622. /**
  103623. * Disposes of the gizmo manager
  103624. */
  103625. GizmoManager.prototype.dispose = function () {
  103626. this.scene.onPointerObservable.remove(this._pointerObserver);
  103627. for (var key in this.gizmos) {
  103628. var gizmo = (this.gizmos[key]);
  103629. if (gizmo) {
  103630. gizmo.dispose();
  103631. }
  103632. }
  103633. this._defaultKeepDepthUtilityLayer.dispose();
  103634. this._defaultUtilityLayer.dispose();
  103635. this.boundingBoxDragBehavior.detach();
  103636. };
  103637. return GizmoManager;
  103638. }());
  103639. BABYLON.GizmoManager = GizmoManager;
  103640. })(BABYLON || (BABYLON = {}));
  103641. //# sourceMappingURL=babylon.gizmoManager.js.map
  103642. var BABYLON;
  103643. (function (BABYLON) {
  103644. /**
  103645. * Defines a target to use with MorphTargetManager
  103646. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103647. */
  103648. var MorphTarget = /** @class */ (function () {
  103649. /**
  103650. * Creates a new MorphTarget
  103651. * @param name defines the name of the target
  103652. * @param influence defines the influence to use
  103653. */
  103654. function MorphTarget(
  103655. /** defines the name of the target */
  103656. name, influence, scene) {
  103657. if (influence === void 0) { influence = 0; }
  103658. if (scene === void 0) { scene = null; }
  103659. this.name = name;
  103660. /**
  103661. * Gets or sets the list of animations
  103662. */
  103663. this.animations = new Array();
  103664. this._positions = null;
  103665. this._normals = null;
  103666. this._tangents = null;
  103667. /**
  103668. * Observable raised when the influence changes
  103669. */
  103670. this.onInfluenceChanged = new BABYLON.Observable();
  103671. /** @hidden */
  103672. this._onDataLayoutChanged = new BABYLON.Observable();
  103673. this._animationPropertiesOverride = null;
  103674. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103675. this.influence = influence;
  103676. }
  103677. Object.defineProperty(MorphTarget.prototype, "influence", {
  103678. /**
  103679. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103680. */
  103681. get: function () {
  103682. return this._influence;
  103683. },
  103684. set: function (influence) {
  103685. if (this._influence === influence) {
  103686. return;
  103687. }
  103688. var previous = this._influence;
  103689. this._influence = influence;
  103690. if (this.onInfluenceChanged.hasObservers) {
  103691. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103692. }
  103693. },
  103694. enumerable: true,
  103695. configurable: true
  103696. });
  103697. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103698. /**
  103699. * Gets or sets the animation properties override
  103700. */
  103701. get: function () {
  103702. if (!this._animationPropertiesOverride && this._scene) {
  103703. return this._scene.animationPropertiesOverride;
  103704. }
  103705. return this._animationPropertiesOverride;
  103706. },
  103707. set: function (value) {
  103708. this._animationPropertiesOverride = value;
  103709. },
  103710. enumerable: true,
  103711. configurable: true
  103712. });
  103713. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103714. /**
  103715. * Gets a boolean defining if the target contains position data
  103716. */
  103717. get: function () {
  103718. return !!this._positions;
  103719. },
  103720. enumerable: true,
  103721. configurable: true
  103722. });
  103723. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103724. /**
  103725. * Gets a boolean defining if the target contains normal data
  103726. */
  103727. get: function () {
  103728. return !!this._normals;
  103729. },
  103730. enumerable: true,
  103731. configurable: true
  103732. });
  103733. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103734. /**
  103735. * Gets a boolean defining if the target contains tangent data
  103736. */
  103737. get: function () {
  103738. return !!this._tangents;
  103739. },
  103740. enumerable: true,
  103741. configurable: true
  103742. });
  103743. /**
  103744. * Affects position data to this target
  103745. * @param data defines the position data to use
  103746. */
  103747. MorphTarget.prototype.setPositions = function (data) {
  103748. var hadPositions = this.hasPositions;
  103749. this._positions = data;
  103750. if (hadPositions !== this.hasPositions) {
  103751. this._onDataLayoutChanged.notifyObservers(undefined);
  103752. }
  103753. };
  103754. /**
  103755. * Gets the position data stored in this target
  103756. * @returns a FloatArray containing the position data (or null if not present)
  103757. */
  103758. MorphTarget.prototype.getPositions = function () {
  103759. return this._positions;
  103760. };
  103761. /**
  103762. * Affects normal data to this target
  103763. * @param data defines the normal data to use
  103764. */
  103765. MorphTarget.prototype.setNormals = function (data) {
  103766. var hadNormals = this.hasNormals;
  103767. this._normals = data;
  103768. if (hadNormals !== this.hasNormals) {
  103769. this._onDataLayoutChanged.notifyObservers(undefined);
  103770. }
  103771. };
  103772. /**
  103773. * Gets the normal data stored in this target
  103774. * @returns a FloatArray containing the normal data (or null if not present)
  103775. */
  103776. MorphTarget.prototype.getNormals = function () {
  103777. return this._normals;
  103778. };
  103779. /**
  103780. * Affects tangent data to this target
  103781. * @param data defines the tangent data to use
  103782. */
  103783. MorphTarget.prototype.setTangents = function (data) {
  103784. var hadTangents = this.hasTangents;
  103785. this._tangents = data;
  103786. if (hadTangents !== this.hasTangents) {
  103787. this._onDataLayoutChanged.notifyObservers(undefined);
  103788. }
  103789. };
  103790. /**
  103791. * Gets the tangent data stored in this target
  103792. * @returns a FloatArray containing the tangent data (or null if not present)
  103793. */
  103794. MorphTarget.prototype.getTangents = function () {
  103795. return this._tangents;
  103796. };
  103797. /**
  103798. * Serializes the current target into a Serialization object
  103799. * @returns the serialized object
  103800. */
  103801. MorphTarget.prototype.serialize = function () {
  103802. var serializationObject = {};
  103803. serializationObject.name = this.name;
  103804. serializationObject.influence = this.influence;
  103805. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103806. if (this.hasNormals) {
  103807. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103808. }
  103809. if (this.hasTangents) {
  103810. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103811. }
  103812. // Animations
  103813. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103814. return serializationObject;
  103815. };
  103816. // Statics
  103817. /**
  103818. * Creates a new target from serialized data
  103819. * @param serializationObject defines the serialized data to use
  103820. * @returns a new MorphTarget
  103821. */
  103822. MorphTarget.Parse = function (serializationObject) {
  103823. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103824. result.setPositions(serializationObject.positions);
  103825. if (serializationObject.normals) {
  103826. result.setNormals(serializationObject.normals);
  103827. }
  103828. if (serializationObject.tangents) {
  103829. result.setTangents(serializationObject.tangents);
  103830. }
  103831. // Animations
  103832. if (serializationObject.animations) {
  103833. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103834. var parsedAnimation = serializationObject.animations[animationIndex];
  103835. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103836. }
  103837. }
  103838. return result;
  103839. };
  103840. /**
  103841. * Creates a MorphTarget from mesh data
  103842. * @param mesh defines the source mesh
  103843. * @param name defines the name to use for the new target
  103844. * @param influence defines the influence to attach to the target
  103845. * @returns a new MorphTarget
  103846. */
  103847. MorphTarget.FromMesh = function (mesh, name, influence) {
  103848. if (!name) {
  103849. name = mesh.name;
  103850. }
  103851. var result = new MorphTarget(name, influence, mesh.getScene());
  103852. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103853. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103854. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103855. }
  103856. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103857. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103858. }
  103859. return result;
  103860. };
  103861. return MorphTarget;
  103862. }());
  103863. BABYLON.MorphTarget = MorphTarget;
  103864. })(BABYLON || (BABYLON = {}));
  103865. //# sourceMappingURL=babylon.morphTarget.js.map
  103866. var BABYLON;
  103867. (function (BABYLON) {
  103868. /**
  103869. * This class is used to deform meshes using morphing between different targets
  103870. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103871. */
  103872. var MorphTargetManager = /** @class */ (function () {
  103873. /**
  103874. * Creates a new MorphTargetManager
  103875. * @param scene defines the current scene
  103876. */
  103877. function MorphTargetManager(scene) {
  103878. if (scene === void 0) { scene = null; }
  103879. this._targets = new Array();
  103880. this._targetInfluenceChangedObservers = new Array();
  103881. this._targetDataLayoutChangedObservers = new Array();
  103882. this._activeTargets = new BABYLON.SmartArray(16);
  103883. this._supportsNormals = false;
  103884. this._supportsTangents = false;
  103885. this._vertexCount = 0;
  103886. this._uniqueId = 0;
  103887. this._tempInfluences = new Array();
  103888. if (!scene) {
  103889. scene = BABYLON.Engine.LastCreatedScene;
  103890. }
  103891. this._scene = scene;
  103892. if (this._scene) {
  103893. this._scene.morphTargetManagers.push(this);
  103894. this._uniqueId = this._scene.getUniqueId();
  103895. }
  103896. }
  103897. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103898. /**
  103899. * Gets the unique ID of this manager
  103900. */
  103901. get: function () {
  103902. return this._uniqueId;
  103903. },
  103904. enumerable: true,
  103905. configurable: true
  103906. });
  103907. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103908. /**
  103909. * Gets the number of vertices handled by this manager
  103910. */
  103911. get: function () {
  103912. return this._vertexCount;
  103913. },
  103914. enumerable: true,
  103915. configurable: true
  103916. });
  103917. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103918. /**
  103919. * Gets a boolean indicating if this manager supports morphing of normals
  103920. */
  103921. get: function () {
  103922. return this._supportsNormals;
  103923. },
  103924. enumerable: true,
  103925. configurable: true
  103926. });
  103927. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103928. /**
  103929. * Gets a boolean indicating if this manager supports morphing of tangents
  103930. */
  103931. get: function () {
  103932. return this._supportsTangents;
  103933. },
  103934. enumerable: true,
  103935. configurable: true
  103936. });
  103937. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103938. /**
  103939. * Gets the number of targets stored in this manager
  103940. */
  103941. get: function () {
  103942. return this._targets.length;
  103943. },
  103944. enumerable: true,
  103945. configurable: true
  103946. });
  103947. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103948. /**
  103949. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103950. */
  103951. get: function () {
  103952. return this._activeTargets.length;
  103953. },
  103954. enumerable: true,
  103955. configurable: true
  103956. });
  103957. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103958. /**
  103959. * Gets the list of influences (one per target)
  103960. */
  103961. get: function () {
  103962. return this._influences;
  103963. },
  103964. enumerable: true,
  103965. configurable: true
  103966. });
  103967. /**
  103968. * Gets the active target at specified index. An active target is a target with an influence > 0
  103969. * @param index defines the index to check
  103970. * @returns the requested target
  103971. */
  103972. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103973. return this._activeTargets.data[index];
  103974. };
  103975. /**
  103976. * Gets the target at specified index
  103977. * @param index defines the index to check
  103978. * @returns the requested target
  103979. */
  103980. MorphTargetManager.prototype.getTarget = function (index) {
  103981. return this._targets[index];
  103982. };
  103983. /**
  103984. * Add a new target to this manager
  103985. * @param target defines the target to add
  103986. */
  103987. MorphTargetManager.prototype.addTarget = function (target) {
  103988. var _this = this;
  103989. this._targets.push(target);
  103990. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103991. _this._syncActiveTargets(needUpdate);
  103992. }));
  103993. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103994. _this._syncActiveTargets(true);
  103995. }));
  103996. this._syncActiveTargets(true);
  103997. };
  103998. /**
  103999. * Removes a target from the manager
  104000. * @param target defines the target to remove
  104001. */
  104002. MorphTargetManager.prototype.removeTarget = function (target) {
  104003. var index = this._targets.indexOf(target);
  104004. if (index >= 0) {
  104005. this._targets.splice(index, 1);
  104006. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104007. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104008. this._syncActiveTargets(true);
  104009. }
  104010. };
  104011. /**
  104012. * Serializes the current manager into a Serialization object
  104013. * @returns the serialized object
  104014. */
  104015. MorphTargetManager.prototype.serialize = function () {
  104016. var serializationObject = {};
  104017. serializationObject.id = this.uniqueId;
  104018. serializationObject.targets = [];
  104019. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104020. var target = _a[_i];
  104021. serializationObject.targets.push(target.serialize());
  104022. }
  104023. return serializationObject;
  104024. };
  104025. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104026. var influenceCount = 0;
  104027. this._activeTargets.reset();
  104028. this._supportsNormals = true;
  104029. this._supportsTangents = true;
  104030. this._vertexCount = 0;
  104031. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104032. var target = _a[_i];
  104033. if (target.influence === 0) {
  104034. continue;
  104035. }
  104036. this._activeTargets.push(target);
  104037. this._tempInfluences[influenceCount++] = target.influence;
  104038. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104039. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104040. var positions = target.getPositions();
  104041. if (positions) {
  104042. var vertexCount = positions.length / 3;
  104043. if (this._vertexCount === 0) {
  104044. this._vertexCount = vertexCount;
  104045. }
  104046. else if (this._vertexCount !== vertexCount) {
  104047. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104048. return;
  104049. }
  104050. }
  104051. }
  104052. if (!this._influences || this._influences.length !== influenceCount) {
  104053. this._influences = new Float32Array(influenceCount);
  104054. }
  104055. for (var index = 0; index < influenceCount; index++) {
  104056. this._influences[index] = this._tempInfluences[index];
  104057. }
  104058. if (needUpdate) {
  104059. this.synchronize();
  104060. }
  104061. };
  104062. /**
  104063. * Syncrhonize the targets with all the meshes using this morph target manager
  104064. */
  104065. MorphTargetManager.prototype.synchronize = function () {
  104066. if (!this._scene) {
  104067. return;
  104068. }
  104069. // Flag meshes as dirty to resync with the active targets
  104070. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104071. var mesh = _a[_i];
  104072. if (mesh.morphTargetManager === this) {
  104073. mesh._syncGeometryWithMorphTargetManager();
  104074. }
  104075. }
  104076. };
  104077. // Statics
  104078. /**
  104079. * Creates a new MorphTargetManager from serialized data
  104080. * @param serializationObject defines the serialized data
  104081. * @param scene defines the hosting scene
  104082. * @returns the new MorphTargetManager
  104083. */
  104084. MorphTargetManager.Parse = function (serializationObject, scene) {
  104085. var result = new MorphTargetManager(scene);
  104086. result._uniqueId = serializationObject.id;
  104087. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104088. var targetData = _a[_i];
  104089. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104090. }
  104091. return result;
  104092. };
  104093. return MorphTargetManager;
  104094. }());
  104095. BABYLON.MorphTargetManager = MorphTargetManager;
  104096. })(BABYLON || (BABYLON = {}));
  104097. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104098. var BABYLON;
  104099. (function (BABYLON) {
  104100. /**
  104101. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104102. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104103. */
  104104. var Octree = /** @class */ (function () {
  104105. /**
  104106. * Creates a octree
  104107. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104108. * @param creationFunc function to be used to instatiate the octree
  104109. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104110. * @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.)
  104111. */
  104112. function Octree(creationFunc, maxBlockCapacity,
  104113. /** 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.) */
  104114. maxDepth) {
  104115. if (maxDepth === void 0) { maxDepth = 2; }
  104116. this.maxDepth = maxDepth;
  104117. /**
  104118. * Content stored in the octree
  104119. */
  104120. this.dynamicContent = new Array();
  104121. this._maxBlockCapacity = maxBlockCapacity || 64;
  104122. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104123. this._creationFunc = creationFunc;
  104124. }
  104125. // Methods
  104126. /**
  104127. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104128. * @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);
  104129. * @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);
  104130. * @param entries meshes to be added to the octree blocks
  104131. */
  104132. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104133. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104134. };
  104135. /**
  104136. * Adds a mesh to the octree
  104137. * @param entry Mesh to add to the octree
  104138. */
  104139. Octree.prototype.addMesh = function (entry) {
  104140. for (var index = 0; index < this.blocks.length; index++) {
  104141. var block = this.blocks[index];
  104142. block.addEntry(entry);
  104143. }
  104144. };
  104145. /**
  104146. * Selects an array of meshes within the frustum
  104147. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104148. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104149. * @returns array of meshes within the frustum
  104150. */
  104151. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104152. this._selectionContent.reset();
  104153. for (var index = 0; index < this.blocks.length; index++) {
  104154. var block = this.blocks[index];
  104155. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104156. }
  104157. if (allowDuplicate) {
  104158. this._selectionContent.concat(this.dynamicContent);
  104159. }
  104160. else {
  104161. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104162. }
  104163. return this._selectionContent;
  104164. };
  104165. /**
  104166. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104167. * @param sphereCenter defines the bounding sphere center
  104168. * @param sphereRadius defines the bounding sphere radius
  104169. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104170. * @returns an array of objects that intersect the sphere
  104171. */
  104172. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104173. this._selectionContent.reset();
  104174. for (var index = 0; index < this.blocks.length; index++) {
  104175. var block = this.blocks[index];
  104176. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104177. }
  104178. if (allowDuplicate) {
  104179. this._selectionContent.concat(this.dynamicContent);
  104180. }
  104181. else {
  104182. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104183. }
  104184. return this._selectionContent;
  104185. };
  104186. /**
  104187. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104188. * @param ray defines the ray to test with
  104189. * @returns array of intersected objects
  104190. */
  104191. Octree.prototype.intersectsRay = function (ray) {
  104192. this._selectionContent.reset();
  104193. for (var index = 0; index < this.blocks.length; index++) {
  104194. var block = this.blocks[index];
  104195. block.intersectsRay(ray, this._selectionContent);
  104196. }
  104197. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104198. return this._selectionContent;
  104199. };
  104200. /**
  104201. * @hidden
  104202. */
  104203. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104204. target.blocks = new Array();
  104205. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104206. // Segmenting space
  104207. for (var x = 0; x < 2; x++) {
  104208. for (var y = 0; y < 2; y++) {
  104209. for (var z = 0; z < 2; z++) {
  104210. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104211. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104212. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104213. block.addEntries(entries);
  104214. target.blocks.push(block);
  104215. }
  104216. }
  104217. }
  104218. };
  104219. /**
  104220. * Adds a mesh into the octree block if it intersects the block
  104221. */
  104222. Octree.CreationFuncForMeshes = function (entry, block) {
  104223. var boundingInfo = entry.getBoundingInfo();
  104224. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104225. block.entries.push(entry);
  104226. }
  104227. };
  104228. /**
  104229. * Adds a submesh into the octree block if it intersects the block
  104230. */
  104231. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104232. var boundingInfo = entry.getBoundingInfo();
  104233. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104234. block.entries.push(entry);
  104235. }
  104236. };
  104237. return Octree;
  104238. }());
  104239. BABYLON.Octree = Octree;
  104240. })(BABYLON || (BABYLON = {}));
  104241. //# sourceMappingURL=babylon.octree.js.map
  104242. var BABYLON;
  104243. (function (BABYLON) {
  104244. /**
  104245. * Class used to store a cell in an octree
  104246. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104247. */
  104248. var OctreeBlock = /** @class */ (function () {
  104249. /**
  104250. * Creates a new block
  104251. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104252. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104253. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104254. * @param depth defines the current depth of this block in the octree
  104255. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104256. * @param creationFunc defines a callback to call when an element is added to the block
  104257. */
  104258. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104259. /**
  104260. * Gets the content of the current block
  104261. */
  104262. this.entries = new Array();
  104263. this._boundingVectors = new Array();
  104264. this._capacity = capacity;
  104265. this._depth = depth;
  104266. this._maxDepth = maxDepth;
  104267. this._creationFunc = creationFunc;
  104268. this._minPoint = minPoint;
  104269. this._maxPoint = maxPoint;
  104270. this._boundingVectors.push(minPoint.clone());
  104271. this._boundingVectors.push(maxPoint.clone());
  104272. this._boundingVectors.push(minPoint.clone());
  104273. this._boundingVectors[2].x = maxPoint.x;
  104274. this._boundingVectors.push(minPoint.clone());
  104275. this._boundingVectors[3].y = maxPoint.y;
  104276. this._boundingVectors.push(minPoint.clone());
  104277. this._boundingVectors[4].z = maxPoint.z;
  104278. this._boundingVectors.push(maxPoint.clone());
  104279. this._boundingVectors[5].z = minPoint.z;
  104280. this._boundingVectors.push(maxPoint.clone());
  104281. this._boundingVectors[6].x = minPoint.x;
  104282. this._boundingVectors.push(maxPoint.clone());
  104283. this._boundingVectors[7].y = minPoint.y;
  104284. }
  104285. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104286. // Property
  104287. /**
  104288. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104289. */
  104290. get: function () {
  104291. return this._capacity;
  104292. },
  104293. enumerable: true,
  104294. configurable: true
  104295. });
  104296. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104297. /**
  104298. * Gets the minimum vector (in world space) of the block's bounding box
  104299. */
  104300. get: function () {
  104301. return this._minPoint;
  104302. },
  104303. enumerable: true,
  104304. configurable: true
  104305. });
  104306. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104307. /**
  104308. * Gets the maximum vector (in world space) of the block's bounding box
  104309. */
  104310. get: function () {
  104311. return this._maxPoint;
  104312. },
  104313. enumerable: true,
  104314. configurable: true
  104315. });
  104316. // Methods
  104317. /**
  104318. * Add a new element to this block
  104319. * @param entry defines the element to add
  104320. */
  104321. OctreeBlock.prototype.addEntry = function (entry) {
  104322. if (this.blocks) {
  104323. for (var index = 0; index < this.blocks.length; index++) {
  104324. var block = this.blocks[index];
  104325. block.addEntry(entry);
  104326. }
  104327. return;
  104328. }
  104329. this._creationFunc(entry, this);
  104330. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104331. this.createInnerBlocks();
  104332. }
  104333. };
  104334. /**
  104335. * Add an array of elements to this block
  104336. * @param entries defines the array of elements to add
  104337. */
  104338. OctreeBlock.prototype.addEntries = function (entries) {
  104339. for (var index = 0; index < entries.length; index++) {
  104340. var mesh = entries[index];
  104341. this.addEntry(mesh);
  104342. }
  104343. };
  104344. /**
  104345. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104346. * @param frustumPlanes defines the frustum planes to test
  104347. * @param selection defines the array to store current content if selection is positive
  104348. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104349. */
  104350. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104351. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104352. if (this.blocks) {
  104353. for (var index = 0; index < this.blocks.length; index++) {
  104354. var block = this.blocks[index];
  104355. block.select(frustumPlanes, selection, allowDuplicate);
  104356. }
  104357. return;
  104358. }
  104359. if (allowDuplicate) {
  104360. selection.concat(this.entries);
  104361. }
  104362. else {
  104363. selection.concatWithNoDuplicate(this.entries);
  104364. }
  104365. }
  104366. };
  104367. /**
  104368. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104369. * @param sphereCenter defines the bounding sphere center
  104370. * @param sphereRadius defines the bounding sphere radius
  104371. * @param selection defines the array to store current content if selection is positive
  104372. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104373. */
  104374. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104375. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104376. if (this.blocks) {
  104377. for (var index = 0; index < this.blocks.length; index++) {
  104378. var block = this.blocks[index];
  104379. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104380. }
  104381. return;
  104382. }
  104383. if (allowDuplicate) {
  104384. selection.concat(this.entries);
  104385. }
  104386. else {
  104387. selection.concatWithNoDuplicate(this.entries);
  104388. }
  104389. }
  104390. };
  104391. /**
  104392. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104393. * @param ray defines the ray to test with
  104394. * @param selection defines the array to store current content if selection is positive
  104395. */
  104396. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104397. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104398. if (this.blocks) {
  104399. for (var index = 0; index < this.blocks.length; index++) {
  104400. var block = this.blocks[index];
  104401. block.intersectsRay(ray, selection);
  104402. }
  104403. return;
  104404. }
  104405. selection.concatWithNoDuplicate(this.entries);
  104406. }
  104407. };
  104408. /**
  104409. * Subdivide the content into child blocks (this block will then be empty)
  104410. */
  104411. OctreeBlock.prototype.createInnerBlocks = function () {
  104412. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104413. };
  104414. return OctreeBlock;
  104415. }());
  104416. BABYLON.OctreeBlock = OctreeBlock;
  104417. })(BABYLON || (BABYLON = {}));
  104418. //# sourceMappingURL=babylon.octreeBlock.js.map
  104419. var BABYLON;
  104420. (function (BABYLON) {
  104421. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104422. if (maxCapacity === void 0) { maxCapacity = 64; }
  104423. if (maxDepth === void 0) { maxDepth = 2; }
  104424. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104425. if (!component) {
  104426. component = new OctreeSceneComponent(this);
  104427. this._addComponent(component);
  104428. }
  104429. if (!this._selectionOctree) {
  104430. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104431. }
  104432. var worldExtends = this.getWorldExtends();
  104433. // Update octree
  104434. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104435. return this._selectionOctree;
  104436. };
  104437. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104438. get: function () {
  104439. return this._selectionOctree;
  104440. },
  104441. enumerable: true,
  104442. configurable: true
  104443. });
  104444. /**
  104445. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104446. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104447. * @param maxCapacity defines the maximum size of each block (64 by default)
  104448. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104449. * @returns the new octree
  104450. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104451. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104452. */
  104453. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104454. if (maxCapacity === void 0) { maxCapacity = 64; }
  104455. if (maxDepth === void 0) { maxDepth = 2; }
  104456. var scene = this.getScene();
  104457. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104458. if (!component) {
  104459. component = new OctreeSceneComponent(scene);
  104460. scene._addComponent(component);
  104461. }
  104462. if (!this._submeshesOctree) {
  104463. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104464. }
  104465. this.computeWorldMatrix(true);
  104466. var boundingInfo = this.getBoundingInfo();
  104467. // Update octree
  104468. var bbox = boundingInfo.boundingBox;
  104469. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104470. return this._submeshesOctree;
  104471. };
  104472. /**
  104473. * Defines the octree scene component responsible to manage any octrees
  104474. * in a given scene.
  104475. */
  104476. var OctreeSceneComponent = /** @class */ (function () {
  104477. /**
  104478. * Creates a new instance of the component for the given scene
  104479. * @param scene Defines the scene to register the component in
  104480. */
  104481. function OctreeSceneComponent(scene) {
  104482. /**
  104483. * The component name helpfull to identify the component in the list of scene components.
  104484. */
  104485. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104486. /**
  104487. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104488. */
  104489. this.checksIsEnabled = true;
  104490. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104491. this.scene = scene;
  104492. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104493. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104494. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104495. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104496. }
  104497. /**
  104498. * Registers the component in a given scene
  104499. */
  104500. OctreeSceneComponent.prototype.register = function () {
  104501. var _this = this;
  104502. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104503. var sceneOctree = _this.scene.selectionOctree;
  104504. if (sceneOctree !== undefined && sceneOctree !== null) {
  104505. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104506. if (index !== -1) {
  104507. sceneOctree.dynamicContent.splice(index, 1);
  104508. }
  104509. }
  104510. });
  104511. this.scene.onMeshImportedObservable.add(function (mesh) {
  104512. var sceneOctree = _this.scene.selectionOctree;
  104513. if (sceneOctree !== undefined && sceneOctree !== null) {
  104514. sceneOctree.addMesh(mesh);
  104515. }
  104516. });
  104517. };
  104518. /**
  104519. * Return the list of active meshes
  104520. * @returns the list of active meshes
  104521. */
  104522. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104523. if (this.scene._selectionOctree) {
  104524. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104525. return selection;
  104526. }
  104527. return this.scene._getDefaultMeshCandidates();
  104528. };
  104529. /**
  104530. * Return the list of active sub meshes
  104531. * @param mesh The mesh to get the candidates sub meshes from
  104532. * @returns the list of active sub meshes
  104533. */
  104534. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104535. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104536. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104537. return intersections;
  104538. }
  104539. return this.scene._getDefaultSubMeshCandidates(mesh);
  104540. };
  104541. /**
  104542. * Return the list of sub meshes intersecting with a given local ray
  104543. * @param mesh defines the mesh to find the submesh for
  104544. * @param localRay defines the ray in local space
  104545. * @returns the list of intersecting sub meshes
  104546. */
  104547. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104548. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104549. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104550. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104551. return intersections;
  104552. }
  104553. return this.scene._getDefaultSubMeshCandidates(mesh);
  104554. };
  104555. /**
  104556. * Return the list of sub meshes colliding with a collider
  104557. * @param mesh defines the mesh to find the submesh for
  104558. * @param collider defines the collider to evaluate the collision against
  104559. * @returns the list of colliding sub meshes
  104560. */
  104561. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104562. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104563. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104564. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104565. return intersections;
  104566. }
  104567. return this.scene._getDefaultSubMeshCandidates(mesh);
  104568. };
  104569. /**
  104570. * Rebuilds the elements related to this component in case of
  104571. * context lost for instance.
  104572. */
  104573. OctreeSceneComponent.prototype.rebuild = function () {
  104574. // Nothing to do here.
  104575. };
  104576. /**
  104577. * Disposes the component and the associated ressources.
  104578. */
  104579. OctreeSceneComponent.prototype.dispose = function () {
  104580. // Nothing to do here.
  104581. };
  104582. return OctreeSceneComponent;
  104583. }());
  104584. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104585. })(BABYLON || (BABYLON = {}));
  104586. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104587. var BABYLON;
  104588. (function (BABYLON) {
  104589. /**
  104590. * Postprocess used to generate anaglyphic rendering
  104591. */
  104592. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104593. __extends(AnaglyphPostProcess, _super);
  104594. /**
  104595. * Creates a new AnaglyphPostProcess
  104596. * @param name defines postprocess name
  104597. * @param options defines creation options or target ratio scale
  104598. * @param rigCameras defines cameras using this postprocess
  104599. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104600. * @param engine defines hosting engine
  104601. * @param reusable defines if the postprocess will be reused multiple times per frame
  104602. */
  104603. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104604. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104605. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104606. _this.onApplyObservable.add(function (effect) {
  104607. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104608. });
  104609. return _this;
  104610. }
  104611. return AnaglyphPostProcess;
  104612. }(BABYLON.PostProcess));
  104613. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104614. })(BABYLON || (BABYLON = {}));
  104615. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104616. var BABYLON;
  104617. (function (BABYLON) {
  104618. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104619. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104620. });
  104621. /**
  104622. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104623. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104624. */
  104625. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104626. __extends(AnaglyphArcRotateCamera, _super);
  104627. /**
  104628. * Creates a new AnaglyphArcRotateCamera
  104629. * @param name defines camera name
  104630. * @param alpha defines alpha angle (in radians)
  104631. * @param beta defines beta angle (in radians)
  104632. * @param radius defines radius
  104633. * @param target defines camera target
  104634. * @param interaxialDistance defines distance between each color axis
  104635. * @param scene defines the hosting scene
  104636. */
  104637. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104638. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104639. _this.interaxialDistance = interaxialDistance;
  104640. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104641. return _this;
  104642. }
  104643. /**
  104644. * Gets camera class name
  104645. * @returns AnaglyphArcRotateCamera
  104646. */
  104647. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104648. return "AnaglyphArcRotateCamera";
  104649. };
  104650. return AnaglyphArcRotateCamera;
  104651. }(BABYLON.ArcRotateCamera));
  104652. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104653. })(BABYLON || (BABYLON = {}));
  104654. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104655. var BABYLON;
  104656. (function (BABYLON) {
  104657. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104658. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104659. });
  104660. /**
  104661. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104662. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104663. */
  104664. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104665. __extends(AnaglyphFreeCamera, _super);
  104666. /**
  104667. * Creates a new AnaglyphFreeCamera
  104668. * @param name defines camera name
  104669. * @param position defines initial position
  104670. * @param interaxialDistance defines distance between each color axis
  104671. * @param scene defines the hosting scene
  104672. */
  104673. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104674. var _this = _super.call(this, name, position, scene) || this;
  104675. _this.interaxialDistance = interaxialDistance;
  104676. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104677. return _this;
  104678. }
  104679. /**
  104680. * Gets camera class name
  104681. * @returns AnaglyphFreeCamera
  104682. */
  104683. AnaglyphFreeCamera.prototype.getClassName = function () {
  104684. return "AnaglyphFreeCamera";
  104685. };
  104686. return AnaglyphFreeCamera;
  104687. }(BABYLON.FreeCamera));
  104688. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104689. })(BABYLON || (BABYLON = {}));
  104690. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104691. var BABYLON;
  104692. (function (BABYLON) {
  104693. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104694. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104695. });
  104696. /**
  104697. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104698. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104699. */
  104700. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104701. __extends(AnaglyphGamepadCamera, _super);
  104702. /**
  104703. * Creates a new AnaglyphGamepadCamera
  104704. * @param name defines camera name
  104705. * @param position defines initial position
  104706. * @param interaxialDistance defines distance between each color axis
  104707. * @param scene defines the hosting scene
  104708. */
  104709. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104710. var _this = _super.call(this, name, position, scene) || this;
  104711. _this.interaxialDistance = interaxialDistance;
  104712. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104713. return _this;
  104714. }
  104715. /**
  104716. * Gets camera class name
  104717. * @returns AnaglyphGamepadCamera
  104718. */
  104719. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104720. return "AnaglyphGamepadCamera";
  104721. };
  104722. return AnaglyphGamepadCamera;
  104723. }(BABYLON.GamepadCamera));
  104724. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104725. })(BABYLON || (BABYLON = {}));
  104726. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104727. var BABYLON;
  104728. (function (BABYLON) {
  104729. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104730. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104731. });
  104732. /**
  104733. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104734. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104735. */
  104736. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104737. __extends(AnaglyphUniversalCamera, _super);
  104738. /**
  104739. * Creates a new AnaglyphUniversalCamera
  104740. * @param name defines camera name
  104741. * @param position defines initial position
  104742. * @param interaxialDistance defines distance between each color axis
  104743. * @param scene defines the hosting scene
  104744. */
  104745. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104746. var _this = _super.call(this, name, position, scene) || this;
  104747. _this.interaxialDistance = interaxialDistance;
  104748. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104749. return _this;
  104750. }
  104751. /**
  104752. * Gets camera class name
  104753. * @returns AnaglyphUniversalCamera
  104754. */
  104755. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104756. return "AnaglyphUniversalCamera";
  104757. };
  104758. return AnaglyphUniversalCamera;
  104759. }(BABYLON.UniversalCamera));
  104760. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104761. })(BABYLON || (BABYLON = {}));
  104762. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104763. var BABYLON;
  104764. (function (BABYLON) {
  104765. /**
  104766. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104767. */
  104768. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104769. __extends(StereoscopicInterlacePostProcess, _super);
  104770. /**
  104771. * Initializes a StereoscopicInterlacePostProcess
  104772. * @param name The name of the effect.
  104773. * @param rigCameras The rig cameras to be appled to the post process
  104774. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104775. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104776. * @param engine The engine which the post process will be applied. (default: current engine)
  104777. * @param reusable If the post process can be reused on the same frame. (default: false)
  104778. */
  104779. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104780. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104781. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104782. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104783. _this.onSizeChangedObservable.add(function () {
  104784. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104785. });
  104786. _this.onApplyObservable.add(function (effect) {
  104787. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104788. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104789. });
  104790. return _this;
  104791. }
  104792. return StereoscopicInterlacePostProcess;
  104793. }(BABYLON.PostProcess));
  104794. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104795. })(BABYLON || (BABYLON = {}));
  104796. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104797. var BABYLON;
  104798. (function (BABYLON) {
  104799. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104800. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104801. });
  104802. /**
  104803. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104804. * @see http://doc.babylonjs.com/features/cameras
  104805. */
  104806. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104807. __extends(StereoscopicArcRotateCamera, _super);
  104808. /**
  104809. * Creates a new StereoscopicArcRotateCamera
  104810. * @param name defines camera name
  104811. * @param alpha defines alpha angle (in radians)
  104812. * @param beta defines beta angle (in radians)
  104813. * @param radius defines radius
  104814. * @param target defines camera target
  104815. * @param interaxialDistance defines distance between each color axis
  104816. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104817. * @param scene defines the hosting scene
  104818. */
  104819. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104820. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104821. _this.interaxialDistance = interaxialDistance;
  104822. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104823. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104824. return _this;
  104825. }
  104826. /**
  104827. * Gets camera class name
  104828. * @returns StereoscopicArcRotateCamera
  104829. */
  104830. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104831. return "StereoscopicArcRotateCamera";
  104832. };
  104833. return StereoscopicArcRotateCamera;
  104834. }(BABYLON.ArcRotateCamera));
  104835. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104836. })(BABYLON || (BABYLON = {}));
  104837. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104838. var BABYLON;
  104839. (function (BABYLON) {
  104840. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104841. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104842. });
  104843. /**
  104844. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104845. * @see http://doc.babylonjs.com/features/cameras
  104846. */
  104847. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104848. __extends(StereoscopicFreeCamera, _super);
  104849. /**
  104850. * Creates a new StereoscopicFreeCamera
  104851. * @param name defines camera name
  104852. * @param position defines initial position
  104853. * @param interaxialDistance defines distance between each color axis
  104854. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104855. * @param scene defines the hosting scene
  104856. */
  104857. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104858. var _this = _super.call(this, name, position, scene) || this;
  104859. _this.interaxialDistance = interaxialDistance;
  104860. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104861. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104862. return _this;
  104863. }
  104864. /**
  104865. * Gets camera class name
  104866. * @returns StereoscopicFreeCamera
  104867. */
  104868. StereoscopicFreeCamera.prototype.getClassName = function () {
  104869. return "StereoscopicFreeCamera";
  104870. };
  104871. return StereoscopicFreeCamera;
  104872. }(BABYLON.FreeCamera));
  104873. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104874. })(BABYLON || (BABYLON = {}));
  104875. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104876. var BABYLON;
  104877. (function (BABYLON) {
  104878. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104879. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104880. });
  104881. /**
  104882. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104883. * @see http://doc.babylonjs.com/features/cameras
  104884. */
  104885. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104886. __extends(StereoscopicGamepadCamera, _super);
  104887. /**
  104888. * Creates a new StereoscopicGamepadCamera
  104889. * @param name defines camera name
  104890. * @param position defines initial position
  104891. * @param interaxialDistance defines distance between each color axis
  104892. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104893. * @param scene defines the hosting scene
  104894. */
  104895. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104896. var _this = _super.call(this, name, position, scene) || this;
  104897. _this.interaxialDistance = interaxialDistance;
  104898. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104899. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104900. return _this;
  104901. }
  104902. /**
  104903. * Gets camera class name
  104904. * @returns StereoscopicGamepadCamera
  104905. */
  104906. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104907. return "StereoscopicGamepadCamera";
  104908. };
  104909. return StereoscopicGamepadCamera;
  104910. }(BABYLON.GamepadCamera));
  104911. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104912. })(BABYLON || (BABYLON = {}));
  104913. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104914. var BABYLON;
  104915. (function (BABYLON) {
  104916. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104917. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104918. });
  104919. /**
  104920. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104921. * @see http://doc.babylonjs.com/features/cameras
  104922. */
  104923. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104924. __extends(StereoscopicUniversalCamera, _super);
  104925. /**
  104926. * Creates a new StereoscopicUniversalCamera
  104927. * @param name defines camera name
  104928. * @param position defines initial position
  104929. * @param interaxialDistance defines distance between each color axis
  104930. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104931. * @param scene defines the hosting scene
  104932. */
  104933. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104934. var _this = _super.call(this, name, position, scene) || this;
  104935. _this.interaxialDistance = interaxialDistance;
  104936. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104937. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104938. return _this;
  104939. }
  104940. /**
  104941. * Gets camera class name
  104942. * @returns StereoscopicUniversalCamera
  104943. */
  104944. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104945. return "StereoscopicUniversalCamera";
  104946. };
  104947. return StereoscopicUniversalCamera;
  104948. }(BABYLON.UniversalCamera));
  104949. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104950. })(BABYLON || (BABYLON = {}));
  104951. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104952. var BABYLON;
  104953. (function (BABYLON) {
  104954. /**
  104955. * VRDistortionCorrectionPostProcess used for mobile VR
  104956. */
  104957. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104958. __extends(VRDistortionCorrectionPostProcess, _super);
  104959. /**
  104960. * Initializes the VRDistortionCorrectionPostProcess
  104961. * @param name The name of the effect.
  104962. * @param camera The camera to apply the render pass to.
  104963. * @param isRightEye If this is for the right eye distortion
  104964. * @param vrMetrics All the required metrics for the VR camera
  104965. */
  104966. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104967. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104968. 'LensCenter',
  104969. 'Scale',
  104970. 'ScaleIn',
  104971. 'HmdWarpParam'
  104972. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104973. _this._isRightEye = isRightEye;
  104974. _this._distortionFactors = vrMetrics.distortionK;
  104975. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104976. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104977. _this.adaptScaleToCurrentViewport = true;
  104978. _this.onSizeChangedObservable.add(function () {
  104979. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104980. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104981. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104982. });
  104983. _this.onApplyObservable.add(function (effect) {
  104984. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104985. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104986. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104987. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104988. });
  104989. return _this;
  104990. }
  104991. return VRDistortionCorrectionPostProcess;
  104992. }(BABYLON.PostProcess));
  104993. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104994. })(BABYLON || (BABYLON = {}));
  104995. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104996. var BABYLON;
  104997. (function (BABYLON) {
  104998. /**
  104999. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105000. * Screen rotation is taken into account.
  105001. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105002. */
  105003. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105004. /**
  105005. * Instantiates a new input
  105006. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105007. */
  105008. function FreeCameraDeviceOrientationInput() {
  105009. var _this = this;
  105010. this._screenOrientationAngle = 0;
  105011. this._screenQuaternion = new BABYLON.Quaternion();
  105012. this._alpha = 0;
  105013. this._beta = 0;
  105014. this._gamma = 0;
  105015. this._orientationChanged = function () {
  105016. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105017. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105018. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105019. };
  105020. this._deviceOrientation = function (evt) {
  105021. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105022. _this._beta = evt.beta !== null ? evt.beta : 0;
  105023. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105024. };
  105025. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105026. this._orientationChanged();
  105027. }
  105028. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105029. /**
  105030. * Define the camera controlled by the input.
  105031. */
  105032. get: function () {
  105033. return this._camera;
  105034. },
  105035. set: function (camera) {
  105036. this._camera = camera;
  105037. if (this._camera != null && !this._camera.rotationQuaternion) {
  105038. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105039. }
  105040. },
  105041. enumerable: true,
  105042. configurable: true
  105043. });
  105044. /**
  105045. * Attach the input controls to a specific dom element to get the input from.
  105046. * @param element Defines the element the controls should be listened from
  105047. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105048. */
  105049. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105050. window.addEventListener("orientationchange", this._orientationChanged);
  105051. window.addEventListener("deviceorientation", this._deviceOrientation);
  105052. //In certain cases, the attach control is called AFTER orientation was changed,
  105053. //So this is needed.
  105054. this._orientationChanged();
  105055. };
  105056. /**
  105057. * Detach the current controls from the specified dom element.
  105058. * @param element Defines the element to stop listening the inputs from
  105059. */
  105060. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105061. window.removeEventListener("orientationchange", this._orientationChanged);
  105062. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105063. };
  105064. /**
  105065. * Update the current camera state depending on the inputs that have been used this frame.
  105066. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105067. */
  105068. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105069. //if no device orientation provided, don't update the rotation.
  105070. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105071. if (!this._alpha) {
  105072. return;
  105073. }
  105074. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105075. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105076. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105077. //Mirror on XY Plane
  105078. this._camera.rotationQuaternion.z *= -1;
  105079. this._camera.rotationQuaternion.w *= -1;
  105080. };
  105081. /**
  105082. * Gets the class name of the current intput.
  105083. * @returns the class name
  105084. */
  105085. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105086. return "FreeCameraDeviceOrientationInput";
  105087. };
  105088. /**
  105089. * Get the friendly name associated with the input class.
  105090. * @returns the input friendly name
  105091. */
  105092. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105093. return "deviceOrientation";
  105094. };
  105095. return FreeCameraDeviceOrientationInput;
  105096. }());
  105097. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105098. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105099. })(BABYLON || (BABYLON = {}));
  105100. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105101. var BABYLON;
  105102. (function (BABYLON) {
  105103. /**
  105104. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105105. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105106. */
  105107. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105108. /**
  105109. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105110. */
  105111. function ArcRotateCameraVRDeviceOrientationInput() {
  105112. /**
  105113. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105114. */
  105115. this.alphaCorrection = 1;
  105116. /**
  105117. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105118. */
  105119. this.gammaCorrection = 1;
  105120. this._alpha = 0;
  105121. this._gamma = 0;
  105122. this._dirty = false;
  105123. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105124. }
  105125. /**
  105126. * Attach the input controls to a specific dom element to get the input from.
  105127. * @param element Defines the element the controls should be listened from
  105128. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105129. */
  105130. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105131. this.camera.attachControl(element, noPreventDefault);
  105132. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105133. };
  105134. /** @hidden */
  105135. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105136. if (evt.alpha !== null) {
  105137. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105138. }
  105139. if (evt.gamma !== null) {
  105140. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105141. }
  105142. this._dirty = true;
  105143. };
  105144. /**
  105145. * Update the current camera state depending on the inputs that have been used this frame.
  105146. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105147. */
  105148. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105149. if (this._dirty) {
  105150. this._dirty = false;
  105151. if (this._gamma < 0) {
  105152. this._gamma = 180 + this._gamma;
  105153. }
  105154. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105155. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105156. }
  105157. };
  105158. /**
  105159. * Detach the current controls from the specified dom element.
  105160. * @param element Defines the element to stop listening the inputs from
  105161. */
  105162. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105163. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105164. };
  105165. /**
  105166. * Gets the class name of the current intput.
  105167. * @returns the class name
  105168. */
  105169. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105170. return "ArcRotateCameraVRDeviceOrientationInput";
  105171. };
  105172. /**
  105173. * Get the friendly name associated with the input class.
  105174. * @returns the input friendly name
  105175. */
  105176. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105177. return "VRDeviceOrientation";
  105178. };
  105179. return ArcRotateCameraVRDeviceOrientationInput;
  105180. }());
  105181. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105182. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105183. })(BABYLON || (BABYLON = {}));
  105184. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105185. var BABYLON;
  105186. (function (BABYLON) {
  105187. /**
  105188. * This represents all the required metrics to create a VR camera.
  105189. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105190. */
  105191. var VRCameraMetrics = /** @class */ (function () {
  105192. function VRCameraMetrics() {
  105193. /**
  105194. * Define if the current vr camera should compensate the distortion of the lense or not.
  105195. */
  105196. this.compensateDistortion = true;
  105197. }
  105198. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105199. /**
  105200. * Gets the rendering aspect ratio based on the provided resolutions.
  105201. */
  105202. get: function () {
  105203. return this.hResolution / (2 * this.vResolution);
  105204. },
  105205. enumerable: true,
  105206. configurable: true
  105207. });
  105208. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105209. /**
  105210. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105211. */
  105212. get: function () {
  105213. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105214. },
  105215. enumerable: true,
  105216. configurable: true
  105217. });
  105218. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105219. /**
  105220. * @hidden
  105221. */
  105222. get: function () {
  105223. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105224. var h = (4 * meters) / this.hScreenSize;
  105225. return BABYLON.Matrix.Translation(h, 0, 0);
  105226. },
  105227. enumerable: true,
  105228. configurable: true
  105229. });
  105230. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105231. /**
  105232. * @hidden
  105233. */
  105234. get: function () {
  105235. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105236. var h = (4 * meters) / this.hScreenSize;
  105237. return BABYLON.Matrix.Translation(-h, 0, 0);
  105238. },
  105239. enumerable: true,
  105240. configurable: true
  105241. });
  105242. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105243. /**
  105244. * @hidden
  105245. */
  105246. get: function () {
  105247. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105248. },
  105249. enumerable: true,
  105250. configurable: true
  105251. });
  105252. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105253. /**
  105254. * @hidden
  105255. */
  105256. get: function () {
  105257. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105258. },
  105259. enumerable: true,
  105260. configurable: true
  105261. });
  105262. /**
  105263. * Get the default VRMetrics based on the most generic setup.
  105264. * @returns the default vr metrics
  105265. */
  105266. VRCameraMetrics.GetDefault = function () {
  105267. var result = new VRCameraMetrics();
  105268. result.hResolution = 1280;
  105269. result.vResolution = 800;
  105270. result.hScreenSize = 0.149759993;
  105271. result.vScreenSize = 0.0935999975;
  105272. result.vScreenCenter = 0.0467999987;
  105273. result.eyeToScreenDistance = 0.0410000011;
  105274. result.lensSeparationDistance = 0.0635000020;
  105275. result.interpupillaryDistance = 0.0640000030;
  105276. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105277. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105278. result.postProcessScaleFactor = 1.714605507808412;
  105279. result.lensCenterOffset = 0.151976421;
  105280. return result;
  105281. };
  105282. return VRCameraMetrics;
  105283. }());
  105284. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105285. })(BABYLON || (BABYLON = {}));
  105286. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105287. var BABYLON;
  105288. (function (BABYLON) {
  105289. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105290. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105291. });
  105292. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105293. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105294. });
  105295. /**
  105296. * This represents a WebVR camera.
  105297. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105298. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105299. */
  105300. var WebVRFreeCamera = /** @class */ (function (_super) {
  105301. __extends(WebVRFreeCamera, _super);
  105302. /**
  105303. * Instantiates a WebVRFreeCamera.
  105304. * @param name The name of the WebVRFreeCamera
  105305. * @param position The starting anchor position for the camera
  105306. * @param scene The scene the camera belongs to
  105307. * @param webVROptions a set of customizable options for the webVRCamera
  105308. */
  105309. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105310. if (webVROptions === void 0) { webVROptions = {}; }
  105311. var _this = _super.call(this, name, position, scene) || this;
  105312. _this.webVROptions = webVROptions;
  105313. /**
  105314. * @hidden
  105315. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105316. */
  105317. _this._vrDevice = null;
  105318. /**
  105319. * The rawPose of the vrDevice.
  105320. */
  105321. _this.rawPose = null;
  105322. _this._specsVersion = "1.1";
  105323. _this._attached = false;
  105324. _this._descendants = [];
  105325. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105326. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105327. /** @hidden */
  105328. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105329. _this._standingMatrix = null;
  105330. /**
  105331. * Represents device position in babylon space.
  105332. */
  105333. _this.devicePosition = BABYLON.Vector3.Zero();
  105334. /**
  105335. * Represents device rotation in babylon space.
  105336. */
  105337. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105338. /**
  105339. * The scale of the device to be used when translating from device space to babylon space.
  105340. */
  105341. _this.deviceScaleFactor = 1;
  105342. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105343. _this._worldToDevice = BABYLON.Matrix.Identity();
  105344. /**
  105345. * References to the webVR controllers for the vrDevice.
  105346. */
  105347. _this.controllers = [];
  105348. /**
  105349. * Emits an event when a controller is attached.
  105350. */
  105351. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105352. /**
  105353. * Emits an event when a controller's mesh has been loaded;
  105354. */
  105355. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105356. /**
  105357. * Emits an event when the HMD's pose has been updated.
  105358. */
  105359. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105360. _this._poseSet = false;
  105361. /**
  105362. * If the rig cameras be used as parent instead of this camera.
  105363. */
  105364. _this.rigParenting = true;
  105365. _this._defaultHeight = undefined;
  105366. _this._htmlElementAttached = null;
  105367. _this._detachIfAttached = function () {
  105368. var vrDisplay = _this.getEngine().getVRDevice();
  105369. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105370. _this.detachControl(_this._htmlElementAttached);
  105371. }
  105372. };
  105373. _this._workingVector = BABYLON.Vector3.Zero();
  105374. _this._oneVector = BABYLON.Vector3.One();
  105375. _this._workingMatrix = BABYLON.Matrix.Identity();
  105376. _this._tmpMatrix = new BABYLON.Matrix();
  105377. _this._cache.position = BABYLON.Vector3.Zero();
  105378. if (webVROptions.defaultHeight) {
  105379. _this._defaultHeight = webVROptions.defaultHeight;
  105380. _this.position.y = _this._defaultHeight;
  105381. }
  105382. _this.minZ = 0.1;
  105383. //legacy support - the compensation boolean was removed.
  105384. if (arguments.length === 5) {
  105385. _this.webVROptions = arguments[4];
  105386. }
  105387. // default webVR options
  105388. if (_this.webVROptions.trackPosition == undefined) {
  105389. _this.webVROptions.trackPosition = true;
  105390. }
  105391. if (_this.webVROptions.controllerMeshes == undefined) {
  105392. _this.webVROptions.controllerMeshes = true;
  105393. }
  105394. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105395. _this.webVROptions.defaultLightingOnControllers = true;
  105396. }
  105397. _this.rotationQuaternion = new BABYLON.Quaternion();
  105398. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105399. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105400. }
  105401. //enable VR
  105402. var engine = _this.getEngine();
  105403. _this._onVREnabled = function (success) { if (success) {
  105404. _this.initControllers();
  105405. } };
  105406. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105407. engine.initWebVR().add(function (event) {
  105408. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105409. return;
  105410. }
  105411. _this._vrDevice = event.vrDisplay;
  105412. //reset the rig parameters.
  105413. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105414. if (_this._attached) {
  105415. _this.getEngine().enableVR();
  105416. }
  105417. });
  105418. if (typeof (VRFrameData) !== "undefined") {
  105419. _this._frameData = new VRFrameData();
  105420. }
  105421. /**
  105422. * The idea behind the following lines:
  105423. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105424. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105425. * the second will not show it correctly.
  105426. *
  105427. * To solve this - each object that has the camera as parent will be added to a protected array.
  105428. * When the rig camera renders, it will take this array and set all of those to be its children.
  105429. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105430. * Amazing!
  105431. */
  105432. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105433. if (camera.parent === _this && _this.rigParenting) {
  105434. _this._descendants = _this.getDescendants(true, function (n) {
  105435. // don't take the cameras or the controllers!
  105436. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105437. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105438. return !isController && !isRigCamera;
  105439. });
  105440. _this._descendants.forEach(function (node) {
  105441. node.parent = camera;
  105442. });
  105443. }
  105444. });
  105445. scene.onAfterCameraRenderObservable.add(function (camera) {
  105446. if (camera.parent === _this && _this.rigParenting) {
  105447. _this._descendants.forEach(function (node) {
  105448. node.parent = _this;
  105449. });
  105450. }
  105451. });
  105452. return _this;
  105453. }
  105454. /**
  105455. * Gets the device distance from the ground in meters.
  105456. * @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.
  105457. */
  105458. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105459. if (this._standingMatrix) {
  105460. // Add standing matrix offset to get real offset from ground in room
  105461. this._standingMatrix.getTranslationToRef(this._workingVector);
  105462. return this._deviceRoomPosition.y + this._workingVector.y;
  105463. }
  105464. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105465. return this._defaultHeight || 0;
  105466. };
  105467. /**
  105468. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105469. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105470. */
  105471. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105472. var _this = this;
  105473. if (callback === void 0) { callback = function (bool) { }; }
  105474. // Use standing matrix if available
  105475. this.getEngine().initWebVRAsync().then(function (result) {
  105476. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105477. callback(false);
  105478. }
  105479. else {
  105480. _this._standingMatrix = new BABYLON.Matrix();
  105481. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105482. if (!_this.getScene().useRightHandedSystem) {
  105483. if (_this._standingMatrix) {
  105484. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105485. }
  105486. }
  105487. callback(true);
  105488. }
  105489. });
  105490. };
  105491. /**
  105492. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105493. * @returns A promise with a boolean set to if the standing matrix is supported.
  105494. */
  105495. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105496. var _this = this;
  105497. return new Promise(function (res, rej) {
  105498. _this.useStandingMatrix(function (supported) {
  105499. res(supported);
  105500. });
  105501. });
  105502. };
  105503. /**
  105504. * Disposes the camera
  105505. */
  105506. WebVRFreeCamera.prototype.dispose = function () {
  105507. this._detachIfAttached();
  105508. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105509. if (this._updateCacheWhenTrackingDisabledObserver) {
  105510. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105511. }
  105512. _super.prototype.dispose.call(this);
  105513. };
  105514. /**
  105515. * Gets a vrController by name.
  105516. * @param name The name of the controller to retreive
  105517. * @returns the controller matching the name specified or null if not found
  105518. */
  105519. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105520. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105521. var gp = _a[_i];
  105522. if (gp.hand === name) {
  105523. return gp;
  105524. }
  105525. }
  105526. return null;
  105527. };
  105528. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105529. /**
  105530. * The controller corrisponding to the users left hand.
  105531. */
  105532. get: function () {
  105533. if (!this._leftController) {
  105534. this._leftController = this.getControllerByName("left");
  105535. }
  105536. return this._leftController;
  105537. },
  105538. enumerable: true,
  105539. configurable: true
  105540. });
  105541. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105542. /**
  105543. * The controller corrisponding to the users right hand.
  105544. */
  105545. get: function () {
  105546. if (!this._rightController) {
  105547. this._rightController = this.getControllerByName("right");
  105548. }
  105549. return this._rightController;
  105550. },
  105551. enumerable: true,
  105552. configurable: true
  105553. });
  105554. /**
  105555. * Casts a ray forward from the vrCamera's gaze.
  105556. * @param length Length of the ray (default: 100)
  105557. * @returns the ray corrisponding to the gaze
  105558. */
  105559. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105560. if (length === void 0) { length = 100; }
  105561. if (this.leftCamera) {
  105562. // Use left eye to avoid computation to compute center on every call
  105563. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105564. }
  105565. else {
  105566. return _super.prototype.getForwardRay.call(this, length);
  105567. }
  105568. };
  105569. /**
  105570. * @hidden
  105571. * Updates the camera based on device's frame data
  105572. */
  105573. WebVRFreeCamera.prototype._checkInputs = function () {
  105574. if (this._vrDevice && this._vrDevice.isPresenting) {
  105575. this._vrDevice.getFrameData(this._frameData);
  105576. this.updateFromDevice(this._frameData.pose);
  105577. }
  105578. _super.prototype._checkInputs.call(this);
  105579. };
  105580. /**
  105581. * Updates the poseControlled values based on the input device pose.
  105582. * @param poseData Pose coming from the device
  105583. */
  105584. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105585. if (poseData && poseData.orientation) {
  105586. this.rawPose = poseData;
  105587. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105588. if (this.getScene().useRightHandedSystem) {
  105589. this._deviceRoomRotationQuaternion.z *= -1;
  105590. this._deviceRoomRotationQuaternion.w *= -1;
  105591. }
  105592. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105593. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105594. if (this.getScene().useRightHandedSystem) {
  105595. this._deviceRoomPosition.z *= -1;
  105596. }
  105597. }
  105598. this._poseSet = true;
  105599. }
  105600. };
  105601. /**
  105602. * WebVR's attach control will start broadcasting frames to the device.
  105603. * Note that in certain browsers (chrome for example) this function must be called
  105604. * within a user-interaction callback. Example:
  105605. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105606. *
  105607. * @param element html element to attach the vrDevice to
  105608. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105609. */
  105610. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105611. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105612. this._attached = true;
  105613. this._htmlElementAttached = element;
  105614. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105615. if (this._vrDevice) {
  105616. this.getEngine().enableVR();
  105617. }
  105618. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105619. };
  105620. /**
  105621. * Detaches the camera from the html element and disables VR
  105622. *
  105623. * @param element html element to detach from
  105624. */
  105625. WebVRFreeCamera.prototype.detachControl = function (element) {
  105626. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105627. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105628. _super.prototype.detachControl.call(this, element);
  105629. this._attached = false;
  105630. this.getEngine().disableVR();
  105631. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105632. };
  105633. /**
  105634. * @returns the name of this class
  105635. */
  105636. WebVRFreeCamera.prototype.getClassName = function () {
  105637. return "WebVRFreeCamera";
  105638. };
  105639. /**
  105640. * Calls resetPose on the vrDisplay
  105641. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105642. */
  105643. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105644. //uses the vrDisplay's "resetPose()".
  105645. //pitch and roll won't be affected.
  105646. this._vrDevice.resetPose();
  105647. };
  105648. /**
  105649. * @hidden
  105650. * Updates the rig cameras (left and right eye)
  105651. */
  105652. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105653. var camLeft = this._rigCameras[0];
  105654. var camRight = this._rigCameras[1];
  105655. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105656. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105657. camLeft.position.copyFrom(this._deviceRoomPosition);
  105658. camRight.position.copyFrom(this._deviceRoomPosition);
  105659. };
  105660. // Remove translation from 6dof headset if trackposition is set to false
  105661. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105662. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105663. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105664. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105665. if (!isViewMatrix) {
  105666. this._tmpMatrix.invert();
  105667. }
  105668. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105669. }
  105670. };
  105671. /**
  105672. * @hidden
  105673. * Updates the cached values of the camera
  105674. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105675. */
  105676. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105677. var _this = this;
  105678. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105679. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105680. if (!this.updateCacheCalled) {
  105681. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105682. this.updateCacheCalled = true;
  105683. this.update();
  105684. }
  105685. // Set working vector to the device position in room space rotated by the new rotation
  105686. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105687. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105688. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105689. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105690. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105691. // Add translation from anchor position
  105692. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105693. this._workingVector.addInPlace(this.position);
  105694. this._workingVector.subtractInPlace(this._cache.position);
  105695. this._deviceToWorld.setTranslation(this._workingVector);
  105696. // Set an inverted matrix to be used when updating the camera
  105697. this._deviceToWorld.invertToRef(this._worldToDevice);
  105698. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105699. this.controllers.forEach(function (controller) {
  105700. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105701. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105702. controller.update();
  105703. });
  105704. }
  105705. if (!ignoreParentClass) {
  105706. _super.prototype._updateCache.call(this);
  105707. }
  105708. this.updateCacheCalled = false;
  105709. };
  105710. /**
  105711. * @hidden
  105712. * Get current device position in babylon world
  105713. */
  105714. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105715. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105716. };
  105717. /**
  105718. * Updates the current device position and rotation in the babylon world
  105719. */
  105720. WebVRFreeCamera.prototype.update = function () {
  105721. this._computeDevicePosition();
  105722. // Get current device rotation in babylon world
  105723. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105724. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105725. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105726. if (this._poseSet) {
  105727. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105728. }
  105729. _super.prototype.update.call(this);
  105730. };
  105731. /**
  105732. * @hidden
  105733. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105734. * @returns an identity matrix
  105735. */
  105736. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105737. return BABYLON.Matrix.Identity();
  105738. };
  105739. /**
  105740. * This function is called by the two RIG cameras.
  105741. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105742. */
  105743. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105744. // Update the parent camera prior to using a child camera to avoid desynchronization
  105745. var parentCamera = this._cameraRigParams["parentCamera"];
  105746. parentCamera._updateCache();
  105747. //WebVR 1.1
  105748. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105749. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105750. if (!this.getScene().useRightHandedSystem) {
  105751. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  105752. }
  105753. // update the camera rotation matrix
  105754. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105755. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105756. // Computing target and final matrix
  105757. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105758. // should the view matrix be updated with scale and position offset?
  105759. if (parentCamera.deviceScaleFactor !== 1) {
  105760. this._webvrViewMatrix.invert();
  105761. // scale the position, if set
  105762. if (parentCamera.deviceScaleFactor) {
  105763. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  105764. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  105765. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  105766. }
  105767. this._webvrViewMatrix.invert();
  105768. }
  105769. // Remove translation from 6dof headset if trackposition is set to false
  105770. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105771. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105772. // Compute global position
  105773. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105774. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105775. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105776. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105777. this._markSyncedWithParent();
  105778. return this._webvrViewMatrix;
  105779. };
  105780. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105781. var parentCamera = this.parent;
  105782. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105783. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105784. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105785. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105786. //babylon compatible matrix
  105787. if (!this.getScene().useRightHandedSystem) {
  105788. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  105789. }
  105790. return this._projectionMatrix;
  105791. };
  105792. /**
  105793. * Initializes the controllers and their meshes
  105794. */
  105795. WebVRFreeCamera.prototype.initControllers = function () {
  105796. var _this = this;
  105797. this.controllers = [];
  105798. var manager = this.getScene().gamepadManager;
  105799. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105800. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105801. var webVrController = gamepad;
  105802. if (webVrController.defaultModel) {
  105803. webVrController.defaultModel.setEnabled(false);
  105804. }
  105805. if (webVrController.hand === "right") {
  105806. _this._rightController = null;
  105807. }
  105808. if (webVrController.hand === "left") {
  105809. _this._leftController = null;
  105810. }
  105811. var controllerIndex = _this.controllers.indexOf(webVrController);
  105812. if (controllerIndex !== -1) {
  105813. _this.controllers.splice(controllerIndex, 1);
  105814. }
  105815. }
  105816. });
  105817. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105818. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105819. var webVrController_1 = gamepad;
  105820. if (!_this.webVROptions.trackPosition) {
  105821. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105822. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105823. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105824. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105825. _this._updateCache();
  105826. });
  105827. }
  105828. }
  105829. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105830. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105831. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105832. if (_this.webVROptions.controllerMeshes) {
  105833. if (webVrController_1.defaultModel) {
  105834. webVrController_1.defaultModel.setEnabled(true);
  105835. }
  105836. else {
  105837. // Load the meshes
  105838. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105839. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105840. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105841. if (_this.webVROptions.defaultLightingOnControllers) {
  105842. if (!_this._lightOnControllers) {
  105843. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105844. }
  105845. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105846. var children = mesh.getChildren();
  105847. if (children && children.length !== 0) {
  105848. children.forEach(function (mesh) {
  105849. light.includedOnlyMeshes.push(mesh);
  105850. activateLightOnSubMeshes_1(mesh, light);
  105851. });
  105852. }
  105853. };
  105854. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105855. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105856. }
  105857. });
  105858. }
  105859. }
  105860. webVrController_1.attachToPoseControlledCamera(_this);
  105861. // since this is async - sanity check. Is the controller already stored?
  105862. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105863. //add to the controllers array
  105864. _this.controllers.push(webVrController_1);
  105865. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105866. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105867. // So we're overriding setting left & right manually to be sure
  105868. var firstViveWandDetected = false;
  105869. for (var i = 0; i < _this.controllers.length; i++) {
  105870. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105871. if (!firstViveWandDetected) {
  105872. firstViveWandDetected = true;
  105873. _this.controllers[i].hand = "left";
  105874. }
  105875. else {
  105876. _this.controllers[i].hand = "right";
  105877. }
  105878. }
  105879. }
  105880. //did we find enough controllers? Great! let the developer know.
  105881. if (_this.controllers.length >= 2) {
  105882. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105883. }
  105884. }
  105885. }
  105886. });
  105887. };
  105888. return WebVRFreeCamera;
  105889. }(BABYLON.FreeCamera));
  105890. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105891. })(BABYLON || (BABYLON = {}));
  105892. //# sourceMappingURL=babylon.webVRCamera.js.map
  105893. var BABYLON;
  105894. (function (BABYLON) {
  105895. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105896. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105897. });
  105898. // We're mainly based on the logic defined into the FreeCamera code
  105899. /**
  105900. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105901. * being tilted forward or back and left or right.
  105902. */
  105903. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105904. __extends(DeviceOrientationCamera, _super);
  105905. /**
  105906. * Creates a new device orientation camera
  105907. * @param name The name of the camera
  105908. * @param position The start position camera
  105909. * @param scene The scene the camera belongs to
  105910. */
  105911. function DeviceOrientationCamera(name, position, scene) {
  105912. var _this = _super.call(this, name, position, scene) || this;
  105913. _this._quaternionCache = new BABYLON.Quaternion();
  105914. _this.inputs.addDeviceOrientation();
  105915. return _this;
  105916. }
  105917. /**
  105918. * Gets the current instance class name ("DeviceOrientationCamera").
  105919. * This helps avoiding instanceof at run time.
  105920. * @returns the class name
  105921. */
  105922. DeviceOrientationCamera.prototype.getClassName = function () {
  105923. return "DeviceOrientationCamera";
  105924. };
  105925. /**
  105926. * @hidden
  105927. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105928. */
  105929. DeviceOrientationCamera.prototype._checkInputs = function () {
  105930. _super.prototype._checkInputs.call(this);
  105931. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105932. if (this._initialQuaternion) {
  105933. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105934. }
  105935. };
  105936. /**
  105937. * Reset the camera to its default orientation on the specified axis only.
  105938. * @param axis The axis to reset
  105939. */
  105940. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105941. var _this = this;
  105942. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105943. //can only work if this camera has a rotation quaternion already.
  105944. if (!this.rotationQuaternion) {
  105945. return;
  105946. }
  105947. if (!this._initialQuaternion) {
  105948. this._initialQuaternion = new BABYLON.Quaternion();
  105949. }
  105950. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105951. ['x', 'y', 'z'].forEach(function (axisName) {
  105952. if (!axis[axisName]) {
  105953. _this._initialQuaternion[axisName] = 0;
  105954. }
  105955. else {
  105956. _this._initialQuaternion[axisName] *= -1;
  105957. }
  105958. });
  105959. this._initialQuaternion.normalize();
  105960. //force rotation update
  105961. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105962. };
  105963. return DeviceOrientationCamera;
  105964. }(BABYLON.FreeCamera));
  105965. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105966. })(BABYLON || (BABYLON = {}));
  105967. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105968. var BABYLON;
  105969. (function (BABYLON) {
  105970. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105971. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105972. });
  105973. /**
  105974. * Camera used to simulate VR rendering (based on FreeCamera)
  105975. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105976. */
  105977. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105978. __extends(VRDeviceOrientationFreeCamera, _super);
  105979. /**
  105980. * Creates a new VRDeviceOrientationFreeCamera
  105981. * @param name defines camera name
  105982. * @param position defines the start position of the camera
  105983. * @param scene defines the scene the camera belongs to
  105984. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105985. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105986. */
  105987. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105988. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105989. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105990. var _this = _super.call(this, name, position, scene) || this;
  105991. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105992. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105993. return _this;
  105994. }
  105995. /**
  105996. * Gets camera class name
  105997. * @returns VRDeviceOrientationFreeCamera
  105998. */
  105999. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106000. return "VRDeviceOrientationFreeCamera";
  106001. };
  106002. return VRDeviceOrientationFreeCamera;
  106003. }(BABYLON.DeviceOrientationCamera));
  106004. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106005. })(BABYLON || (BABYLON = {}));
  106006. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106007. var BABYLON;
  106008. (function (BABYLON) {
  106009. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106010. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106011. });
  106012. /**
  106013. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106014. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106015. */
  106016. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106017. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106018. /**
  106019. * Creates a new VRDeviceOrientationArcRotateCamera
  106020. * @param name defines camera name
  106021. * @param alpha defines the camera rotation along the logitudinal axis
  106022. * @param beta defines the camera rotation along the latitudinal axis
  106023. * @param radius defines the camera distance from its target
  106024. * @param target defines the camera target
  106025. * @param scene defines the scene the camera belongs to
  106026. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106027. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106028. */
  106029. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106030. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106031. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106032. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106033. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106034. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106035. _this.inputs.addVRDeviceOrientation();
  106036. return _this;
  106037. }
  106038. /**
  106039. * Gets camera class name
  106040. * @returns VRDeviceOrientationArcRotateCamera
  106041. */
  106042. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106043. return "VRDeviceOrientationArcRotateCamera";
  106044. };
  106045. return VRDeviceOrientationArcRotateCamera;
  106046. }(BABYLON.ArcRotateCamera));
  106047. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106048. })(BABYLON || (BABYLON = {}));
  106049. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106050. var BABYLON;
  106051. (function (BABYLON) {
  106052. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106053. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106054. });
  106055. /**
  106056. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106057. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106058. */
  106059. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106060. __extends(VRDeviceOrientationGamepadCamera, _super);
  106061. /**
  106062. * Creates a new VRDeviceOrientationGamepadCamera
  106063. * @param name defines camera name
  106064. * @param position defines the start position of the camera
  106065. * @param scene defines the scene the camera belongs to
  106066. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106067. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106068. */
  106069. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106070. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106071. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106072. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106073. _this.inputs.addGamepad();
  106074. return _this;
  106075. }
  106076. /**
  106077. * Gets camera class name
  106078. * @returns VRDeviceOrientationGamepadCamera
  106079. */
  106080. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106081. return "VRDeviceOrientationGamepadCamera";
  106082. };
  106083. return VRDeviceOrientationGamepadCamera;
  106084. }(BABYLON.VRDeviceOrientationFreeCamera));
  106085. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106086. })(BABYLON || (BABYLON = {}));
  106087. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106088. var BABYLON;
  106089. (function (BABYLON) {
  106090. var VRExperienceHelperGazer = /** @class */ (function () {
  106091. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106092. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106093. this.scene = scene;
  106094. /** @hidden */
  106095. this._pointerDownOnMeshAsked = false;
  106096. /** @hidden */
  106097. this._isActionableMesh = false;
  106098. /** @hidden */
  106099. this._teleportationRequestInitiated = false;
  106100. /** @hidden */
  106101. this._teleportationBackRequestInitiated = false;
  106102. /** @hidden */
  106103. this._rotationRightAsked = false;
  106104. /** @hidden */
  106105. this._rotationLeftAsked = false;
  106106. /** @hidden */
  106107. this._dpadPressed = true;
  106108. /** @hidden */
  106109. this._activePointer = false;
  106110. this._id = VRExperienceHelperGazer._idCounter++;
  106111. // Gaze tracker
  106112. if (!gazeTrackerToClone) {
  106113. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106114. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106115. this._gazeTracker.isPickable = false;
  106116. this._gazeTracker.isVisible = false;
  106117. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106118. targetMat.specularColor = BABYLON.Color3.Black();
  106119. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106120. targetMat.backFaceCulling = false;
  106121. this._gazeTracker.material = targetMat;
  106122. }
  106123. else {
  106124. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106125. }
  106126. }
  106127. /** @hidden */
  106128. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106129. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106130. };
  106131. /** @hidden */
  106132. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106133. this._pointerDownOnMeshAsked = true;
  106134. if (this._currentHit) {
  106135. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106136. }
  106137. };
  106138. /** @hidden */
  106139. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106140. if (this._currentHit) {
  106141. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106142. }
  106143. this._pointerDownOnMeshAsked = false;
  106144. };
  106145. /** @hidden */
  106146. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106147. this._activePointer = true;
  106148. };
  106149. /** @hidden */
  106150. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106151. this._activePointer = false;
  106152. };
  106153. /** @hidden */
  106154. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106155. if (distance === void 0) { distance = 100; }
  106156. };
  106157. VRExperienceHelperGazer.prototype.dispose = function () {
  106158. this._interactionsEnabled = false;
  106159. this._teleportationEnabled = false;
  106160. if (this._gazeTracker) {
  106161. this._gazeTracker.dispose();
  106162. }
  106163. };
  106164. VRExperienceHelperGazer._idCounter = 0;
  106165. return VRExperienceHelperGazer;
  106166. }());
  106167. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106168. __extends(VRExperienceHelperControllerGazer, _super);
  106169. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106170. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106171. _this.webVRController = webVRController;
  106172. // Laser pointer
  106173. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106174. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106175. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106176. laserPointerMaterial.alpha = 0.6;
  106177. _this._laserPointer.material = laserPointerMaterial;
  106178. _this._laserPointer.rotation.x = Math.PI / 2;
  106179. _this._laserPointer.position.z = -0.5;
  106180. _this._laserPointer.isVisible = false;
  106181. _this._laserPointer.isPickable = false;
  106182. if (!webVRController.mesh) {
  106183. // Create an empty mesh that is used prior to loading the high quality model
  106184. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106185. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106186. preloadPointerPose.rotation.x = -0.7;
  106187. preloadMesh.addChild(preloadPointerPose);
  106188. webVRController.attachToMesh(preloadMesh);
  106189. }
  106190. _this._setLaserPointerParent(webVRController.mesh);
  106191. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106192. _this._setLaserPointerParent(mesh);
  106193. });
  106194. return _this;
  106195. }
  106196. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106197. return this.webVRController.getForwardRay(length);
  106198. };
  106199. /** @hidden */
  106200. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106201. _super.prototype._activatePointer.call(this);
  106202. this._laserPointer.isVisible = true;
  106203. };
  106204. /** @hidden */
  106205. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106206. _super.prototype._deactivatePointer.call(this);
  106207. this._laserPointer.isVisible = false;
  106208. };
  106209. /** @hidden */
  106210. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106211. this._laserPointer.material.emissiveColor = color;
  106212. };
  106213. /** @hidden */
  106214. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106215. var makeNotPick = function (root) {
  106216. root.isPickable = false;
  106217. root.getChildMeshes().forEach(function (c) {
  106218. makeNotPick(c);
  106219. });
  106220. };
  106221. makeNotPick(mesh);
  106222. var meshChildren = mesh.getChildren(undefined, false);
  106223. var laserParent = mesh;
  106224. this.webVRController._pointingPoseNode = null;
  106225. for (var i = 0; i < meshChildren.length; i++) {
  106226. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106227. laserParent = meshChildren[i];
  106228. this.webVRController._pointingPoseNode = laserParent;
  106229. break;
  106230. }
  106231. }
  106232. this._laserPointer.parent = laserParent;
  106233. };
  106234. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106235. if (distance === void 0) { distance = 100; }
  106236. this._laserPointer.scaling.y = distance;
  106237. this._laserPointer.position.z = -distance / 2;
  106238. };
  106239. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106240. _super.prototype.dispose.call(this);
  106241. this._laserPointer.dispose();
  106242. if (this._meshAttachedObserver) {
  106243. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106244. }
  106245. };
  106246. return VRExperienceHelperControllerGazer;
  106247. }(VRExperienceHelperGazer));
  106248. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106249. __extends(VRExperienceHelperCameraGazer, _super);
  106250. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106251. var _this = _super.call(this, scene) || this;
  106252. _this.getCamera = getCamera;
  106253. return _this;
  106254. }
  106255. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106256. var camera = this.getCamera();
  106257. if (camera) {
  106258. return camera.getForwardRay(length);
  106259. }
  106260. else {
  106261. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106262. }
  106263. };
  106264. return VRExperienceHelperCameraGazer;
  106265. }(VRExperienceHelperGazer));
  106266. /**
  106267. * Helps to quickly add VR support to an existing scene.
  106268. * See http://doc.babylonjs.com/how_to/webvr_helper
  106269. */
  106270. var VRExperienceHelper = /** @class */ (function () {
  106271. /**
  106272. * Instantiates a VRExperienceHelper.
  106273. * Helps to quickly add VR support to an existing scene.
  106274. * @param scene The scene the VRExperienceHelper belongs to.
  106275. * @param webVROptions Options to modify the vr experience helper's behavior.
  106276. */
  106277. function VRExperienceHelper(scene,
  106278. /** Options to modify the vr experience helper's behavior. */
  106279. webVROptions) {
  106280. if (webVROptions === void 0) { webVROptions = {}; }
  106281. var _this = this;
  106282. this.webVROptions = webVROptions;
  106283. // Can the system support WebVR, even if a headset isn't plugged in?
  106284. this._webVRsupported = false;
  106285. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106286. this._webVRready = false;
  106287. // Are we waiting for the requestPresent callback to complete?
  106288. this._webVRrequesting = false;
  106289. // Are we presenting to the headset right now? (this is the vrDevice state)
  106290. this._webVRpresenting = false;
  106291. // Are we presenting in the fullscreen fallback?
  106292. this._fullscreenVRpresenting = false;
  106293. /**
  106294. * Observable raised when entering VR.
  106295. */
  106296. this.onEnteringVRObservable = new BABYLON.Observable();
  106297. /**
  106298. * Observable raised when exiting VR.
  106299. */
  106300. this.onExitingVRObservable = new BABYLON.Observable();
  106301. /**
  106302. * Observable raised when controller mesh is loaded.
  106303. */
  106304. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106305. this._useCustomVRButton = false;
  106306. this._teleportationRequested = false;
  106307. this._teleportActive = false;
  106308. this._floorMeshesCollection = [];
  106309. this._rotationAllowed = true;
  106310. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106311. this._isDefaultTeleportationTarget = true;
  106312. this._teleportationFillColor = "#444444";
  106313. this._teleportationBorderColor = "#FFFFFF";
  106314. this._rotationAngle = 0;
  106315. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106316. this._padSensibilityUp = 0.65;
  106317. this._padSensibilityDown = 0.35;
  106318. this._leftController = null;
  106319. this._rightController = null;
  106320. /**
  106321. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106322. */
  106323. this.onNewMeshSelected = new BABYLON.Observable();
  106324. /**
  106325. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106326. */
  106327. this.onNewMeshPicked = new BABYLON.Observable();
  106328. /**
  106329. * Observable raised before camera teleportation
  106330. */
  106331. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106332. /**
  106333. * Observable raised after camera teleportation
  106334. */
  106335. this.onAfterCameraTeleport = new BABYLON.Observable();
  106336. /**
  106337. * Observable raised when current selected mesh gets unselected
  106338. */
  106339. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106340. /**
  106341. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106342. */
  106343. this.teleportationEnabled = true;
  106344. this._teleportationInitialized = false;
  106345. this._interactionsEnabled = false;
  106346. this._interactionsRequested = false;
  106347. this._displayGaze = true;
  106348. this._displayLaserPointer = true;
  106349. /**
  106350. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106351. */
  106352. this.updateGazeTrackerScale = true;
  106353. this._onResize = function () {
  106354. _this.moveButtonToBottomRight();
  106355. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106356. _this.exitVR();
  106357. }
  106358. };
  106359. this._onFullscreenChange = function () {
  106360. if (document.fullscreen !== undefined) {
  106361. _this._fullscreenVRpresenting = document.fullscreen;
  106362. }
  106363. else if (document.mozFullScreen !== undefined) {
  106364. _this._fullscreenVRpresenting = document.mozFullScreen;
  106365. }
  106366. else if (document.webkitIsFullScreen !== undefined) {
  106367. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106368. }
  106369. else if (document.msIsFullScreen !== undefined) {
  106370. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106371. }
  106372. else if (document.msFullscreenElement !== undefined) {
  106373. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106374. }
  106375. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106376. _this.exitVR();
  106377. if (!_this._useCustomVRButton) {
  106378. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106379. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106380. }
  106381. }
  106382. };
  106383. this.beforeRender = function () {
  106384. if (_this._leftController && _this._leftController._activePointer) {
  106385. _this._castRayAndSelectObject(_this._leftController);
  106386. }
  106387. if (_this._rightController && _this._rightController._activePointer) {
  106388. _this._castRayAndSelectObject(_this._rightController);
  106389. }
  106390. if (_this._noControllerIsActive) {
  106391. _this._castRayAndSelectObject(_this._cameraGazer);
  106392. }
  106393. else {
  106394. _this._cameraGazer._gazeTracker.isVisible = false;
  106395. }
  106396. };
  106397. this._onNewGamepadConnected = function (gamepad) {
  106398. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106399. if (gamepad.leftStick) {
  106400. gamepad.onleftstickchanged(function (stickValues) {
  106401. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106402. // Listening to classic/xbox gamepad only if no VR controller is active
  106403. if ((!_this._leftController && !_this._rightController) ||
  106404. ((_this._leftController && !_this._leftController._activePointer) &&
  106405. (_this._rightController && !_this._rightController._activePointer))) {
  106406. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106407. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106408. }
  106409. }
  106410. });
  106411. }
  106412. if (gamepad.rightStick) {
  106413. gamepad.onrightstickchanged(function (stickValues) {
  106414. if (_this._teleportationInitialized) {
  106415. _this._checkRotate(stickValues, _this._cameraGazer);
  106416. }
  106417. });
  106418. }
  106419. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106420. gamepad.onbuttondown(function (buttonPressed) {
  106421. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106422. _this._cameraGazer._selectionPointerDown();
  106423. }
  106424. });
  106425. gamepad.onbuttonup(function (buttonPressed) {
  106426. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106427. _this._cameraGazer._selectionPointerUp();
  106428. }
  106429. });
  106430. }
  106431. }
  106432. else {
  106433. var webVRController = gamepad;
  106434. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106435. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106436. _this._rightController = controller;
  106437. }
  106438. else {
  106439. _this._leftController = controller;
  106440. }
  106441. _this._tryEnableInteractionOnController(controller);
  106442. }
  106443. };
  106444. // 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
  106445. this._tryEnableInteractionOnController = function (controller) {
  106446. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106447. _this._enableInteractionOnController(controller);
  106448. }
  106449. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106450. _this._enableTeleportationOnController(controller);
  106451. }
  106452. };
  106453. this._onNewGamepadDisconnected = function (gamepad) {
  106454. if (gamepad instanceof BABYLON.WebVRController) {
  106455. if (gamepad.hand === "left" && _this._leftController != null) {
  106456. _this._leftController.dispose();
  106457. _this._leftController = null;
  106458. }
  106459. if (gamepad.hand === "right" && _this._rightController != null) {
  106460. _this._rightController.dispose();
  106461. _this._rightController = null;
  106462. }
  106463. }
  106464. };
  106465. this._workingVector = BABYLON.Vector3.Zero();
  106466. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106467. this._workingMatrix = BABYLON.Matrix.Identity();
  106468. this._scene = scene;
  106469. this._canvas = scene.getEngine().getRenderingCanvas();
  106470. // Parse options
  106471. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106472. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106473. }
  106474. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106475. webVROptions.createDeviceOrientationCamera = true;
  106476. }
  106477. if (webVROptions.laserToggle === undefined) {
  106478. webVROptions.laserToggle = true;
  106479. }
  106480. if (webVROptions.defaultHeight === undefined) {
  106481. webVROptions.defaultHeight = 1.7;
  106482. }
  106483. if (webVROptions.useCustomVRButton) {
  106484. this._useCustomVRButton = true;
  106485. if (webVROptions.customVRButton) {
  106486. this._btnVR = webVROptions.customVRButton;
  106487. }
  106488. }
  106489. if (webVROptions.rayLength) {
  106490. this._rayLength = webVROptions.rayLength;
  106491. }
  106492. this._defaultHeight = webVROptions.defaultHeight;
  106493. if (webVROptions.positionScale) {
  106494. this._rayLength *= webVROptions.positionScale;
  106495. this._defaultHeight *= webVROptions.positionScale;
  106496. }
  106497. this._hasEnteredVR = false;
  106498. // Set position
  106499. if (this._scene.activeCamera) {
  106500. this._position = this._scene.activeCamera.position.clone();
  106501. }
  106502. else {
  106503. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106504. }
  106505. // Set non-vr camera
  106506. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106507. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106508. // Copy data from existing camera
  106509. if (this._scene.activeCamera) {
  106510. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106511. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106512. // Set rotation from previous camera
  106513. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106514. var targetCamera = this._scene.activeCamera;
  106515. if (targetCamera.rotationQuaternion) {
  106516. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106517. }
  106518. else {
  106519. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106520. }
  106521. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106522. }
  106523. }
  106524. this._scene.activeCamera = this._deviceOrientationCamera;
  106525. if (this._canvas) {
  106526. this._scene.activeCamera.attachControl(this._canvas);
  106527. }
  106528. }
  106529. else {
  106530. this._existingCamera = this._scene.activeCamera;
  106531. }
  106532. // Create VR cameras
  106533. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106534. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106535. }
  106536. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106537. this._webVRCamera.useStandingMatrix();
  106538. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106539. // Create default button
  106540. if (!this._useCustomVRButton) {
  106541. this._btnVR = document.createElement("BUTTON");
  106542. this._btnVR.className = "babylonVRicon";
  106543. this._btnVR.id = "babylonVRiconbtn";
  106544. this._btnVR.title = "Click to switch to VR";
  106545. 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) }";
  106546. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106547. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106548. // css += ".babylonVRicon.vrdisplaysupported { }";
  106549. // css += ".babylonVRicon.vrdisplayready { }";
  106550. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106551. var style = document.createElement('style');
  106552. style.appendChild(document.createTextNode(css));
  106553. document.getElementsByTagName('head')[0].appendChild(style);
  106554. this.moveButtonToBottomRight();
  106555. }
  106556. // VR button click event
  106557. if (this._btnVR) {
  106558. this._btnVR.addEventListener("click", function () {
  106559. if (!_this.isInVRMode) {
  106560. _this.enterVR();
  106561. }
  106562. else {
  106563. _this.exitVR();
  106564. }
  106565. });
  106566. }
  106567. // Window events
  106568. window.addEventListener("resize", this._onResize);
  106569. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106570. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106571. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106572. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106573. document.onmsfullscreenchange = this._onFullscreenChange;
  106574. // Display vr button when headset is connected
  106575. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106576. this.displayVRButton();
  106577. }
  106578. else {
  106579. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106580. if (e.vrDisplay) {
  106581. _this.displayVRButton();
  106582. }
  106583. });
  106584. }
  106585. // Exiting VR mode using 'ESC' key on desktop
  106586. this._onKeyDown = function (event) {
  106587. if (event.keyCode === 27 && _this.isInVRMode) {
  106588. _this.exitVR();
  106589. }
  106590. };
  106591. document.addEventListener("keydown", this._onKeyDown);
  106592. // Exiting VR mode double tapping the touch screen
  106593. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106594. if (_this.isInVRMode) {
  106595. _this.exitVR();
  106596. if (_this._fullscreenVRpresenting) {
  106597. _this._scene.getEngine().switchFullscreen(true);
  106598. }
  106599. }
  106600. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106601. // Listen for WebVR display changes
  106602. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106603. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106604. this._onVRRequestPresentStart = function () {
  106605. _this._webVRrequesting = true;
  106606. _this.updateButtonVisibility();
  106607. };
  106608. this._onVRRequestPresentComplete = function (success) {
  106609. _this._webVRrequesting = false;
  106610. _this.updateButtonVisibility();
  106611. };
  106612. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106613. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106614. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106615. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106616. scene.onDisposeObservable.add(function () {
  106617. _this.dispose();
  106618. });
  106619. // Gamepad connection events
  106620. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106621. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106622. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106623. this.updateButtonVisibility();
  106624. //create easing functions
  106625. this._circleEase = new BABYLON.CircleEase();
  106626. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106627. if (this.webVROptions.floorMeshes) {
  106628. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106629. }
  106630. }
  106631. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106632. /** Return this.onEnteringVRObservable
  106633. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106634. */
  106635. get: function () {
  106636. return this.onEnteringVRObservable;
  106637. },
  106638. enumerable: true,
  106639. configurable: true
  106640. });
  106641. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106642. /** Return this.onExitingVRObservable
  106643. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106644. */
  106645. get: function () {
  106646. return this.onExitingVRObservable;
  106647. },
  106648. enumerable: true,
  106649. configurable: true
  106650. });
  106651. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106652. /** Return this.onControllerMeshLoadedObservable
  106653. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106654. */
  106655. get: function () {
  106656. return this.onControllerMeshLoadedObservable;
  106657. },
  106658. enumerable: true,
  106659. configurable: true
  106660. });
  106661. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106662. /**
  106663. * The mesh used to display where the user is going to teleport.
  106664. */
  106665. get: function () {
  106666. return this._teleportationTarget;
  106667. },
  106668. /**
  106669. * Sets the mesh to be used to display where the user is going to teleport.
  106670. */
  106671. set: function (value) {
  106672. if (value) {
  106673. value.name = "teleportationTarget";
  106674. this._isDefaultTeleportationTarget = false;
  106675. this._teleportationTarget = value;
  106676. }
  106677. },
  106678. enumerable: true,
  106679. configurable: true
  106680. });
  106681. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106682. /**
  106683. * 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
  106684. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106685. * See http://doc.babylonjs.com/resources/baking_transformations
  106686. */
  106687. get: function () {
  106688. return this._cameraGazer._gazeTracker;
  106689. },
  106690. set: function (value) {
  106691. if (value) {
  106692. // Dispose of existing meshes
  106693. if (this._cameraGazer._gazeTracker) {
  106694. this._cameraGazer._gazeTracker.dispose();
  106695. }
  106696. if (this._leftController && this._leftController._gazeTracker) {
  106697. this._leftController._gazeTracker.dispose();
  106698. }
  106699. if (this._rightController && this._rightController._gazeTracker) {
  106700. this._rightController._gazeTracker.dispose();
  106701. }
  106702. // Set and create gaze trackers on head and controllers
  106703. this._cameraGazer._gazeTracker = value;
  106704. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106705. this._cameraGazer._gazeTracker.isPickable = false;
  106706. this._cameraGazer._gazeTracker.isVisible = false;
  106707. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106708. if (this._leftController) {
  106709. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106710. }
  106711. if (this._rightController) {
  106712. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106713. }
  106714. }
  106715. },
  106716. enumerable: true,
  106717. configurable: true
  106718. });
  106719. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106720. /**
  106721. * The gaze tracking mesh corresponding to the left controller
  106722. */
  106723. get: function () {
  106724. if (this._leftController) {
  106725. return this._leftController._gazeTracker;
  106726. }
  106727. return null;
  106728. },
  106729. enumerable: true,
  106730. configurable: true
  106731. });
  106732. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106733. /**
  106734. * The gaze tracking mesh corresponding to the right controller
  106735. */
  106736. get: function () {
  106737. if (this._rightController) {
  106738. return this._rightController._gazeTracker;
  106739. }
  106740. return null;
  106741. },
  106742. enumerable: true,
  106743. configurable: true
  106744. });
  106745. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106746. /**
  106747. * If the ray of the gaze should be displayed.
  106748. */
  106749. get: function () {
  106750. return this._displayGaze;
  106751. },
  106752. /**
  106753. * Sets if the ray of the gaze should be displayed.
  106754. */
  106755. set: function (value) {
  106756. this._displayGaze = value;
  106757. if (!value) {
  106758. this._cameraGazer._gazeTracker.isVisible = false;
  106759. if (this._leftController) {
  106760. this._leftController._gazeTracker.isVisible = false;
  106761. }
  106762. if (this._rightController) {
  106763. this._rightController._gazeTracker.isVisible = false;
  106764. }
  106765. }
  106766. },
  106767. enumerable: true,
  106768. configurable: true
  106769. });
  106770. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106771. /**
  106772. * If the ray of the LaserPointer should be displayed.
  106773. */
  106774. get: function () {
  106775. return this._displayLaserPointer;
  106776. },
  106777. /**
  106778. * Sets if the ray of the LaserPointer should be displayed.
  106779. */
  106780. set: function (value) {
  106781. this._displayLaserPointer = value;
  106782. if (!value) {
  106783. if (this._rightController) {
  106784. this._rightController._deactivatePointer();
  106785. this._rightController._gazeTracker.isVisible = false;
  106786. }
  106787. if (this._leftController) {
  106788. this._leftController._deactivatePointer();
  106789. this._leftController._gazeTracker.isVisible = false;
  106790. }
  106791. }
  106792. else {
  106793. if (this._rightController) {
  106794. this._rightController._activatePointer();
  106795. }
  106796. if (this._leftController) {
  106797. this._leftController._activatePointer();
  106798. }
  106799. }
  106800. },
  106801. enumerable: true,
  106802. configurable: true
  106803. });
  106804. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106805. /**
  106806. * The deviceOrientationCamera used as the camera when not in VR.
  106807. */
  106808. get: function () {
  106809. return this._deviceOrientationCamera;
  106810. },
  106811. enumerable: true,
  106812. configurable: true
  106813. });
  106814. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106815. /**
  106816. * Based on the current WebVR support, returns the current VR camera used.
  106817. */
  106818. get: function () {
  106819. if (this._webVRready) {
  106820. return this._webVRCamera;
  106821. }
  106822. else {
  106823. return this._scene.activeCamera;
  106824. }
  106825. },
  106826. enumerable: true,
  106827. configurable: true
  106828. });
  106829. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106830. /**
  106831. * The webVRCamera which is used when in VR.
  106832. */
  106833. get: function () {
  106834. return this._webVRCamera;
  106835. },
  106836. enumerable: true,
  106837. configurable: true
  106838. });
  106839. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106840. /**
  106841. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106842. */
  106843. get: function () {
  106844. return this._vrDeviceOrientationCamera;
  106845. },
  106846. enumerable: true,
  106847. configurable: true
  106848. });
  106849. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106850. get: function () {
  106851. var result = this._cameraGazer._teleportationRequestInitiated
  106852. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106853. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106854. return result;
  106855. },
  106856. enumerable: true,
  106857. configurable: true
  106858. });
  106859. // Raised when one of the controller has loaded successfully its associated default mesh
  106860. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106861. if (this._leftController && this._leftController.webVRController == webVRController) {
  106862. if (webVRController.mesh) {
  106863. this._leftController._setLaserPointerParent(webVRController.mesh);
  106864. }
  106865. }
  106866. if (this._rightController && this._rightController.webVRController == webVRController) {
  106867. if (webVRController.mesh) {
  106868. this._rightController._setLaserPointerParent(webVRController.mesh);
  106869. }
  106870. }
  106871. try {
  106872. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106873. }
  106874. catch (err) {
  106875. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106876. }
  106877. };
  106878. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106879. /**
  106880. * Gets a value indicating if we are currently in VR mode.
  106881. */
  106882. get: function () {
  106883. return this._webVRpresenting || this._fullscreenVRpresenting;
  106884. },
  106885. enumerable: true,
  106886. configurable: true
  106887. });
  106888. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106889. var vrDisplay = this._scene.getEngine().getVRDevice();
  106890. if (vrDisplay) {
  106891. var wasPresenting = this._webVRpresenting;
  106892. this._webVRpresenting = vrDisplay.isPresenting;
  106893. if (wasPresenting && !this._webVRpresenting) {
  106894. this.exitVR();
  106895. }
  106896. }
  106897. else {
  106898. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106899. }
  106900. this.updateButtonVisibility();
  106901. };
  106902. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106903. this._webVRsupported = eventArgs.vrSupported;
  106904. this._webVRready = !!eventArgs.vrDisplay;
  106905. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106906. this.updateButtonVisibility();
  106907. };
  106908. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106909. if (this._canvas && !this._useCustomVRButton) {
  106910. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106911. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106912. }
  106913. };
  106914. VRExperienceHelper.prototype.displayVRButton = function () {
  106915. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106916. document.body.appendChild(this._btnVR);
  106917. this._btnVRDisplayed = true;
  106918. }
  106919. };
  106920. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106921. if (!this._btnVR || this._useCustomVRButton) {
  106922. return;
  106923. }
  106924. this._btnVR.className = "babylonVRicon";
  106925. if (this.isInVRMode) {
  106926. this._btnVR.className += " vrdisplaypresenting";
  106927. }
  106928. else {
  106929. if (this._webVRready) {
  106930. this._btnVR.className += " vrdisplayready";
  106931. }
  106932. if (this._webVRsupported) {
  106933. this._btnVR.className += " vrdisplaysupported";
  106934. }
  106935. if (this._webVRrequesting) {
  106936. this._btnVR.className += " vrdisplayrequesting";
  106937. }
  106938. }
  106939. };
  106940. /**
  106941. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106942. * Otherwise, will use the fullscreen API.
  106943. */
  106944. VRExperienceHelper.prototype.enterVR = function () {
  106945. if (this.onEnteringVRObservable) {
  106946. try {
  106947. this.onEnteringVRObservable.notifyObservers(this);
  106948. }
  106949. catch (err) {
  106950. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106951. }
  106952. }
  106953. if (this._scene.activeCamera) {
  106954. this._position = this._scene.activeCamera.position.clone();
  106955. if (this.vrDeviceOrientationCamera) {
  106956. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  106957. }
  106958. if (this.webVRCamera) {
  106959. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  106960. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  106961. var delta = desiredYRotation - currentYRotation;
  106962. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  106963. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  106964. }
  106965. // make sure that we return to the last active camera
  106966. this._existingCamera = this._scene.activeCamera;
  106967. }
  106968. if (this._webVRrequesting) {
  106969. return;
  106970. }
  106971. // If WebVR is supported and a headset is connected
  106972. if (this._webVRready) {
  106973. if (!this._webVRpresenting) {
  106974. this._webVRCamera.position = this._position;
  106975. this._scene.activeCamera = this._webVRCamera;
  106976. }
  106977. }
  106978. else if (this._vrDeviceOrientationCamera) {
  106979. this._vrDeviceOrientationCamera.position = this._position;
  106980. if (this._scene.activeCamera) {
  106981. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106982. }
  106983. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106984. this._scene.getEngine().switchFullscreen(true);
  106985. this.updateButtonVisibility();
  106986. }
  106987. if (this._scene.activeCamera && this._canvas) {
  106988. this._scene.activeCamera.attachControl(this._canvas);
  106989. }
  106990. if (this._interactionsEnabled) {
  106991. this._scene.registerBeforeRender(this.beforeRender);
  106992. }
  106993. this._hasEnteredVR = true;
  106994. };
  106995. /**
  106996. * Attempt to exit VR, or fullscreen.
  106997. */
  106998. VRExperienceHelper.prototype.exitVR = function () {
  106999. if (this._hasEnteredVR) {
  107000. if (this.onExitingVRObservable) {
  107001. try {
  107002. this.onExitingVRObservable.notifyObservers(this);
  107003. }
  107004. catch (err) {
  107005. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107006. }
  107007. }
  107008. if (this._webVRpresenting) {
  107009. this._scene.getEngine().disableVR();
  107010. }
  107011. if (this._scene.activeCamera) {
  107012. this._position = this._scene.activeCamera.position.clone();
  107013. }
  107014. if (this._deviceOrientationCamera) {
  107015. this._deviceOrientationCamera.position = this._position;
  107016. this._scene.activeCamera = this._deviceOrientationCamera;
  107017. if (this._canvas) {
  107018. this._scene.activeCamera.attachControl(this._canvas);
  107019. }
  107020. }
  107021. else if (this._existingCamera) {
  107022. this._existingCamera.position = this._position;
  107023. this._scene.activeCamera = this._existingCamera;
  107024. }
  107025. this.updateButtonVisibility();
  107026. if (this._interactionsEnabled) {
  107027. this._scene.unregisterBeforeRender(this.beforeRender);
  107028. this._cameraGazer._gazeTracker.isVisible = false;
  107029. if (this._leftController) {
  107030. this._leftController._gazeTracker.isVisible = false;
  107031. }
  107032. if (this._rightController) {
  107033. this._rightController._gazeTracker.isVisible = false;
  107034. }
  107035. }
  107036. // resize to update width and height when exiting vr exits fullscreen
  107037. this._scene.getEngine().resize();
  107038. this._hasEnteredVR = false;
  107039. }
  107040. };
  107041. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107042. /**
  107043. * The position of the vr experience helper.
  107044. */
  107045. get: function () {
  107046. return this._position;
  107047. },
  107048. /**
  107049. * Sets the position of the vr experience helper.
  107050. */
  107051. set: function (value) {
  107052. this._position = value;
  107053. if (this._scene.activeCamera) {
  107054. this._scene.activeCamera.position = value;
  107055. }
  107056. },
  107057. enumerable: true,
  107058. configurable: true
  107059. });
  107060. /**
  107061. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107062. */
  107063. VRExperienceHelper.prototype.enableInteractions = function () {
  107064. var _this = this;
  107065. if (!this._interactionsEnabled) {
  107066. this._interactionsRequested = true;
  107067. if (this._leftController) {
  107068. this._enableInteractionOnController(this._leftController);
  107069. }
  107070. if (this._rightController) {
  107071. this._enableInteractionOnController(this._rightController);
  107072. }
  107073. this.raySelectionPredicate = function (mesh) {
  107074. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107075. };
  107076. this.meshSelectionPredicate = function (mesh) {
  107077. return true;
  107078. };
  107079. this._raySelectionPredicate = function (mesh) {
  107080. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107081. && mesh.name.indexOf("teleportationTarget") === -1
  107082. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107083. return _this.raySelectionPredicate(mesh);
  107084. }
  107085. return false;
  107086. };
  107087. this._interactionsEnabled = true;
  107088. }
  107089. };
  107090. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107091. get: function () {
  107092. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107093. },
  107094. enumerable: true,
  107095. configurable: true
  107096. });
  107097. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107098. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107099. if (this._floorMeshesCollection[i].id === mesh.id) {
  107100. return true;
  107101. }
  107102. }
  107103. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107104. return true;
  107105. }
  107106. return false;
  107107. };
  107108. /**
  107109. * Adds a floor mesh to be used for teleportation.
  107110. * @param floorMesh the mesh to be used for teleportation.
  107111. */
  107112. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107113. if (!this._floorMeshesCollection) {
  107114. return;
  107115. }
  107116. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107117. return;
  107118. }
  107119. this._floorMeshesCollection.push(floorMesh);
  107120. };
  107121. /**
  107122. * Removes a floor mesh from being used for teleportation.
  107123. * @param floorMesh the mesh to be removed.
  107124. */
  107125. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107126. if (!this._floorMeshesCollection) {
  107127. return;
  107128. }
  107129. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107130. if (meshIndex !== -1) {
  107131. this._floorMeshesCollection.splice(meshIndex, 1);
  107132. }
  107133. };
  107134. /**
  107135. * Enables interactions and teleportation using the VR controllers and gaze.
  107136. * @param vrTeleportationOptions options to modify teleportation behavior.
  107137. */
  107138. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107139. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107140. if (!this._teleportationInitialized) {
  107141. this._teleportationRequested = true;
  107142. this.enableInteractions();
  107143. if (vrTeleportationOptions.floorMeshName) {
  107144. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107145. }
  107146. if (vrTeleportationOptions.floorMeshes) {
  107147. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107148. }
  107149. if (this._leftController != null) {
  107150. this._enableTeleportationOnController(this._leftController);
  107151. }
  107152. if (this._rightController != null) {
  107153. this._enableTeleportationOnController(this._rightController);
  107154. }
  107155. // Creates an image processing post process for the vignette not relying
  107156. // on the main scene configuration for image processing to reduce setup and spaces
  107157. // (gamma/linear) conflicts.
  107158. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107159. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107160. imageProcessingConfiguration.vignetteEnabled = true;
  107161. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107162. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107163. this._teleportationInitialized = true;
  107164. if (this._isDefaultTeleportationTarget) {
  107165. this._createTeleportationCircles();
  107166. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107167. }
  107168. }
  107169. };
  107170. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107171. var _this = this;
  107172. var controllerMesh = controller.webVRController.mesh;
  107173. if (controllerMesh) {
  107174. controller._interactionsEnabled = true;
  107175. controller._activatePointer();
  107176. if (this.webVROptions.laserToggle) {
  107177. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107178. // Enabling / disabling laserPointer
  107179. if (_this._displayLaserPointer && stateObject.value === 1) {
  107180. if (controller._activePointer) {
  107181. controller._deactivatePointer();
  107182. }
  107183. else {
  107184. controller._activatePointer();
  107185. }
  107186. if (_this.displayGaze) {
  107187. controller._gazeTracker.isVisible = controller._activePointer;
  107188. }
  107189. }
  107190. });
  107191. }
  107192. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107193. var gazer = controller;
  107194. if (_this._noControllerIsActive) {
  107195. gazer = _this._cameraGazer;
  107196. }
  107197. if (!gazer._pointerDownOnMeshAsked) {
  107198. if (stateObject.value > _this._padSensibilityUp) {
  107199. gazer._selectionPointerDown();
  107200. }
  107201. }
  107202. else if (stateObject.value < _this._padSensibilityDown) {
  107203. gazer._selectionPointerUp();
  107204. }
  107205. });
  107206. }
  107207. };
  107208. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107209. // Dont teleport if another gaze already requested teleportation
  107210. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107211. return;
  107212. }
  107213. if (!gazer._teleportationRequestInitiated) {
  107214. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107215. gazer._activatePointer();
  107216. gazer._teleportationRequestInitiated = true;
  107217. }
  107218. }
  107219. else {
  107220. // Listening to the proper controller values changes to confirm teleportation
  107221. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107222. if (this._teleportActive) {
  107223. this.teleportCamera(this._haloCenter);
  107224. }
  107225. gazer._teleportationRequestInitiated = false;
  107226. }
  107227. }
  107228. };
  107229. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107230. // Only rotate when user is not currently selecting a teleportation location
  107231. if (gazer._teleportationRequestInitiated) {
  107232. return;
  107233. }
  107234. if (!gazer._rotationLeftAsked) {
  107235. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107236. gazer._rotationLeftAsked = true;
  107237. if (this._rotationAllowed) {
  107238. this._rotateCamera(false);
  107239. }
  107240. }
  107241. }
  107242. else {
  107243. if (stateObject.x > -this._padSensibilityDown) {
  107244. gazer._rotationLeftAsked = false;
  107245. }
  107246. }
  107247. if (!gazer._rotationRightAsked) {
  107248. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107249. gazer._rotationRightAsked = true;
  107250. if (this._rotationAllowed) {
  107251. this._rotateCamera(true);
  107252. }
  107253. }
  107254. }
  107255. else {
  107256. if (stateObject.x < this._padSensibilityDown) {
  107257. gazer._rotationRightAsked = false;
  107258. }
  107259. }
  107260. };
  107261. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107262. // Only teleport backwards when user is not currently selecting a teleportation location
  107263. if (gazer._teleportationRequestInitiated) {
  107264. return;
  107265. }
  107266. // Teleport backwards
  107267. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107268. if (!gazer._teleportationBackRequestInitiated) {
  107269. if (!this.currentVRCamera) {
  107270. return;
  107271. }
  107272. // Get rotation and position of the current camera
  107273. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107274. var position = this.currentVRCamera.position;
  107275. // If the camera has device position, use that instead
  107276. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107277. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107278. position = this.currentVRCamera.devicePosition;
  107279. }
  107280. // Get matrix with only the y rotation of the device rotation
  107281. rotation.toEulerAnglesToRef(this._workingVector);
  107282. this._workingVector.z = 0;
  107283. this._workingVector.x = 0;
  107284. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107285. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107286. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107287. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107288. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107289. var ray = new BABYLON.Ray(position, this._workingVector);
  107290. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107291. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107292. this.teleportCamera(hit.pickedPoint);
  107293. }
  107294. gazer._teleportationBackRequestInitiated = true;
  107295. }
  107296. }
  107297. else {
  107298. gazer._teleportationBackRequestInitiated = false;
  107299. }
  107300. };
  107301. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107302. var _this = this;
  107303. var controllerMesh = controller.webVRController.mesh;
  107304. if (controllerMesh) {
  107305. if (!controller._interactionsEnabled) {
  107306. this._enableInteractionOnController(controller);
  107307. }
  107308. controller._interactionsEnabled = true;
  107309. controller._teleportationEnabled = true;
  107310. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107311. controller._dpadPressed = false;
  107312. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107313. controller._dpadPressed = stateObject.pressed;
  107314. if (!controller._dpadPressed) {
  107315. controller._rotationLeftAsked = false;
  107316. controller._rotationRightAsked = false;
  107317. controller._teleportationBackRequestInitiated = false;
  107318. }
  107319. });
  107320. }
  107321. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107322. if (_this.teleportationEnabled) {
  107323. _this._checkTeleportBackwards(stateObject, controller);
  107324. _this._checkTeleportWithRay(stateObject, controller);
  107325. }
  107326. _this._checkRotate(stateObject, controller);
  107327. });
  107328. }
  107329. };
  107330. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107331. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107332. this._teleportationTarget.isPickable = false;
  107333. var length = 512;
  107334. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107335. dynamicTexture.hasAlpha = true;
  107336. var context = dynamicTexture.getContext();
  107337. var centerX = length / 2;
  107338. var centerY = length / 2;
  107339. var radius = 200;
  107340. context.beginPath();
  107341. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107342. context.fillStyle = this._teleportationFillColor;
  107343. context.fill();
  107344. context.lineWidth = 10;
  107345. context.strokeStyle = this._teleportationBorderColor;
  107346. context.stroke();
  107347. context.closePath();
  107348. dynamicTexture.update();
  107349. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107350. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107351. this._teleportationTarget.material = teleportationCircleMaterial;
  107352. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107353. torus.isPickable = false;
  107354. torus.parent = this._teleportationTarget;
  107355. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107356. var keys = [];
  107357. keys.push({
  107358. frame: 0,
  107359. value: 0
  107360. });
  107361. keys.push({
  107362. frame: 30,
  107363. value: 0.4
  107364. });
  107365. keys.push({
  107366. frame: 60,
  107367. value: 0
  107368. });
  107369. animationInnerCircle.setKeys(keys);
  107370. var easingFunction = new BABYLON.SineEase();
  107371. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107372. animationInnerCircle.setEasingFunction(easingFunction);
  107373. torus.animations = [];
  107374. torus.animations.push(animationInnerCircle);
  107375. this._scene.beginAnimation(torus, 0, 60, true);
  107376. this._hideTeleportationTarget();
  107377. };
  107378. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107379. this._teleportActive = true;
  107380. if (this._teleportationInitialized) {
  107381. this._teleportationTarget.isVisible = true;
  107382. if (this._isDefaultTeleportationTarget) {
  107383. this._teleportationTarget.getChildren()[0].isVisible = true;
  107384. }
  107385. }
  107386. };
  107387. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107388. this._teleportActive = false;
  107389. if (this._teleportationInitialized) {
  107390. this._teleportationTarget.isVisible = false;
  107391. if (this._isDefaultTeleportationTarget) {
  107392. this._teleportationTarget.getChildren()[0].isVisible = false;
  107393. }
  107394. }
  107395. };
  107396. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107397. var _this = this;
  107398. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107399. return;
  107400. }
  107401. if (right) {
  107402. this._rotationAngle++;
  107403. }
  107404. else {
  107405. this._rotationAngle--;
  107406. }
  107407. this.currentVRCamera.animations = [];
  107408. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107409. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107410. var animationRotationKeys = [];
  107411. animationRotationKeys.push({
  107412. frame: 0,
  107413. value: this.currentVRCamera.rotationQuaternion
  107414. });
  107415. animationRotationKeys.push({
  107416. frame: 6,
  107417. value: target
  107418. });
  107419. animationRotation.setKeys(animationRotationKeys);
  107420. animationRotation.setEasingFunction(this._circleEase);
  107421. this.currentVRCamera.animations.push(animationRotation);
  107422. this._postProcessMove.animations = [];
  107423. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107424. var vignetteWeightKeys = [];
  107425. vignetteWeightKeys.push({
  107426. frame: 0,
  107427. value: 0
  107428. });
  107429. vignetteWeightKeys.push({
  107430. frame: 3,
  107431. value: 4
  107432. });
  107433. vignetteWeightKeys.push({
  107434. frame: 6,
  107435. value: 0
  107436. });
  107437. animationPP.setKeys(vignetteWeightKeys);
  107438. animationPP.setEasingFunction(this._circleEase);
  107439. this._postProcessMove.animations.push(animationPP);
  107440. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107441. var vignetteStretchKeys = [];
  107442. vignetteStretchKeys.push({
  107443. frame: 0,
  107444. value: 0
  107445. });
  107446. vignetteStretchKeys.push({
  107447. frame: 3,
  107448. value: 10
  107449. });
  107450. vignetteStretchKeys.push({
  107451. frame: 6,
  107452. value: 0
  107453. });
  107454. animationPP2.setKeys(vignetteStretchKeys);
  107455. animationPP2.setEasingFunction(this._circleEase);
  107456. this._postProcessMove.animations.push(animationPP2);
  107457. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107458. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107459. this._postProcessMove.samples = 4;
  107460. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107461. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107462. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107463. });
  107464. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107465. };
  107466. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107467. if (hit.pickedPoint) {
  107468. if (gazer._teleportationRequestInitiated) {
  107469. this._displayTeleportationTarget();
  107470. this._haloCenter.copyFrom(hit.pickedPoint);
  107471. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107472. }
  107473. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107474. if (pickNormal) {
  107475. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107476. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107477. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107478. }
  107479. this._teleportationTarget.position.y += 0.1;
  107480. }
  107481. };
  107482. /**
  107483. * Teleports the users feet to the desired location
  107484. * @param location The location where the user's feet should be placed
  107485. */
  107486. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107487. var _this = this;
  107488. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107489. return;
  107490. }
  107491. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107492. // offset of the headset from the anchor.
  107493. if (this.webVRCamera.leftCamera) {
  107494. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107495. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107496. location.subtractToRef(this._workingVector, this._workingVector);
  107497. }
  107498. else {
  107499. this._workingVector.copyFrom(location);
  107500. }
  107501. // Add height to account for user's height offset
  107502. if (this.isInVRMode) {
  107503. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107504. }
  107505. else {
  107506. this._workingVector.y += this._defaultHeight;
  107507. }
  107508. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107509. // Create animation from the camera's position to the new location
  107510. this.currentVRCamera.animations = [];
  107511. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107512. var animationCameraTeleportationKeys = [{
  107513. frame: 0,
  107514. value: this.currentVRCamera.position
  107515. },
  107516. {
  107517. frame: 11,
  107518. value: this._workingVector
  107519. }
  107520. ];
  107521. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107522. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107523. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107524. this._postProcessMove.animations = [];
  107525. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107526. var vignetteWeightKeys = [];
  107527. vignetteWeightKeys.push({
  107528. frame: 0,
  107529. value: 0
  107530. });
  107531. vignetteWeightKeys.push({
  107532. frame: 5,
  107533. value: 8
  107534. });
  107535. vignetteWeightKeys.push({
  107536. frame: 11,
  107537. value: 0
  107538. });
  107539. animationPP.setKeys(vignetteWeightKeys);
  107540. this._postProcessMove.animations.push(animationPP);
  107541. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107542. var vignetteStretchKeys = [];
  107543. vignetteStretchKeys.push({
  107544. frame: 0,
  107545. value: 0
  107546. });
  107547. vignetteStretchKeys.push({
  107548. frame: 5,
  107549. value: 10
  107550. });
  107551. vignetteStretchKeys.push({
  107552. frame: 11,
  107553. value: 0
  107554. });
  107555. animationPP2.setKeys(vignetteStretchKeys);
  107556. this._postProcessMove.animations.push(animationPP2);
  107557. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107558. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107559. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107560. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107561. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107562. });
  107563. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107564. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107565. });
  107566. this._hideTeleportationTarget();
  107567. };
  107568. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107569. if (normal) {
  107570. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107571. if (angle < Math.PI / 2) {
  107572. normal.scaleInPlace(-1);
  107573. }
  107574. }
  107575. return normal;
  107576. };
  107577. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107578. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107579. return;
  107580. }
  107581. var ray = gazer._getForwardRay(this._rayLength);
  107582. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107583. if (hit) {
  107584. // Populate the contrllers mesh that can be used for drag/drop
  107585. if (gazer._laserPointer) {
  107586. hit.originMesh = gazer._laserPointer.parent;
  107587. }
  107588. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107589. }
  107590. gazer._currentHit = hit;
  107591. // Moving the gazeTracker on the mesh face targetted
  107592. if (hit && hit.pickedPoint) {
  107593. if (this._displayGaze) {
  107594. var multiplier = 1;
  107595. gazer._gazeTracker.isVisible = true;
  107596. if (gazer._isActionableMesh) {
  107597. multiplier = 3;
  107598. }
  107599. if (this.updateGazeTrackerScale) {
  107600. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107601. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107602. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107603. }
  107604. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107605. // To avoid z-fighting
  107606. var deltaFighting = 0.002;
  107607. if (pickNormal) {
  107608. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107609. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107610. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107611. }
  107612. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107613. if (gazer._gazeTracker.position.x < 0) {
  107614. gazer._gazeTracker.position.x += deltaFighting;
  107615. }
  107616. else {
  107617. gazer._gazeTracker.position.x -= deltaFighting;
  107618. }
  107619. if (gazer._gazeTracker.position.y < 0) {
  107620. gazer._gazeTracker.position.y += deltaFighting;
  107621. }
  107622. else {
  107623. gazer._gazeTracker.position.y -= deltaFighting;
  107624. }
  107625. if (gazer._gazeTracker.position.z < 0) {
  107626. gazer._gazeTracker.position.z += deltaFighting;
  107627. }
  107628. else {
  107629. gazer._gazeTracker.position.z -= deltaFighting;
  107630. }
  107631. }
  107632. // Changing the size of the laser pointer based on the distance from the targetted point
  107633. gazer._updatePointerDistance(hit.distance);
  107634. }
  107635. else {
  107636. gazer._updatePointerDistance();
  107637. gazer._gazeTracker.isVisible = false;
  107638. }
  107639. if (hit && hit.pickedMesh) {
  107640. // The object selected is the floor, we're in a teleportation scenario
  107641. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107642. // Moving the teleportation area to this targetted point
  107643. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107644. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107645. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107646. }
  107647. gazer._currentMeshSelected = null;
  107648. if (gazer._teleportationRequestInitiated) {
  107649. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107650. }
  107651. return;
  107652. }
  107653. // If not, we're in a selection scenario
  107654. //this._teleportationAllowed = false;
  107655. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107656. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107657. this.onNewMeshPicked.notifyObservers(hit);
  107658. gazer._currentMeshSelected = hit.pickedMesh;
  107659. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107660. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107661. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107662. gazer._isActionableMesh = true;
  107663. }
  107664. else {
  107665. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107666. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107667. gazer._isActionableMesh = false;
  107668. }
  107669. try {
  107670. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107671. }
  107672. catch (err) {
  107673. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107674. }
  107675. }
  107676. else {
  107677. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107678. gazer._currentMeshSelected = null;
  107679. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107680. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107681. }
  107682. }
  107683. }
  107684. else {
  107685. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107686. gazer._currentMeshSelected = null;
  107687. //this._teleportationAllowed = false;
  107688. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107689. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107690. }
  107691. };
  107692. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107693. if (mesh) {
  107694. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107695. }
  107696. };
  107697. /**
  107698. * Sets the color of the laser ray from the vr controllers.
  107699. * @param color new color for the ray.
  107700. */
  107701. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107702. if (this._leftController) {
  107703. this._leftController._setLaserPointerColor(color);
  107704. }
  107705. if (this._rightController) {
  107706. this._rightController._setLaserPointerColor(color);
  107707. }
  107708. };
  107709. /**
  107710. * Sets the color of the ray from the vr headsets gaze.
  107711. * @param color new color for the ray.
  107712. */
  107713. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107714. if (!this._cameraGazer._gazeTracker.material) {
  107715. return;
  107716. }
  107717. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107718. if (this._leftController) {
  107719. this._leftController._gazeTracker.material.emissiveColor = color;
  107720. }
  107721. if (this._rightController) {
  107722. this._rightController._gazeTracker.material.emissiveColor = color;
  107723. }
  107724. };
  107725. /**
  107726. * Exits VR and disposes of the vr experience helper
  107727. */
  107728. VRExperienceHelper.prototype.dispose = function () {
  107729. if (this.isInVRMode) {
  107730. this.exitVR();
  107731. }
  107732. if (this._postProcessMove) {
  107733. this._postProcessMove.dispose();
  107734. }
  107735. if (this._webVRCamera) {
  107736. this._webVRCamera.dispose();
  107737. }
  107738. if (this._vrDeviceOrientationCamera) {
  107739. this._vrDeviceOrientationCamera.dispose();
  107740. }
  107741. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107742. document.body.removeChild(this._btnVR);
  107743. }
  107744. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107745. this._deviceOrientationCamera.dispose();
  107746. }
  107747. if (this._cameraGazer) {
  107748. this._cameraGazer.dispose();
  107749. }
  107750. if (this._leftController) {
  107751. this._leftController.dispose();
  107752. }
  107753. if (this._rightController) {
  107754. this._rightController.dispose();
  107755. }
  107756. if (this._teleportationTarget) {
  107757. this._teleportationTarget.dispose();
  107758. }
  107759. this._floorMeshesCollection = [];
  107760. document.removeEventListener("keydown", this._onKeyDown);
  107761. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107762. window.removeEventListener("resize", this._onResize);
  107763. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107764. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107765. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107766. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107767. document.onmsfullscreenchange = null;
  107768. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107769. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107770. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107771. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107772. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107773. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107774. this._scene.unregisterBeforeRender(this.beforeRender);
  107775. };
  107776. /**
  107777. * Gets the name of the VRExperienceHelper class
  107778. * @returns "VRExperienceHelper"
  107779. */
  107780. VRExperienceHelper.prototype.getClassName = function () {
  107781. return "VRExperienceHelper";
  107782. };
  107783. return VRExperienceHelper;
  107784. }());
  107785. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107786. })(BABYLON || (BABYLON = {}));
  107787. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107788. var BABYLON;
  107789. (function (BABYLON) {
  107790. /**
  107791. * WebXR Camera which holds the views for the xrSession
  107792. * @see https://doc.babylonjs.com/how_to/webxr
  107793. */
  107794. var WebXRCamera = /** @class */ (function (_super) {
  107795. __extends(WebXRCamera, _super);
  107796. /**
  107797. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107798. * @param name the name of the camera
  107799. * @param scene the scene to add the camera to
  107800. */
  107801. function WebXRCamera(name, scene) {
  107802. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  107803. // Initial camera configuration
  107804. _this.minZ = 0;
  107805. _this.rotationQuaternion = new BABYLON.Quaternion();
  107806. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  107807. _this.updateUpVectorFromRotation = true;
  107808. _this._updateNumberOfRigCameras(1);
  107809. return _this;
  107810. }
  107811. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  107812. if (viewCount === void 0) { viewCount = 1; }
  107813. while (this.rigCameras.length < viewCount) {
  107814. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  107815. newCamera.minZ = 0;
  107816. newCamera.parent = this;
  107817. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  107818. this.rigCameras.push(newCamera);
  107819. }
  107820. while (this.rigCameras.length > viewCount) {
  107821. var removedCamera = this.rigCameras.pop();
  107822. if (removedCamera) {
  107823. removedCamera.dispose();
  107824. }
  107825. }
  107826. };
  107827. /** @hidden */
  107828. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  107829. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  107830. // Create initial camera rigs
  107831. this._updateNumberOfRigCameras(2);
  107832. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  107833. this.rigCameras[0].position.x = -pupilDistance / 2;
  107834. this.rigCameras[0].outputRenderTarget = null;
  107835. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  107836. this.rigCameras[1].position.x = pupilDistance / 2;
  107837. this.rigCameras[1].outputRenderTarget = null;
  107838. };
  107839. /**
  107840. * Updates the cameras position from the current pose information of the XR session
  107841. * @param xrSessionManager the session containing pose information
  107842. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107843. */
  107844. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  107845. var _this = this;
  107846. // Ensure all frame data is available
  107847. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  107848. return false;
  107849. }
  107850. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  107851. if (!pose || !pose.poseModelMatrix) {
  107852. return false;
  107853. }
  107854. // Update the parent cameras matrix
  107855. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  107856. if (!this._scene.useRightHandedSystem) {
  107857. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  107858. }
  107859. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  107860. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  107861. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  107862. this.computeWorldMatrix();
  107863. // Update camera rigs
  107864. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  107865. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  107866. // Update view/projection matrix
  107867. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  107868. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  107869. if (!_this._scene.useRightHandedSystem) {
  107870. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  107871. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107872. }
  107873. // Update viewport
  107874. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  107875. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  107876. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  107877. _this.rigCameras[i].viewport.width = viewport.width / width;
  107878. _this.rigCameras[i].viewport.height = viewport.height / height;
  107879. _this.rigCameras[i].viewport.x = viewport.x / width;
  107880. _this.rigCameras[i].viewport.y = viewport.y / height;
  107881. // Set cameras to render to the session's render target
  107882. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  107883. });
  107884. return true;
  107885. };
  107886. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  107887. return WebXRCamera;
  107888. }(BABYLON.FreeCamera));
  107889. BABYLON.WebXRCamera = WebXRCamera;
  107890. })(BABYLON || (BABYLON = {}));
  107891. //# sourceMappingURL=babylon.webXRCamera.js.map
  107892. var BABYLON;
  107893. (function (BABYLON) {
  107894. /**
  107895. * Manages an XRSession
  107896. * @see https://doc.babylonjs.com/how_to/webxr
  107897. */
  107898. var WebXRSessionManager = /** @class */ (function () {
  107899. /**
  107900. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  107901. * @param scene The scene which the session should be created for
  107902. */
  107903. function WebXRSessionManager(scene) {
  107904. this.scene = scene;
  107905. /**
  107906. * Fires every time a new xrFrame arrives which can be used to update the camera
  107907. */
  107908. this.onXRFrameObservable = new BABYLON.Observable();
  107909. /**
  107910. * Fires when the xr session is ended either by the device or manually done
  107911. */
  107912. this.onXRSessionEnded = new BABYLON.Observable();
  107913. /** @hidden */
  107914. this._sessionRenderTargetTexture = null;
  107915. this._tmpMatrix = new BABYLON.Matrix();
  107916. }
  107917. /**
  107918. * Initializes the manager
  107919. * After initialization enterXR can be called to start an XR session
  107920. * @returns Promise which resolves after it is initialized
  107921. */
  107922. WebXRSessionManager.prototype.initializeAsync = function () {
  107923. var _this = this;
  107924. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  107925. // Check if the browser supports webXR
  107926. this._xrNavigator = navigator;
  107927. if (!this._xrNavigator.xr) {
  107928. return Promise.reject("webXR not supported by this browser");
  107929. }
  107930. // Request the webXR device
  107931. return this._xrNavigator.xr.requestDevice().then(function (device) {
  107932. _this._xrDevice = device;
  107933. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  107934. });
  107935. };
  107936. /**
  107937. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  107938. * @param sessionCreationOptions xr options to create the session with
  107939. * @param frameOfReferenceType option to configure how the xr pose is expressed
  107940. * @returns Promise which resolves after it enters XR
  107941. */
  107942. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  107943. var _this = this;
  107944. // initialize session
  107945. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  107946. _this._xrSession = session;
  107947. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  107948. _this._xrSession.addEventListener("end", function () {
  107949. // Remove render target texture and notify frame obervers
  107950. _this._sessionRenderTargetTexture = null;
  107951. // Restore frame buffer to avoid clear on xr framebuffer after session end
  107952. _this.scene.getEngine().restoreDefaultFramebuffer();
  107953. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  107954. _this.scene.getEngine().customAnimationFrameRequester = null;
  107955. _this.onXRSessionEnded.notifyObservers(null);
  107956. _this.scene.getEngine()._renderLoop();
  107957. }, { once: true });
  107958. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  107959. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  107960. }).then(function (frameOfRef) {
  107961. _this._frameOfReference = frameOfRef;
  107962. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  107963. _this.scene.getEngine().customAnimationFrameRequester = {
  107964. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  107965. renderFunction: function (timestamp, xrFrame) {
  107966. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  107967. _this._currentXRFrame = xrFrame;
  107968. _this.onXRFrameObservable.notifyObservers(null);
  107969. _this.scene.getEngine()._renderLoop();
  107970. }
  107971. };
  107972. // Create render target texture from xr's webgl render target
  107973. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  107974. // Stop window's animation frame and trigger sessions animation frame
  107975. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  107976. _this.scene.getEngine()._renderLoop();
  107977. });
  107978. };
  107979. /**
  107980. * Stops the xrSession and restores the renderloop
  107981. * @returns Promise which resolves after it exits XR
  107982. */
  107983. WebXRSessionManager.prototype.exitXRAsync = function () {
  107984. return this._xrSession.end();
  107985. };
  107986. /**
  107987. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  107988. * @param ray ray to cast into the environment
  107989. * @returns Promise which resolves with a collision point in the environment if it exists
  107990. */
  107991. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  107992. var _this = this;
  107993. return new Promise(function (res, rej) {
  107994. // Compute left handed inputs to request hit test
  107995. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  107996. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  107997. if (!_this.scene.useRightHandedSystem) {
  107998. origin[2] *= -1;
  107999. direction[2] *= -1;
  108000. }
  108001. // Fire hittest
  108002. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108003. .then(function (hits) {
  108004. if (hits.length > 0) {
  108005. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108006. var hitPoint = _this._tmpMatrix.getTranslation();
  108007. if (!_this.scene.useRightHandedSystem) {
  108008. hitPoint.z *= -1;
  108009. }
  108010. res(hitPoint);
  108011. }
  108012. else {
  108013. res(null);
  108014. }
  108015. }).catch(function (e) {
  108016. res(null);
  108017. });
  108018. });
  108019. };
  108020. /**
  108021. * Checks if a session would be supported for the creation options specified
  108022. * @param options creation options to check if they are supported
  108023. * @returns true if supported
  108024. */
  108025. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108026. return this._xrDevice.supportsSession(options).then(function () {
  108027. return true;
  108028. }).catch(function (e) {
  108029. return false;
  108030. });
  108031. };
  108032. /**
  108033. * @hidden
  108034. * Converts the render layer of xrSession to a render target
  108035. * @param session session to create render target for
  108036. * @param scene scene the new render target should be created for
  108037. */
  108038. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108039. // Create internal texture
  108040. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108041. internalTexture.width = session.baseLayer.framebufferWidth;
  108042. internalTexture.height = session.baseLayer.framebufferHeight;
  108043. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108044. // Create render target texture from the internal texture
  108045. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108046. renderTargetTexture._texture = internalTexture;
  108047. return renderTargetTexture;
  108048. };
  108049. /**
  108050. * Disposes of the session manager
  108051. */
  108052. WebXRSessionManager.prototype.dispose = function () {
  108053. this.onXRFrameObservable.clear();
  108054. this.onXRSessionEnded.clear();
  108055. };
  108056. return WebXRSessionManager;
  108057. }());
  108058. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108059. })(BABYLON || (BABYLON = {}));
  108060. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108061. var BABYLON;
  108062. (function (BABYLON) {
  108063. /**
  108064. * States of the webXR experience
  108065. */
  108066. var WebXRState;
  108067. (function (WebXRState) {
  108068. /**
  108069. * Transitioning to being in XR mode
  108070. */
  108071. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108072. /**
  108073. * Transitioning to non XR mode
  108074. */
  108075. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108076. /**
  108077. * In XR mode and presenting
  108078. */
  108079. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108080. /**
  108081. * Not entered XR mode
  108082. */
  108083. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108084. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108085. /**
  108086. * Helper class used to enable XR
  108087. * @see https://doc.babylonjs.com/how_to/webxr
  108088. */
  108089. var WebXRExperienceHelper = /** @class */ (function () {
  108090. /**
  108091. * Creates a WebXRExperienceHelper
  108092. * @param scene The scene the helper should be created in
  108093. */
  108094. function WebXRExperienceHelper(scene) {
  108095. this.scene = scene;
  108096. /**
  108097. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108098. */
  108099. this.state = WebXRState.NOT_IN_XR;
  108100. /**
  108101. * Fires when the state of the experience helper has changed
  108102. */
  108103. this.onStateChangedObservable = new BABYLON.Observable();
  108104. this._nonVRCamera = null;
  108105. this._originalSceneAutoClear = true;
  108106. this._supported = false;
  108107. this.camera = new BABYLON.WebXRCamera("", scene);
  108108. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108109. this.container = new BABYLON.AbstractMesh("", scene);
  108110. this.camera.parent = this.container;
  108111. }
  108112. WebXRExperienceHelper.prototype._setState = function (val) {
  108113. this.state = val;
  108114. this.onStateChangedObservable.notifyObservers(this.state);
  108115. };
  108116. /**
  108117. * Creates the experience helper
  108118. * @param scene the scene to attach the experience helper to
  108119. * @returns a promise for the experience helper
  108120. */
  108121. WebXRExperienceHelper.CreateAsync = function (scene) {
  108122. var helper = new WebXRExperienceHelper(scene);
  108123. return helper._sessionManager.initializeAsync().then(function () {
  108124. helper._supported = true;
  108125. return helper;
  108126. }).catch(function () {
  108127. return helper;
  108128. });
  108129. };
  108130. /**
  108131. * Exits XR mode and returns the scene to its original state
  108132. * @returns promise that resolves after xr mode has exited
  108133. */
  108134. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108135. this._setState(WebXRState.EXITING_XR);
  108136. return this._sessionManager.exitXRAsync();
  108137. };
  108138. /**
  108139. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108140. * @param sessionCreationOptions options for the XR session
  108141. * @param frameOfReference frame of reference of the XR session
  108142. * @returns promise that resolves after xr mode has entered
  108143. */
  108144. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108145. var _this = this;
  108146. if (!this._supported) {
  108147. throw "XR session not supported by this browser";
  108148. }
  108149. this._setState(WebXRState.ENTERING_XR);
  108150. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108151. // Cache pre xr scene settings
  108152. _this._originalSceneAutoClear = _this.scene.autoClear;
  108153. _this._nonVRCamera = _this.scene.activeCamera;
  108154. // Overwrite current scene settings
  108155. _this.scene.autoClear = false;
  108156. _this.scene.activeCamera = _this.camera;
  108157. _this._sessionManager.onXRFrameObservable.add(function () {
  108158. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108159. });
  108160. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108161. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108162. _this.camera.rigCameras.forEach(function (c) {
  108163. c.outputRenderTarget = null;
  108164. });
  108165. // Restore scene settings
  108166. _this.scene.autoClear = _this._originalSceneAutoClear;
  108167. _this.scene.activeCamera = _this._nonVRCamera;
  108168. _this._sessionManager.onXRFrameObservable.clear();
  108169. _this._setState(WebXRState.NOT_IN_XR);
  108170. });
  108171. _this._setState(WebXRState.IN_XR);
  108172. });
  108173. };
  108174. /**
  108175. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108176. * @param ray ray to cast into the environment
  108177. * @returns Promise which resolves with a collision point in the environment if it exists
  108178. */
  108179. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108180. return this._sessionManager.environmentPointHitTestAsync(ray);
  108181. };
  108182. /**
  108183. * Updates the global position of the camera by moving the camera's container
  108184. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108185. * @param position The desired global position of the camera
  108186. */
  108187. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108188. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108189. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108190. };
  108191. /**
  108192. * Rotates the xr camera by rotating the camera's container around the camera's position
  108193. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108194. * @param rotation the desired quaternion rotation to apply to the camera
  108195. */
  108196. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108197. if (!this.container.rotationQuaternion) {
  108198. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108199. }
  108200. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108201. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108202. };
  108203. /**
  108204. * Checks if the creation options are supported by the xr session
  108205. * @param options creation options
  108206. * @returns true if supported
  108207. */
  108208. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108209. if (!this._supported) {
  108210. return Promise.resolve(false);
  108211. }
  108212. return this._sessionManager.supportsSessionAsync(options);
  108213. };
  108214. /**
  108215. * Disposes of the experience helper
  108216. */
  108217. WebXRExperienceHelper.prototype.dispose = function () {
  108218. this.camera.dispose();
  108219. this.container.dispose();
  108220. this.onStateChangedObservable.clear();
  108221. this._sessionManager.dispose();
  108222. };
  108223. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108224. return WebXRExperienceHelper;
  108225. }());
  108226. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108227. })(BABYLON || (BABYLON = {}));
  108228. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108229. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108230. return new (P || (P = Promise))(function (resolve, reject) {
  108231. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108232. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108233. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108234. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108235. });
  108236. };
  108237. var __generator = (this && this.__generator) || function (thisArg, body) {
  108238. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108239. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108240. function verb(n) { return function (v) { return step([n, v]); }; }
  108241. function step(op) {
  108242. if (f) throw new TypeError("Generator is already executing.");
  108243. while (_) try {
  108244. 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;
  108245. if (y = 0, t) op = [op[0] & 2, t.value];
  108246. switch (op[0]) {
  108247. case 0: case 1: t = op; break;
  108248. case 4: _.label++; return { value: op[1], done: false };
  108249. case 5: _.label++; y = op[1]; op = [0]; continue;
  108250. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108251. default:
  108252. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108253. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108254. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108255. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108256. if (t[2]) _.ops.pop();
  108257. _.trys.pop(); continue;
  108258. }
  108259. op = body.call(thisArg, _);
  108260. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108261. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108262. }
  108263. };
  108264. var BABYLON;
  108265. (function (BABYLON) {
  108266. /**
  108267. * Button which can be used to enter a different mode of XR
  108268. */
  108269. var WebXREnterExitUIButton = /** @class */ (function () {
  108270. /**
  108271. * Creates a WebXREnterExitUIButton
  108272. * @param element button element
  108273. * @param initializationOptions XR initialization options for the button
  108274. */
  108275. function WebXREnterExitUIButton(
  108276. /** button element */
  108277. element,
  108278. /** XR initialization options for the button */
  108279. initializationOptions) {
  108280. this.element = element;
  108281. this.initializationOptions = initializationOptions;
  108282. }
  108283. /**
  108284. * Overwritable function which can be used to update the button's visuals when the state changes
  108285. * @param activeButton the current active button in the UI
  108286. */
  108287. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108288. };
  108289. return WebXREnterExitUIButton;
  108290. }());
  108291. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108292. /**
  108293. * Options to create the webXR UI
  108294. */
  108295. var WebXREnterExitUIOptions = /** @class */ (function () {
  108296. function WebXREnterExitUIOptions() {
  108297. }
  108298. return WebXREnterExitUIOptions;
  108299. }());
  108300. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108301. /**
  108302. * UI to allow the user to enter/exit XR mode
  108303. */
  108304. var WebXREnterExitUI = /** @class */ (function () {
  108305. function WebXREnterExitUI(scene, options) {
  108306. var _this = this;
  108307. this.scene = scene;
  108308. this._buttons = [];
  108309. this._activeButton = null;
  108310. /**
  108311. * Fired every time the active button is changed.
  108312. *
  108313. * When xr is entered via a button that launches xr that button will be the callback parameter
  108314. *
  108315. * When exiting xr the callback parameter will be null)
  108316. */
  108317. this.activeButtonChangedObservable = new BABYLON.Observable();
  108318. this._overlay = document.createElement("div");
  108319. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108320. if (options.customButtons) {
  108321. this._buttons = options.customButtons;
  108322. }
  108323. else {
  108324. var hmdBtn = document.createElement("button");
  108325. 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;";
  108326. hmdBtn.innerText = "HMD";
  108327. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108328. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108329. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108330. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108331. };
  108332. var windowBtn = document.createElement("button");
  108333. windowBtn.style.cssText = hmdBtn.style.cssText;
  108334. windowBtn.innerText = "Window";
  108335. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108336. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108337. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108338. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108339. };
  108340. this._updateButtons(null);
  108341. }
  108342. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108343. if (renderCanvas && renderCanvas.parentNode) {
  108344. renderCanvas.parentNode.appendChild(this._overlay);
  108345. scene.onDisposeObservable.addOnce(function () {
  108346. _this.dispose();
  108347. });
  108348. }
  108349. }
  108350. /**
  108351. * Creates UI to allow the user to enter/exit XR mode
  108352. * @param scene the scene to add the ui to
  108353. * @param helper the xr experience helper to enter/exit xr with
  108354. * @param options options to configure the UI
  108355. * @returns the created ui
  108356. */
  108357. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108358. var _this = this;
  108359. var ui = new WebXREnterExitUI(scene, options);
  108360. var supportedPromises = ui._buttons.map(function (btn) {
  108361. return helper.supportsSessionAsync(btn.initializationOptions);
  108362. });
  108363. helper.onStateChangedObservable.add(function (state) {
  108364. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108365. ui._updateButtons(null);
  108366. }
  108367. });
  108368. return Promise.all(supportedPromises).then(function (results) {
  108369. results.forEach(function (supported, i) {
  108370. if (supported) {
  108371. ui._overlay.appendChild(ui._buttons[i].element);
  108372. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108373. return __generator(this, function (_a) {
  108374. switch (_a.label) {
  108375. case 0:
  108376. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108377. ui._updateButtons(null);
  108378. return [4 /*yield*/, helper.exitXRAsync()];
  108379. case 1:
  108380. _a.sent();
  108381. return [2 /*return*/];
  108382. case 2:
  108383. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108384. ui._updateButtons(ui._buttons[i]);
  108385. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108386. case 3:
  108387. _a.sent();
  108388. _a.label = 4;
  108389. case 4: return [2 /*return*/];
  108390. }
  108391. });
  108392. }); };
  108393. }
  108394. });
  108395. return ui;
  108396. });
  108397. };
  108398. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108399. var _this = this;
  108400. this._activeButton = activeButton;
  108401. this._buttons.forEach(function (b) {
  108402. b.update(_this._activeButton);
  108403. });
  108404. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108405. };
  108406. /**
  108407. * Disposes of the object
  108408. */
  108409. WebXREnterExitUI.prototype.dispose = function () {
  108410. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108411. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108412. renderCanvas.parentNode.removeChild(this._overlay);
  108413. }
  108414. this.activeButtonChangedObservable.clear();
  108415. };
  108416. return WebXREnterExitUI;
  108417. }());
  108418. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108419. })(BABYLON || (BABYLON = {}));
  108420. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108421. var BABYLON;
  108422. (function (BABYLON) {
  108423. /**
  108424. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108425. */
  108426. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108427. /**
  108428. * Initializes the canvas to be added/removed upon entering/exiting xr
  108429. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108430. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108431. */
  108432. function WebXRManagedOutputCanvas(helper, canvas) {
  108433. var _this = this;
  108434. this._canvas = null;
  108435. /**
  108436. * xrpresent context of the canvas which can be used to display/mirror xr content
  108437. */
  108438. this.canvasContext = null;
  108439. if (!canvas) {
  108440. canvas = document.createElement('canvas');
  108441. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108442. }
  108443. this._setManagedOutputCanvas(canvas);
  108444. helper.onStateChangedObservable.add(function (stateInfo) {
  108445. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108446. // 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
  108447. _this._addCanvas();
  108448. }
  108449. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108450. _this._removeCanvas();
  108451. }
  108452. });
  108453. }
  108454. /**
  108455. * Disposes of the object
  108456. */
  108457. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108458. this._removeCanvas();
  108459. this._setManagedOutputCanvas(null);
  108460. };
  108461. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108462. this._removeCanvas();
  108463. if (!canvas) {
  108464. this._canvas = null;
  108465. this.canvasContext = null;
  108466. }
  108467. else {
  108468. this._canvas = canvas;
  108469. this.canvasContext = this._canvas.getContext('xrpresent');
  108470. }
  108471. };
  108472. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108473. if (this._canvas) {
  108474. document.body.appendChild(this._canvas);
  108475. }
  108476. };
  108477. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108478. if (this._canvas && document.body.contains(this._canvas)) {
  108479. document.body.removeChild(this._canvas);
  108480. }
  108481. };
  108482. return WebXRManagedOutputCanvas;
  108483. }());
  108484. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108485. })(BABYLON || (BABYLON = {}));
  108486. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108487. var BABYLON;
  108488. (function (BABYLON) {
  108489. /**
  108490. * Represents an XR input
  108491. */
  108492. var WebXRController = /** @class */ (function () {
  108493. /**
  108494. * Creates the controller
  108495. * @see https://doc.babylonjs.com/how_to/webxr
  108496. * @param scene the scene which the controller should be associated to
  108497. */
  108498. function WebXRController(scene) {
  108499. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108500. }
  108501. /**
  108502. * Disposes of the object
  108503. */
  108504. WebXRController.prototype.dispose = function () {
  108505. if (this.grip) {
  108506. this.grip.dispose();
  108507. }
  108508. this.pointer.dispose();
  108509. };
  108510. return WebXRController;
  108511. }());
  108512. BABYLON.WebXRController = WebXRController;
  108513. /**
  108514. * XR input used to track XR inputs such as controllers/rays
  108515. */
  108516. var WebXRInput = /** @class */ (function () {
  108517. /**
  108518. * Initializes the WebXRInput
  108519. * @param helper experience helper which the input should be created for
  108520. */
  108521. function WebXRInput(helper) {
  108522. var _this = this;
  108523. this.helper = helper;
  108524. /**
  108525. * XR controllers being tracked
  108526. */
  108527. this.controllers = [];
  108528. this._tmpMatrix = new BABYLON.Matrix();
  108529. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108530. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108531. return;
  108532. }
  108533. var xrFrame = helper._sessionManager._currentXRFrame;
  108534. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108535. inputSources.forEach(function (input, i) {
  108536. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108537. if (inputPose) {
  108538. if (_this.controllers.length <= i) {
  108539. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108540. }
  108541. var controller = _this.controllers[i];
  108542. // Manage the grip if it exists
  108543. if (inputPose.gripMatrix) {
  108544. if (!controller.grip) {
  108545. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108546. }
  108547. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108548. if (!controller.grip.getScene().useRightHandedSystem) {
  108549. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108550. }
  108551. if (!controller.grip.rotationQuaternion) {
  108552. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108553. }
  108554. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108555. }
  108556. // Manager pointer of controller
  108557. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108558. if (!controller.pointer.getScene().useRightHandedSystem) {
  108559. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108560. }
  108561. if (!controller.pointer.rotationQuaternion) {
  108562. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108563. }
  108564. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108565. }
  108566. });
  108567. });
  108568. }
  108569. /**
  108570. * Disposes of the object
  108571. */
  108572. WebXRInput.prototype.dispose = function () {
  108573. this.controllers.forEach(function (c) {
  108574. c.dispose();
  108575. });
  108576. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  108577. };
  108578. return WebXRInput;
  108579. }());
  108580. BABYLON.WebXRInput = WebXRInput;
  108581. })(BABYLON || (BABYLON = {}));
  108582. //# sourceMappingURL=babylon.webXRInput.js.map
  108583. // Mainly based on these 2 articles :
  108584. // 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
  108585. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108586. var BABYLON;
  108587. (function (BABYLON) {
  108588. /**
  108589. * Defines the potential axis of a Joystick
  108590. */
  108591. var JoystickAxis;
  108592. (function (JoystickAxis) {
  108593. /** X axis */
  108594. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108595. /** Y axis */
  108596. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108597. /** Z axis */
  108598. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108599. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108600. /**
  108601. * Class used to define virtual joystick (used in touch mode)
  108602. */
  108603. var VirtualJoystick = /** @class */ (function () {
  108604. /**
  108605. * Creates a new virtual joystick
  108606. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108607. */
  108608. function VirtualJoystick(leftJoystick) {
  108609. var _this = this;
  108610. if (leftJoystick) {
  108611. this._leftJoystick = true;
  108612. }
  108613. else {
  108614. this._leftJoystick = false;
  108615. }
  108616. VirtualJoystick._globalJoystickIndex++;
  108617. // By default left & right arrow keys are moving the X
  108618. // and up & down keys are moving the Y
  108619. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108620. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108621. this.reverseLeftRight = false;
  108622. this.reverseUpDown = false;
  108623. // collections of pointers
  108624. this._touches = new BABYLON.StringDictionary();
  108625. this.deltaPosition = BABYLON.Vector3.Zero();
  108626. this._joystickSensibility = 25;
  108627. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108628. this._onResize = function (evt) {
  108629. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108630. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108631. if (VirtualJoystick.vjCanvas) {
  108632. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108633. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108634. }
  108635. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108636. };
  108637. // injecting a canvas element on top of the canvas 3D game
  108638. if (!VirtualJoystick.vjCanvas) {
  108639. window.addEventListener("resize", this._onResize, false);
  108640. VirtualJoystick.vjCanvas = document.createElement("canvas");
  108641. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108642. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108643. VirtualJoystick.vjCanvas.width = window.innerWidth;
  108644. VirtualJoystick.vjCanvas.height = window.innerHeight;
  108645. VirtualJoystick.vjCanvas.style.width = "100%";
  108646. VirtualJoystick.vjCanvas.style.height = "100%";
  108647. VirtualJoystick.vjCanvas.style.position = "absolute";
  108648. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  108649. VirtualJoystick.vjCanvas.style.top = "0px";
  108650. VirtualJoystick.vjCanvas.style.left = "0px";
  108651. VirtualJoystick.vjCanvas.style.zIndex = "5";
  108652. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  108653. // Support for jQuery PEP polyfill
  108654. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  108655. var context = VirtualJoystick.vjCanvas.getContext('2d');
  108656. if (!context) {
  108657. throw new Error("Unable to create canvas for virtual joystick");
  108658. }
  108659. VirtualJoystick.vjCanvasContext = context;
  108660. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  108661. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108662. document.body.appendChild(VirtualJoystick.vjCanvas);
  108663. }
  108664. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  108665. this.pressed = false;
  108666. // default joystick color
  108667. this._joystickColor = "cyan";
  108668. this._joystickPointerID = -1;
  108669. // current joystick position
  108670. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  108671. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  108672. // origin joystick position
  108673. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  108674. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  108675. this._onPointerDownHandlerRef = function (evt) {
  108676. _this._onPointerDown(evt);
  108677. };
  108678. this._onPointerMoveHandlerRef = function (evt) {
  108679. _this._onPointerMove(evt);
  108680. };
  108681. this._onPointerUpHandlerRef = function (evt) {
  108682. _this._onPointerUp(evt);
  108683. };
  108684. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  108685. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  108686. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  108687. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  108688. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  108689. evt.preventDefault(); // Disables system menu
  108690. }, false);
  108691. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108692. }
  108693. /**
  108694. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  108695. * @param newJoystickSensibility defines the new sensibility
  108696. */
  108697. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  108698. this._joystickSensibility = newJoystickSensibility;
  108699. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108700. };
  108701. VirtualJoystick.prototype._onPointerDown = function (e) {
  108702. var positionOnScreenCondition;
  108703. e.preventDefault();
  108704. if (this._leftJoystick === true) {
  108705. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  108706. }
  108707. else {
  108708. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  108709. }
  108710. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  108711. // First contact will be dedicated to the virtual joystick
  108712. this._joystickPointerID = e.pointerId;
  108713. this._joystickPointerStartPos.x = e.clientX;
  108714. this._joystickPointerStartPos.y = e.clientY;
  108715. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  108716. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  108717. this._deltaJoystickVector.x = 0;
  108718. this._deltaJoystickVector.y = 0;
  108719. this.pressed = true;
  108720. this._touches.add(e.pointerId.toString(), e);
  108721. }
  108722. else {
  108723. // You can only trigger the action buttons with a joystick declared
  108724. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  108725. this._action();
  108726. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  108727. }
  108728. }
  108729. };
  108730. VirtualJoystick.prototype._onPointerMove = function (e) {
  108731. // If the current pointer is the one associated to the joystick (first touch contact)
  108732. if (this._joystickPointerID == e.pointerId) {
  108733. this._joystickPointerPos.x = e.clientX;
  108734. this._joystickPointerPos.y = e.clientY;
  108735. this._deltaJoystickVector = this._joystickPointerPos.clone();
  108736. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  108737. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  108738. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  108739. switch (this._axisTargetedByLeftAndRight) {
  108740. case JoystickAxis.X:
  108741. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  108742. break;
  108743. case JoystickAxis.Y:
  108744. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  108745. break;
  108746. case JoystickAxis.Z:
  108747. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  108748. break;
  108749. }
  108750. var directionUpDown = this.reverseUpDown ? 1 : -1;
  108751. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  108752. switch (this._axisTargetedByUpAndDown) {
  108753. case JoystickAxis.X:
  108754. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  108755. break;
  108756. case JoystickAxis.Y:
  108757. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  108758. break;
  108759. case JoystickAxis.Z:
  108760. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  108761. break;
  108762. }
  108763. }
  108764. else {
  108765. var data = this._touches.get(e.pointerId.toString());
  108766. if (data) {
  108767. data.x = e.clientX;
  108768. data.y = e.clientY;
  108769. }
  108770. }
  108771. };
  108772. VirtualJoystick.prototype._onPointerUp = function (e) {
  108773. if (this._joystickPointerID == e.pointerId) {
  108774. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  108775. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  108776. this._joystickPointerID = -1;
  108777. this.pressed = false;
  108778. }
  108779. else {
  108780. var touch = this._touches.get(e.pointerId.toString());
  108781. if (touch) {
  108782. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108783. }
  108784. }
  108785. this._deltaJoystickVector.x = 0;
  108786. this._deltaJoystickVector.y = 0;
  108787. this._touches.remove(e.pointerId.toString());
  108788. };
  108789. /**
  108790. * Change the color of the virtual joystick
  108791. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  108792. */
  108793. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  108794. this._joystickColor = newColor;
  108795. };
  108796. /**
  108797. * Defines a callback to call when the joystick is touched
  108798. * @param action defines the callback
  108799. */
  108800. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  108801. this._action = action;
  108802. };
  108803. /**
  108804. * Defines which axis you'd like to control for left & right
  108805. * @param axis defines the axis to use
  108806. */
  108807. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  108808. switch (axis) {
  108809. case JoystickAxis.X:
  108810. case JoystickAxis.Y:
  108811. case JoystickAxis.Z:
  108812. this._axisTargetedByLeftAndRight = axis;
  108813. break;
  108814. default:
  108815. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108816. break;
  108817. }
  108818. };
  108819. /**
  108820. * Defines which axis you'd like to control for up & down
  108821. * @param axis defines the axis to use
  108822. */
  108823. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  108824. switch (axis) {
  108825. case JoystickAxis.X:
  108826. case JoystickAxis.Y:
  108827. case JoystickAxis.Z:
  108828. this._axisTargetedByUpAndDown = axis;
  108829. break;
  108830. default:
  108831. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108832. break;
  108833. }
  108834. };
  108835. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  108836. var _this = this;
  108837. if (this.pressed) {
  108838. this._touches.forEach(function (key, touch) {
  108839. if (touch.pointerId === _this._joystickPointerID) {
  108840. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  108841. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  108842. VirtualJoystick.vjCanvasContext.beginPath();
  108843. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108844. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108845. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  108846. VirtualJoystick.vjCanvasContext.stroke();
  108847. VirtualJoystick.vjCanvasContext.closePath();
  108848. VirtualJoystick.vjCanvasContext.beginPath();
  108849. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108850. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108851. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  108852. VirtualJoystick.vjCanvasContext.stroke();
  108853. VirtualJoystick.vjCanvasContext.closePath();
  108854. VirtualJoystick.vjCanvasContext.beginPath();
  108855. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108856. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  108857. VirtualJoystick.vjCanvasContext.stroke();
  108858. VirtualJoystick.vjCanvasContext.closePath();
  108859. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  108860. }
  108861. else {
  108862. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108863. VirtualJoystick.vjCanvasContext.beginPath();
  108864. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  108865. VirtualJoystick.vjCanvasContext.beginPath();
  108866. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  108867. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108868. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  108869. VirtualJoystick.vjCanvasContext.stroke();
  108870. VirtualJoystick.vjCanvasContext.closePath();
  108871. touch.prevX = touch.x;
  108872. touch.prevY = touch.y;
  108873. }
  108874. });
  108875. }
  108876. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108877. };
  108878. /**
  108879. * Release internal HTML canvas
  108880. */
  108881. VirtualJoystick.prototype.releaseCanvas = function () {
  108882. if (VirtualJoystick.vjCanvas) {
  108883. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  108884. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  108885. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  108886. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  108887. window.removeEventListener("resize", this._onResize);
  108888. document.body.removeChild(VirtualJoystick.vjCanvas);
  108889. VirtualJoystick.vjCanvas = null;
  108890. }
  108891. };
  108892. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  108893. VirtualJoystick._globalJoystickIndex = 0;
  108894. return VirtualJoystick;
  108895. }());
  108896. BABYLON.VirtualJoystick = VirtualJoystick;
  108897. })(BABYLON || (BABYLON = {}));
  108898. //# sourceMappingURL=babylon.virtualJoystick.js.map
  108899. var BABYLON;
  108900. (function (BABYLON) {
  108901. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  108902. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  108903. });
  108904. /**
  108905. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  108906. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108907. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108908. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108909. */
  108910. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  108911. __extends(VirtualJoysticksCamera, _super);
  108912. /**
  108913. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  108914. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108915. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108916. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108917. * @param name Define the name of the camera in the scene
  108918. * @param position Define the start position of the camera in the scene
  108919. * @param scene Define the scene the camera belongs to
  108920. */
  108921. function VirtualJoysticksCamera(name, position, scene) {
  108922. var _this = _super.call(this, name, position, scene) || this;
  108923. _this.inputs.addVirtualJoystick();
  108924. return _this;
  108925. }
  108926. /**
  108927. * Gets the current object class name.
  108928. * @return the class name
  108929. */
  108930. VirtualJoysticksCamera.prototype.getClassName = function () {
  108931. return "VirtualJoysticksCamera";
  108932. };
  108933. return VirtualJoysticksCamera;
  108934. }(BABYLON.FreeCamera));
  108935. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  108936. })(BABYLON || (BABYLON = {}));
  108937. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  108938. var BABYLON;
  108939. (function (BABYLON) {
  108940. /**
  108941. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  108942. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  108943. */
  108944. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  108945. function FreeCameraVirtualJoystickInput() {
  108946. }
  108947. /**
  108948. * Gets the left stick of the virtual joystick.
  108949. * @returns The virtual Joystick
  108950. */
  108951. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  108952. return this._leftjoystick;
  108953. };
  108954. /**
  108955. * Gets the right stick of the virtual joystick.
  108956. * @returns The virtual Joystick
  108957. */
  108958. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  108959. return this._rightjoystick;
  108960. };
  108961. /**
  108962. * Update the current camera state depending on the inputs that have been used this frame.
  108963. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  108964. */
  108965. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  108966. if (this._leftjoystick) {
  108967. var camera = this.camera;
  108968. var speed = camera._computeLocalCameraSpeed() * 50;
  108969. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  108970. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  108971. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  108972. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  108973. if (!this._leftjoystick.pressed) {
  108974. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  108975. }
  108976. if (!this._rightjoystick.pressed) {
  108977. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  108978. }
  108979. }
  108980. };
  108981. /**
  108982. * Attach the input controls to a specific dom element to get the input from.
  108983. * @param element Defines the element the controls should be listened from
  108984. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  108985. */
  108986. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  108987. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  108988. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  108989. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  108990. this._leftjoystick.setJoystickSensibility(0.15);
  108991. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  108992. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  108993. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  108994. this._rightjoystick.reverseUpDown = true;
  108995. this._rightjoystick.setJoystickSensibility(0.05);
  108996. this._rightjoystick.setJoystickColor("yellow");
  108997. };
  108998. /**
  108999. * Detach the current controls from the specified dom element.
  109000. * @param element Defines the element to stop listening the inputs from
  109001. */
  109002. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109003. this._leftjoystick.releaseCanvas();
  109004. this._rightjoystick.releaseCanvas();
  109005. };
  109006. /**
  109007. * Gets the class name of the current intput.
  109008. * @returns the class name
  109009. */
  109010. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109011. return "FreeCameraVirtualJoystickInput";
  109012. };
  109013. /**
  109014. * Get the friendly name associated with the input class.
  109015. * @returns the input friendly name
  109016. */
  109017. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109018. return "virtualJoystick";
  109019. };
  109020. return FreeCameraVirtualJoystickInput;
  109021. }());
  109022. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109023. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109024. })(BABYLON || (BABYLON = {}));
  109025. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109026. var BABYLON;
  109027. (function (BABYLON) {
  109028. /**
  109029. * Class used to specify simplification options
  109030. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109031. */
  109032. var SimplificationSettings = /** @class */ (function () {
  109033. /**
  109034. * Creates a SimplificationSettings
  109035. * @param quality expected quality
  109036. * @param distance distance when this optimized version should be used
  109037. * @param optimizeMesh already optimized mesh
  109038. */
  109039. function SimplificationSettings(
  109040. /** expected quality */
  109041. quality,
  109042. /** distance when this optimized version should be used */
  109043. distance,
  109044. /** already optimized mesh */
  109045. optimizeMesh) {
  109046. this.quality = quality;
  109047. this.distance = distance;
  109048. this.optimizeMesh = optimizeMesh;
  109049. }
  109050. return SimplificationSettings;
  109051. }());
  109052. BABYLON.SimplificationSettings = SimplificationSettings;
  109053. /**
  109054. * Queue used to order the simplification tasks
  109055. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109056. */
  109057. var SimplificationQueue = /** @class */ (function () {
  109058. /**
  109059. * Creates a new queue
  109060. */
  109061. function SimplificationQueue() {
  109062. this.running = false;
  109063. this._simplificationArray = [];
  109064. }
  109065. /**
  109066. * Adds a new simplification task
  109067. * @param task defines a task to add
  109068. */
  109069. SimplificationQueue.prototype.addTask = function (task) {
  109070. this._simplificationArray.push(task);
  109071. };
  109072. /**
  109073. * Execute next task
  109074. */
  109075. SimplificationQueue.prototype.executeNext = function () {
  109076. var task = this._simplificationArray.pop();
  109077. if (task) {
  109078. this.running = true;
  109079. this.runSimplification(task);
  109080. }
  109081. else {
  109082. this.running = false;
  109083. }
  109084. };
  109085. /**
  109086. * Execute a simplification task
  109087. * @param task defines the task to run
  109088. */
  109089. SimplificationQueue.prototype.runSimplification = function (task) {
  109090. var _this = this;
  109091. if (task.parallelProcessing) {
  109092. //parallel simplifier
  109093. task.settings.forEach(function (setting) {
  109094. var simplifier = _this.getSimplifier(task);
  109095. simplifier.simplify(setting, function (newMesh) {
  109096. task.mesh.addLODLevel(setting.distance, newMesh);
  109097. newMesh.isVisible = true;
  109098. //check if it is the last
  109099. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109100. //all done, run the success callback.
  109101. task.successCallback();
  109102. }
  109103. _this.executeNext();
  109104. });
  109105. });
  109106. }
  109107. else {
  109108. //single simplifier.
  109109. var simplifier = this.getSimplifier(task);
  109110. var runDecimation = function (setting, callback) {
  109111. simplifier.simplify(setting, function (newMesh) {
  109112. task.mesh.addLODLevel(setting.distance, newMesh);
  109113. newMesh.isVisible = true;
  109114. //run the next quality level
  109115. callback();
  109116. });
  109117. };
  109118. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109119. runDecimation(task.settings[loop.index], function () {
  109120. loop.executeNext();
  109121. });
  109122. }, function () {
  109123. //execution ended, run the success callback.
  109124. if (task.successCallback) {
  109125. task.successCallback();
  109126. }
  109127. _this.executeNext();
  109128. });
  109129. }
  109130. };
  109131. SimplificationQueue.prototype.getSimplifier = function (task) {
  109132. switch (task.simplificationType) {
  109133. case SimplificationType.QUADRATIC:
  109134. default:
  109135. return new QuadraticErrorSimplification(task.mesh);
  109136. }
  109137. };
  109138. return SimplificationQueue;
  109139. }());
  109140. BABYLON.SimplificationQueue = SimplificationQueue;
  109141. /**
  109142. * The implemented types of simplification
  109143. * At the moment only Quadratic Error Decimation is implemented
  109144. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109145. */
  109146. var SimplificationType;
  109147. (function (SimplificationType) {
  109148. /** Quadratic error decimation */
  109149. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109150. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109151. var DecimationTriangle = /** @class */ (function () {
  109152. function DecimationTriangle(vertices) {
  109153. this.vertices = vertices;
  109154. this.error = new Array(4);
  109155. this.deleted = false;
  109156. this.isDirty = false;
  109157. this.deletePending = false;
  109158. this.borderFactor = 0;
  109159. }
  109160. return DecimationTriangle;
  109161. }());
  109162. var DecimationVertex = /** @class */ (function () {
  109163. function DecimationVertex(position, id) {
  109164. this.position = position;
  109165. this.id = id;
  109166. this.isBorder = true;
  109167. this.q = new QuadraticMatrix();
  109168. this.triangleCount = 0;
  109169. this.triangleStart = 0;
  109170. this.originalOffsets = [];
  109171. }
  109172. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109173. this.position.copyFrom(newPosition);
  109174. };
  109175. return DecimationVertex;
  109176. }());
  109177. var QuadraticMatrix = /** @class */ (function () {
  109178. function QuadraticMatrix(data) {
  109179. this.data = new Array(10);
  109180. for (var i = 0; i < 10; ++i) {
  109181. if (data && data[i]) {
  109182. this.data[i] = data[i];
  109183. }
  109184. else {
  109185. this.data[i] = 0;
  109186. }
  109187. }
  109188. }
  109189. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109190. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109191. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109192. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109193. return det;
  109194. };
  109195. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109196. for (var i = 0; i < 10; ++i) {
  109197. this.data[i] += matrix.data[i];
  109198. }
  109199. };
  109200. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109201. for (var i = 0; i < 10; ++i) {
  109202. this.data[i] += data[i];
  109203. }
  109204. };
  109205. QuadraticMatrix.prototype.add = function (matrix) {
  109206. var m = new QuadraticMatrix();
  109207. for (var i = 0; i < 10; ++i) {
  109208. m.data[i] = this.data[i] + matrix.data[i];
  109209. }
  109210. return m;
  109211. };
  109212. QuadraticMatrix.FromData = function (a, b, c, d) {
  109213. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109214. };
  109215. //returning an array to avoid garbage collection
  109216. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109217. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109218. };
  109219. return QuadraticMatrix;
  109220. }());
  109221. var Reference = /** @class */ (function () {
  109222. function Reference(vertexId, triangleId) {
  109223. this.vertexId = vertexId;
  109224. this.triangleId = triangleId;
  109225. }
  109226. return Reference;
  109227. }());
  109228. /**
  109229. * An implementation of the Quadratic Error simplification algorithm.
  109230. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109231. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109232. * @author RaananW
  109233. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109234. */
  109235. var QuadraticErrorSimplification = /** @class */ (function () {
  109236. function QuadraticErrorSimplification(_mesh) {
  109237. this._mesh = _mesh;
  109238. this.syncIterations = 5000;
  109239. this.aggressiveness = 7;
  109240. this.decimationIterations = 100;
  109241. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109242. }
  109243. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109244. var _this = this;
  109245. this.initDecimatedMesh();
  109246. //iterating through the submeshes array, one after the other.
  109247. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109248. _this.initWithMesh(loop.index, function () {
  109249. _this.runDecimation(settings, loop.index, function () {
  109250. loop.executeNext();
  109251. });
  109252. }, settings.optimizeMesh);
  109253. }, function () {
  109254. setTimeout(function () {
  109255. successCallback(_this._reconstructedMesh);
  109256. }, 0);
  109257. });
  109258. };
  109259. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109260. var _this = this;
  109261. var targetCount = ~~(this.triangles.length * settings.quality);
  109262. var deletedTriangles = 0;
  109263. var triangleCount = this.triangles.length;
  109264. var iterationFunction = function (iteration, callback) {
  109265. setTimeout(function () {
  109266. if (iteration % 5 === 0) {
  109267. _this.updateMesh(iteration === 0);
  109268. }
  109269. for (var i = 0; i < _this.triangles.length; ++i) {
  109270. _this.triangles[i].isDirty = false;
  109271. }
  109272. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109273. var trianglesIterator = function (i) {
  109274. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109275. var t = _this.triangles[tIdx];
  109276. if (!t) {
  109277. return;
  109278. }
  109279. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109280. return;
  109281. }
  109282. for (var j = 0; j < 3; ++j) {
  109283. if (t.error[j] < threshold) {
  109284. var deleted0 = [];
  109285. var deleted1 = [];
  109286. var v0 = t.vertices[j];
  109287. var v1 = t.vertices[(j + 1) % 3];
  109288. if (v0.isBorder || v1.isBorder) {
  109289. continue;
  109290. }
  109291. var p = BABYLON.Vector3.Zero();
  109292. var n = BABYLON.Vector3.Zero();
  109293. var uv = BABYLON.Vector2.Zero();
  109294. var color = new BABYLON.Color4(0, 0, 0, 1);
  109295. _this.calculateError(v0, v1, p, n, uv, color);
  109296. var delTr = new Array();
  109297. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109298. continue;
  109299. }
  109300. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109301. continue;
  109302. }
  109303. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109304. continue;
  109305. }
  109306. var uniqueArray = new Array();
  109307. delTr.forEach(function (deletedT) {
  109308. if (uniqueArray.indexOf(deletedT) === -1) {
  109309. deletedT.deletePending = true;
  109310. uniqueArray.push(deletedT);
  109311. }
  109312. });
  109313. if (uniqueArray.length % 2 !== 0) {
  109314. continue;
  109315. }
  109316. v0.q = v1.q.add(v0.q);
  109317. v0.updatePosition(p);
  109318. var tStart = _this.references.length;
  109319. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109320. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109321. var tCount = _this.references.length - tStart;
  109322. if (tCount <= v0.triangleCount) {
  109323. if (tCount) {
  109324. for (var c = 0; c < tCount; c++) {
  109325. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109326. }
  109327. }
  109328. }
  109329. else {
  109330. v0.triangleStart = tStart;
  109331. }
  109332. v0.triangleCount = tCount;
  109333. break;
  109334. }
  109335. }
  109336. };
  109337. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109338. }, 0);
  109339. };
  109340. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109341. if (triangleCount - deletedTriangles <= targetCount) {
  109342. loop.breakLoop();
  109343. }
  109344. else {
  109345. iterationFunction(loop.index, function () {
  109346. loop.executeNext();
  109347. });
  109348. }
  109349. }, function () {
  109350. setTimeout(function () {
  109351. //reconstruct this part of the mesh
  109352. _this.reconstructMesh(submeshIndex);
  109353. successCallback();
  109354. }, 0);
  109355. });
  109356. };
  109357. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109358. var _this = this;
  109359. this.vertices = [];
  109360. this.triangles = [];
  109361. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109362. var indices = this._mesh.getIndices();
  109363. var submesh = this._mesh.subMeshes[submeshIndex];
  109364. var findInVertices = function (positionToSearch) {
  109365. if (optimizeMesh) {
  109366. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109367. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109368. return _this.vertices[ii];
  109369. }
  109370. }
  109371. }
  109372. return null;
  109373. };
  109374. var vertexReferences = [];
  109375. var vertexInit = function (i) {
  109376. if (!positionData) {
  109377. return;
  109378. }
  109379. var offset = i + submesh.verticesStart;
  109380. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109381. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109382. vertex.originalOffsets.push(offset);
  109383. if (vertex.id === _this.vertices.length) {
  109384. _this.vertices.push(vertex);
  109385. }
  109386. vertexReferences.push(vertex.id);
  109387. };
  109388. //var totalVertices = mesh.getTotalVertices();
  109389. var totalVertices = submesh.verticesCount;
  109390. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109391. var indicesInit = function (i) {
  109392. if (!indices) {
  109393. return;
  109394. }
  109395. var offset = (submesh.indexStart / 3) + i;
  109396. var pos = (offset * 3);
  109397. var i0 = indices[pos + 0];
  109398. var i1 = indices[pos + 1];
  109399. var i2 = indices[pos + 2];
  109400. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109401. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109402. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109403. var triangle = new DecimationTriangle([v0, v1, v2]);
  109404. triangle.originalOffset = pos;
  109405. _this.triangles.push(triangle);
  109406. };
  109407. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109408. _this.init(callback);
  109409. });
  109410. });
  109411. };
  109412. QuadraticErrorSimplification.prototype.init = function (callback) {
  109413. var _this = this;
  109414. var triangleInit1 = function (i) {
  109415. var t = _this.triangles[i];
  109416. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109417. for (var j = 0; j < 3; j++) {
  109418. 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))));
  109419. }
  109420. };
  109421. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109422. var triangleInit2 = function (i) {
  109423. var t = _this.triangles[i];
  109424. for (var j = 0; j < 3; ++j) {
  109425. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109426. }
  109427. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109428. };
  109429. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109430. callback();
  109431. });
  109432. });
  109433. };
  109434. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109435. var newTriangles = [];
  109436. var i;
  109437. for (i = 0; i < this.vertices.length; ++i) {
  109438. this.vertices[i].triangleCount = 0;
  109439. }
  109440. var t;
  109441. var j;
  109442. for (i = 0; i < this.triangles.length; ++i) {
  109443. if (!this.triangles[i].deleted) {
  109444. t = this.triangles[i];
  109445. for (j = 0; j < 3; ++j) {
  109446. t.vertices[j].triangleCount = 1;
  109447. }
  109448. newTriangles.push(t);
  109449. }
  109450. }
  109451. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109452. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109453. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109454. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109455. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109456. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109457. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109458. var vertexCount = 0;
  109459. for (i = 0; i < this.vertices.length; ++i) {
  109460. var vertex = this.vertices[i];
  109461. vertex.id = vertexCount;
  109462. if (vertex.triangleCount) {
  109463. vertex.originalOffsets.forEach(function (originalOffset) {
  109464. if (!normalData) {
  109465. return;
  109466. }
  109467. newPositionData.push(vertex.position.x);
  109468. newPositionData.push(vertex.position.y);
  109469. newPositionData.push(vertex.position.z);
  109470. newNormalData.push(normalData[originalOffset * 3]);
  109471. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109472. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109473. if (uvs && uvs.length) {
  109474. newUVsData.push(uvs[(originalOffset * 2)]);
  109475. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109476. }
  109477. else if (colorsData && colorsData.length) {
  109478. newColorsData.push(colorsData[(originalOffset * 4)]);
  109479. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109480. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109481. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109482. }
  109483. ++vertexCount;
  109484. });
  109485. }
  109486. }
  109487. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109488. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109489. var submeshesArray = this._reconstructedMesh.subMeshes;
  109490. this._reconstructedMesh.subMeshes = [];
  109491. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109492. var originalIndices = this._mesh.getIndices();
  109493. for (i = 0; i < newTriangles.length; ++i) {
  109494. t = newTriangles[i]; //now get the new referencing point for each vertex
  109495. [0, 1, 2].forEach(function (idx) {
  109496. var id = originalIndices[t.originalOffset + idx];
  109497. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109498. if (offset < 0) {
  109499. offset = 0;
  109500. }
  109501. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109502. });
  109503. }
  109504. //overwriting the old vertex buffers and indices.
  109505. this._reconstructedMesh.setIndices(newIndicesArray);
  109506. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109507. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109508. if (newUVsData.length > 0) {
  109509. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109510. }
  109511. if (newColorsData.length > 0) {
  109512. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109513. }
  109514. //create submesh
  109515. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109516. if (submeshIndex > 0) {
  109517. this._reconstructedMesh.subMeshes = [];
  109518. submeshesArray.forEach(function (submesh) {
  109519. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109520. });
  109521. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109522. }
  109523. };
  109524. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109525. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109526. this._reconstructedMesh.material = this._mesh.material;
  109527. this._reconstructedMesh.parent = this._mesh.parent;
  109528. this._reconstructedMesh.isVisible = false;
  109529. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109530. };
  109531. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109532. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109533. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109534. if (t.deleted) {
  109535. continue;
  109536. }
  109537. var s = this.references[vertex1.triangleStart + i].vertexId;
  109538. var v1 = t.vertices[(s + 1) % 3];
  109539. var v2 = t.vertices[(s + 2) % 3];
  109540. if ((v1 === vertex2 || v2 === vertex2)) {
  109541. deletedArray[i] = true;
  109542. delTr.push(t);
  109543. continue;
  109544. }
  109545. var d1 = v1.position.subtract(point);
  109546. d1 = d1.normalize();
  109547. var d2 = v2.position.subtract(point);
  109548. d2 = d2.normalize();
  109549. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109550. return true;
  109551. }
  109552. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109553. deletedArray[i] = false;
  109554. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109555. return true;
  109556. }
  109557. }
  109558. return false;
  109559. };
  109560. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109561. var newDeleted = deletedTriangles;
  109562. for (var i = 0; i < vertex.triangleCount; ++i) {
  109563. var ref = this.references[vertex.triangleStart + i];
  109564. var t = this.triangles[ref.triangleId];
  109565. if (t.deleted) {
  109566. continue;
  109567. }
  109568. if (deletedArray[i] && t.deletePending) {
  109569. t.deleted = true;
  109570. newDeleted++;
  109571. continue;
  109572. }
  109573. t.vertices[ref.vertexId] = origVertex;
  109574. t.isDirty = true;
  109575. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109576. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109577. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109578. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109579. this.references.push(ref);
  109580. }
  109581. return newDeleted;
  109582. };
  109583. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109584. for (var i = 0; i < this.vertices.length; ++i) {
  109585. var vCount = [];
  109586. var vId = [];
  109587. var v = this.vertices[i];
  109588. var j;
  109589. for (j = 0; j < v.triangleCount; ++j) {
  109590. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109591. for (var ii = 0; ii < 3; ii++) {
  109592. var ofs = 0;
  109593. var vv = triangle.vertices[ii];
  109594. while (ofs < vCount.length) {
  109595. if (vId[ofs] === vv.id) {
  109596. break;
  109597. }
  109598. ++ofs;
  109599. }
  109600. if (ofs === vCount.length) {
  109601. vCount.push(1);
  109602. vId.push(vv.id);
  109603. }
  109604. else {
  109605. vCount[ofs]++;
  109606. }
  109607. }
  109608. }
  109609. for (j = 0; j < vCount.length; ++j) {
  109610. if (vCount[j] === 1) {
  109611. this.vertices[vId[j]].isBorder = true;
  109612. }
  109613. else {
  109614. this.vertices[vId[j]].isBorder = false;
  109615. }
  109616. }
  109617. }
  109618. };
  109619. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109620. if (identifyBorders === void 0) { identifyBorders = false; }
  109621. var i;
  109622. if (!identifyBorders) {
  109623. var newTrianglesVector = [];
  109624. for (i = 0; i < this.triangles.length; ++i) {
  109625. if (!this.triangles[i].deleted) {
  109626. newTrianglesVector.push(this.triangles[i]);
  109627. }
  109628. }
  109629. this.triangles = newTrianglesVector;
  109630. }
  109631. for (i = 0; i < this.vertices.length; ++i) {
  109632. this.vertices[i].triangleCount = 0;
  109633. this.vertices[i].triangleStart = 0;
  109634. }
  109635. var t;
  109636. var j;
  109637. var v;
  109638. for (i = 0; i < this.triangles.length; ++i) {
  109639. t = this.triangles[i];
  109640. for (j = 0; j < 3; ++j) {
  109641. v = t.vertices[j];
  109642. v.triangleCount++;
  109643. }
  109644. }
  109645. var tStart = 0;
  109646. for (i = 0; i < this.vertices.length; ++i) {
  109647. this.vertices[i].triangleStart = tStart;
  109648. tStart += this.vertices[i].triangleCount;
  109649. this.vertices[i].triangleCount = 0;
  109650. }
  109651. var newReferences = new Array(this.triangles.length * 3);
  109652. for (i = 0; i < this.triangles.length; ++i) {
  109653. t = this.triangles[i];
  109654. for (j = 0; j < 3; ++j) {
  109655. v = t.vertices[j];
  109656. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  109657. v.triangleCount++;
  109658. }
  109659. }
  109660. this.references = newReferences;
  109661. if (identifyBorders) {
  109662. this.identifyBorder();
  109663. }
  109664. };
  109665. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  109666. var x = point.x;
  109667. var y = point.y;
  109668. var z = point.z;
  109669. 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
  109670. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  109671. };
  109672. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  109673. var q = vertex1.q.add(vertex2.q);
  109674. var border = vertex1.isBorder && vertex2.isBorder;
  109675. var error = 0;
  109676. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  109677. if (qDet !== 0 && !border) {
  109678. if (!pointResult) {
  109679. pointResult = BABYLON.Vector3.Zero();
  109680. }
  109681. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  109682. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  109683. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  109684. error = this.vertexError(q, pointResult);
  109685. }
  109686. else {
  109687. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  109688. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  109689. var error1 = this.vertexError(q, vertex1.position);
  109690. var error2 = this.vertexError(q, vertex2.position);
  109691. var error3 = this.vertexError(q, p3);
  109692. error = Math.min(error1, error2, error3);
  109693. if (error === error1) {
  109694. if (pointResult) {
  109695. pointResult.copyFrom(vertex1.position);
  109696. }
  109697. }
  109698. else if (error === error2) {
  109699. if (pointResult) {
  109700. pointResult.copyFrom(vertex2.position);
  109701. }
  109702. }
  109703. else {
  109704. if (pointResult) {
  109705. pointResult.copyFrom(p3);
  109706. }
  109707. }
  109708. }
  109709. return error;
  109710. };
  109711. return QuadraticErrorSimplification;
  109712. }());
  109713. })(BABYLON || (BABYLON = {}));
  109714. //# sourceMappingURL=babylon.meshSimplification.js.map
  109715. var BABYLON;
  109716. (function (BABYLON) {
  109717. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  109718. get: function () {
  109719. if (!this._simplificationQueue) {
  109720. this._simplificationQueue = new BABYLON.SimplificationQueue();
  109721. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  109722. if (!component) {
  109723. component = new SimplicationQueueSceneComponent(this);
  109724. this._addComponent(component);
  109725. }
  109726. }
  109727. return this._simplificationQueue;
  109728. },
  109729. set: function (value) {
  109730. this._simplificationQueue = value;
  109731. },
  109732. enumerable: true,
  109733. configurable: true
  109734. });
  109735. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  109736. if (parallelProcessing === void 0) { parallelProcessing = true; }
  109737. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  109738. this.getScene().simplificationQueue.addTask({
  109739. settings: settings,
  109740. parallelProcessing: parallelProcessing,
  109741. mesh: this,
  109742. simplificationType: simplificationType,
  109743. successCallback: successCallback
  109744. });
  109745. return this;
  109746. };
  109747. /**
  109748. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  109749. * created in a scene
  109750. */
  109751. var SimplicationQueueSceneComponent = /** @class */ (function () {
  109752. /**
  109753. * Creates a new instance of the component for the given scene
  109754. * @param scene Defines the scene to register the component in
  109755. */
  109756. function SimplicationQueueSceneComponent(scene) {
  109757. /**
  109758. * The component name helpfull to identify the component in the list of scene components.
  109759. */
  109760. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  109761. this.scene = scene;
  109762. }
  109763. /**
  109764. * Registers the component in a given scene
  109765. */
  109766. SimplicationQueueSceneComponent.prototype.register = function () {
  109767. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  109768. };
  109769. /**
  109770. * Rebuilds the elements related to this component in case of
  109771. * context lost for instance.
  109772. */
  109773. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  109774. // Nothing to do for this component
  109775. };
  109776. /**
  109777. * Disposes the component and the associated ressources
  109778. */
  109779. SimplicationQueueSceneComponent.prototype.dispose = function () {
  109780. // Nothing to do for this component
  109781. };
  109782. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  109783. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  109784. this.scene._simplificationQueue.executeNext();
  109785. }
  109786. };
  109787. return SimplicationQueueSceneComponent;
  109788. }());
  109789. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  109790. })(BABYLON || (BABYLON = {}));
  109791. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  109792. var BABYLON;
  109793. (function (BABYLON) {
  109794. /**
  109795. * Class used to represent a specific level of detail of a mesh
  109796. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  109797. */
  109798. var MeshLODLevel = /** @class */ (function () {
  109799. /**
  109800. * Creates a new LOD level
  109801. * @param distance defines the distance where this level should star being displayed
  109802. * @param mesh defines the mesh to use to render this level
  109803. */
  109804. function MeshLODLevel(
  109805. /** Defines the distance where this level should star being displayed */
  109806. distance,
  109807. /** Defines the mesh to use to render this level */
  109808. mesh) {
  109809. this.distance = distance;
  109810. this.mesh = mesh;
  109811. }
  109812. return MeshLODLevel;
  109813. }());
  109814. BABYLON.MeshLODLevel = MeshLODLevel;
  109815. })(BABYLON || (BABYLON = {}));
  109816. //# sourceMappingURL=babylon.meshLODLevel.js.map
  109817. var BABYLON;
  109818. (function (BABYLON) {
  109819. /**
  109820. * Defines the root class used to create scene optimization to use with SceneOptimizer
  109821. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109822. */
  109823. var SceneOptimization = /** @class */ (function () {
  109824. /**
  109825. * Creates the SceneOptimization object
  109826. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109827. * @param desc defines the description associated with the optimization
  109828. */
  109829. function SceneOptimization(
  109830. /**
  109831. * Defines the priority of this optimization (0 by default which means first in the list)
  109832. */
  109833. priority) {
  109834. if (priority === void 0) { priority = 0; }
  109835. this.priority = priority;
  109836. }
  109837. /**
  109838. * Gets a string describing the action executed by the current optimization
  109839. * @returns description string
  109840. */
  109841. SceneOptimization.prototype.getDescription = function () {
  109842. return "";
  109843. };
  109844. /**
  109845. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109846. * @param scene defines the current scene where to apply this optimization
  109847. * @param optimizer defines the current optimizer
  109848. * @returns true if everything that can be done was applied
  109849. */
  109850. SceneOptimization.prototype.apply = function (scene, optimizer) {
  109851. return true;
  109852. };
  109853. return SceneOptimization;
  109854. }());
  109855. BABYLON.SceneOptimization = SceneOptimization;
  109856. /**
  109857. * Defines an optimization used to reduce the size of render target textures
  109858. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109859. */
  109860. var TextureOptimization = /** @class */ (function (_super) {
  109861. __extends(TextureOptimization, _super);
  109862. /**
  109863. * Creates the TextureOptimization object
  109864. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109865. * @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
  109866. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109867. */
  109868. function TextureOptimization(
  109869. /**
  109870. * Defines the priority of this optimization (0 by default which means first in the list)
  109871. */
  109872. priority,
  109873. /**
  109874. * 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
  109875. */
  109876. maximumSize,
  109877. /**
  109878. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109879. */
  109880. step) {
  109881. if (priority === void 0) { priority = 0; }
  109882. if (maximumSize === void 0) { maximumSize = 1024; }
  109883. if (step === void 0) { step = 0.5; }
  109884. var _this = _super.call(this, priority) || this;
  109885. _this.priority = priority;
  109886. _this.maximumSize = maximumSize;
  109887. _this.step = step;
  109888. return _this;
  109889. }
  109890. /**
  109891. * Gets a string describing the action executed by the current optimization
  109892. * @returns description string
  109893. */
  109894. TextureOptimization.prototype.getDescription = function () {
  109895. return "Reducing render target texture size to " + this.maximumSize;
  109896. };
  109897. /**
  109898. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109899. * @param scene defines the current scene where to apply this optimization
  109900. * @param optimizer defines the current optimizer
  109901. * @returns true if everything that can be done was applied
  109902. */
  109903. TextureOptimization.prototype.apply = function (scene, optimizer) {
  109904. var allDone = true;
  109905. for (var index = 0; index < scene.textures.length; index++) {
  109906. var texture = scene.textures[index];
  109907. if (!texture.canRescale || texture.getContext) {
  109908. continue;
  109909. }
  109910. var currentSize = texture.getSize();
  109911. var maxDimension = Math.max(currentSize.width, currentSize.height);
  109912. if (maxDimension > this.maximumSize) {
  109913. texture.scale(this.step);
  109914. allDone = false;
  109915. }
  109916. }
  109917. return allDone;
  109918. };
  109919. return TextureOptimization;
  109920. }(SceneOptimization));
  109921. BABYLON.TextureOptimization = TextureOptimization;
  109922. /**
  109923. * Defines an optimization used to increase or decrease the rendering resolution
  109924. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109925. */
  109926. var HardwareScalingOptimization = /** @class */ (function (_super) {
  109927. __extends(HardwareScalingOptimization, _super);
  109928. /**
  109929. * Creates the HardwareScalingOptimization object
  109930. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109931. * @param maximumScale defines the maximum scale to use (2 by default)
  109932. * @param step defines the step to use between two passes (0.5 by default)
  109933. */
  109934. function HardwareScalingOptimization(
  109935. /**
  109936. * Defines the priority of this optimization (0 by default which means first in the list)
  109937. */
  109938. priority,
  109939. /**
  109940. * Defines the maximum scale to use (2 by default)
  109941. */
  109942. maximumScale,
  109943. /**
  109944. * Defines the step to use between two passes (0.5 by default)
  109945. */
  109946. step) {
  109947. if (priority === void 0) { priority = 0; }
  109948. if (maximumScale === void 0) { maximumScale = 2; }
  109949. if (step === void 0) { step = 0.25; }
  109950. var _this = _super.call(this, priority) || this;
  109951. _this.priority = priority;
  109952. _this.maximumScale = maximumScale;
  109953. _this.step = step;
  109954. _this._currentScale = -1;
  109955. _this._directionOffset = 1;
  109956. return _this;
  109957. }
  109958. /**
  109959. * Gets a string describing the action executed by the current optimization
  109960. * @return description string
  109961. */
  109962. HardwareScalingOptimization.prototype.getDescription = function () {
  109963. return "Setting hardware scaling level to " + this._currentScale;
  109964. };
  109965. /**
  109966. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109967. * @param scene defines the current scene where to apply this optimization
  109968. * @param optimizer defines the current optimizer
  109969. * @returns true if everything that can be done was applied
  109970. */
  109971. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  109972. if (this._currentScale === -1) {
  109973. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  109974. if (this._currentScale > this.maximumScale) {
  109975. this._directionOffset = -1;
  109976. }
  109977. }
  109978. this._currentScale += this._directionOffset * this.step;
  109979. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  109980. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  109981. };
  109982. return HardwareScalingOptimization;
  109983. }(SceneOptimization));
  109984. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  109985. /**
  109986. * Defines an optimization used to remove shadows
  109987. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109988. */
  109989. var ShadowsOptimization = /** @class */ (function (_super) {
  109990. __extends(ShadowsOptimization, _super);
  109991. function ShadowsOptimization() {
  109992. return _super !== null && _super.apply(this, arguments) || this;
  109993. }
  109994. /**
  109995. * Gets a string describing the action executed by the current optimization
  109996. * @return description string
  109997. */
  109998. ShadowsOptimization.prototype.getDescription = function () {
  109999. return "Turning shadows on/off";
  110000. };
  110001. /**
  110002. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110003. * @param scene defines the current scene where to apply this optimization
  110004. * @param optimizer defines the current optimizer
  110005. * @returns true if everything that can be done was applied
  110006. */
  110007. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110008. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110009. return true;
  110010. };
  110011. return ShadowsOptimization;
  110012. }(SceneOptimization));
  110013. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110014. /**
  110015. * Defines an optimization used to turn post-processes off
  110016. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110017. */
  110018. var PostProcessesOptimization = /** @class */ (function (_super) {
  110019. __extends(PostProcessesOptimization, _super);
  110020. function PostProcessesOptimization() {
  110021. return _super !== null && _super.apply(this, arguments) || this;
  110022. }
  110023. /**
  110024. * Gets a string describing the action executed by the current optimization
  110025. * @return description string
  110026. */
  110027. PostProcessesOptimization.prototype.getDescription = function () {
  110028. return "Turning post-processes on/off";
  110029. };
  110030. /**
  110031. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110032. * @param scene defines the current scene where to apply this optimization
  110033. * @param optimizer defines the current optimizer
  110034. * @returns true if everything that can be done was applied
  110035. */
  110036. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110037. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110038. return true;
  110039. };
  110040. return PostProcessesOptimization;
  110041. }(SceneOptimization));
  110042. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110043. /**
  110044. * Defines an optimization used to turn lens flares off
  110045. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110046. */
  110047. var LensFlaresOptimization = /** @class */ (function (_super) {
  110048. __extends(LensFlaresOptimization, _super);
  110049. function LensFlaresOptimization() {
  110050. return _super !== null && _super.apply(this, arguments) || this;
  110051. }
  110052. /**
  110053. * Gets a string describing the action executed by the current optimization
  110054. * @return description string
  110055. */
  110056. LensFlaresOptimization.prototype.getDescription = function () {
  110057. return "Turning lens flares on/off";
  110058. };
  110059. /**
  110060. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110061. * @param scene defines the current scene where to apply this optimization
  110062. * @param optimizer defines the current optimizer
  110063. * @returns true if everything that can be done was applied
  110064. */
  110065. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110066. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110067. return true;
  110068. };
  110069. return LensFlaresOptimization;
  110070. }(SceneOptimization));
  110071. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110072. /**
  110073. * Defines an optimization based on user defined callback.
  110074. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110075. */
  110076. var CustomOptimization = /** @class */ (function (_super) {
  110077. __extends(CustomOptimization, _super);
  110078. function CustomOptimization() {
  110079. return _super !== null && _super.apply(this, arguments) || this;
  110080. }
  110081. /**
  110082. * Gets a string describing the action executed by the current optimization
  110083. * @returns description string
  110084. */
  110085. CustomOptimization.prototype.getDescription = function () {
  110086. if (this.onGetDescription) {
  110087. return this.onGetDescription();
  110088. }
  110089. return "Running user defined callback";
  110090. };
  110091. /**
  110092. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110093. * @param scene defines the current scene where to apply this optimization
  110094. * @param optimizer defines the current optimizer
  110095. * @returns true if everything that can be done was applied
  110096. */
  110097. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110098. if (this.onApply) {
  110099. return this.onApply(scene, optimizer);
  110100. }
  110101. return true;
  110102. };
  110103. return CustomOptimization;
  110104. }(SceneOptimization));
  110105. BABYLON.CustomOptimization = CustomOptimization;
  110106. /**
  110107. * Defines an optimization used to turn particles off
  110108. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110109. */
  110110. var ParticlesOptimization = /** @class */ (function (_super) {
  110111. __extends(ParticlesOptimization, _super);
  110112. function ParticlesOptimization() {
  110113. return _super !== null && _super.apply(this, arguments) || this;
  110114. }
  110115. /**
  110116. * Gets a string describing the action executed by the current optimization
  110117. * @return description string
  110118. */
  110119. ParticlesOptimization.prototype.getDescription = function () {
  110120. return "Turning particles on/off";
  110121. };
  110122. /**
  110123. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110124. * @param scene defines the current scene where to apply this optimization
  110125. * @param optimizer defines the current optimizer
  110126. * @returns true if everything that can be done was applied
  110127. */
  110128. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110129. scene.particlesEnabled = optimizer.isInImprovementMode;
  110130. return true;
  110131. };
  110132. return ParticlesOptimization;
  110133. }(SceneOptimization));
  110134. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110135. /**
  110136. * Defines an optimization used to turn render targets off
  110137. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110138. */
  110139. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110140. __extends(RenderTargetsOptimization, _super);
  110141. function RenderTargetsOptimization() {
  110142. return _super !== null && _super.apply(this, arguments) || this;
  110143. }
  110144. /**
  110145. * Gets a string describing the action executed by the current optimization
  110146. * @return description string
  110147. */
  110148. RenderTargetsOptimization.prototype.getDescription = function () {
  110149. return "Turning render targets off";
  110150. };
  110151. /**
  110152. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110153. * @param scene defines the current scene where to apply this optimization
  110154. * @param optimizer defines the current optimizer
  110155. * @returns true if everything that can be done was applied
  110156. */
  110157. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110158. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110159. return true;
  110160. };
  110161. return RenderTargetsOptimization;
  110162. }(SceneOptimization));
  110163. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110164. /**
  110165. * Defines an optimization used to merge meshes with compatible materials
  110166. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110167. */
  110168. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110169. __extends(MergeMeshesOptimization, _super);
  110170. function MergeMeshesOptimization() {
  110171. var _this = _super !== null && _super.apply(this, arguments) || this;
  110172. _this._canBeMerged = function (abstractMesh) {
  110173. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110174. return false;
  110175. }
  110176. var mesh = abstractMesh;
  110177. if (mesh.isDisposed()) {
  110178. return false;
  110179. }
  110180. if (!mesh.isVisible || !mesh.isEnabled()) {
  110181. return false;
  110182. }
  110183. if (mesh.instances.length > 0) {
  110184. return false;
  110185. }
  110186. if (mesh.skeleton || mesh.hasLODLevels) {
  110187. return false;
  110188. }
  110189. return true;
  110190. };
  110191. return _this;
  110192. }
  110193. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110194. /**
  110195. * Gets or sets a boolean which defines if optimization octree has to be updated
  110196. */
  110197. get: function () {
  110198. return MergeMeshesOptimization._UpdateSelectionTree;
  110199. },
  110200. /**
  110201. * Gets or sets a boolean which defines if optimization octree has to be updated
  110202. */
  110203. set: function (value) {
  110204. MergeMeshesOptimization._UpdateSelectionTree = value;
  110205. },
  110206. enumerable: true,
  110207. configurable: true
  110208. });
  110209. /**
  110210. * Gets a string describing the action executed by the current optimization
  110211. * @return description string
  110212. */
  110213. MergeMeshesOptimization.prototype.getDescription = function () {
  110214. return "Merging similar meshes together";
  110215. };
  110216. /**
  110217. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110218. * @param scene defines the current scene where to apply this optimization
  110219. * @param optimizer defines the current optimizer
  110220. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110221. * @returns true if everything that can be done was applied
  110222. */
  110223. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110224. var globalPool = scene.meshes.slice(0);
  110225. var globalLength = globalPool.length;
  110226. for (var index = 0; index < globalLength; index++) {
  110227. var currentPool = new Array();
  110228. var current = globalPool[index];
  110229. // Checks
  110230. if (!this._canBeMerged(current)) {
  110231. continue;
  110232. }
  110233. currentPool.push(current);
  110234. // Find compatible meshes
  110235. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110236. var otherMesh = globalPool[subIndex];
  110237. if (!this._canBeMerged(otherMesh)) {
  110238. continue;
  110239. }
  110240. if (otherMesh.material !== current.material) {
  110241. continue;
  110242. }
  110243. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110244. continue;
  110245. }
  110246. currentPool.push(otherMesh);
  110247. globalLength--;
  110248. globalPool.splice(subIndex, 1);
  110249. subIndex--;
  110250. }
  110251. if (currentPool.length < 2) {
  110252. continue;
  110253. }
  110254. // Merge meshes
  110255. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110256. }
  110257. // Call the octree system optimization if it is defined.
  110258. var sceneAsAny = scene;
  110259. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110260. if (updateSelectionTree != undefined) {
  110261. if (updateSelectionTree) {
  110262. sceneAsAny.createOrUpdateSelectionOctree();
  110263. }
  110264. }
  110265. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110266. sceneAsAny.createOrUpdateSelectionOctree();
  110267. }
  110268. }
  110269. return true;
  110270. };
  110271. MergeMeshesOptimization._UpdateSelectionTree = false;
  110272. return MergeMeshesOptimization;
  110273. }(SceneOptimization));
  110274. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110275. /**
  110276. * Defines a list of options used by SceneOptimizer
  110277. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110278. */
  110279. var SceneOptimizerOptions = /** @class */ (function () {
  110280. /**
  110281. * Creates a new list of options used by SceneOptimizer
  110282. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110283. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110284. */
  110285. function SceneOptimizerOptions(
  110286. /**
  110287. * Defines the target frame rate to reach (60 by default)
  110288. */
  110289. targetFrameRate,
  110290. /**
  110291. * Defines the interval between two checkes (2000ms by default)
  110292. */
  110293. trackerDuration) {
  110294. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110295. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110296. this.targetFrameRate = targetFrameRate;
  110297. this.trackerDuration = trackerDuration;
  110298. /**
  110299. * Gets the list of optimizations to apply
  110300. */
  110301. this.optimizations = new Array();
  110302. }
  110303. /**
  110304. * Add a new optimization
  110305. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110306. * @returns the current SceneOptimizerOptions
  110307. */
  110308. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110309. this.optimizations.push(optimization);
  110310. return this;
  110311. };
  110312. /**
  110313. * Add a new custom optimization
  110314. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110315. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110316. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110317. * @returns the current SceneOptimizerOptions
  110318. */
  110319. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110320. if (priority === void 0) { priority = 0; }
  110321. var optimization = new CustomOptimization(priority);
  110322. optimization.onApply = onApply;
  110323. optimization.onGetDescription = onGetDescription;
  110324. this.optimizations.push(optimization);
  110325. return this;
  110326. };
  110327. /**
  110328. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110329. * @param targetFrameRate defines the target frame rate (60 by default)
  110330. * @returns a SceneOptimizerOptions object
  110331. */
  110332. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110333. var result = new SceneOptimizerOptions(targetFrameRate);
  110334. var priority = 0;
  110335. result.addOptimization(new MergeMeshesOptimization(priority));
  110336. result.addOptimization(new ShadowsOptimization(priority));
  110337. result.addOptimization(new LensFlaresOptimization(priority));
  110338. // Next priority
  110339. priority++;
  110340. result.addOptimization(new PostProcessesOptimization(priority));
  110341. result.addOptimization(new ParticlesOptimization(priority));
  110342. // Next priority
  110343. priority++;
  110344. result.addOptimization(new TextureOptimization(priority, 1024));
  110345. return result;
  110346. };
  110347. /**
  110348. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110349. * @param targetFrameRate defines the target frame rate (60 by default)
  110350. * @returns a SceneOptimizerOptions object
  110351. */
  110352. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110353. var result = new SceneOptimizerOptions(targetFrameRate);
  110354. var priority = 0;
  110355. result.addOptimization(new MergeMeshesOptimization(priority));
  110356. result.addOptimization(new ShadowsOptimization(priority));
  110357. result.addOptimization(new LensFlaresOptimization(priority));
  110358. // Next priority
  110359. priority++;
  110360. result.addOptimization(new PostProcessesOptimization(priority));
  110361. result.addOptimization(new ParticlesOptimization(priority));
  110362. // Next priority
  110363. priority++;
  110364. result.addOptimization(new TextureOptimization(priority, 512));
  110365. // Next priority
  110366. priority++;
  110367. result.addOptimization(new RenderTargetsOptimization(priority));
  110368. // Next priority
  110369. priority++;
  110370. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110371. return result;
  110372. };
  110373. /**
  110374. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110375. * @param targetFrameRate defines the target frame rate (60 by default)
  110376. * @returns a SceneOptimizerOptions object
  110377. */
  110378. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110379. var result = new SceneOptimizerOptions(targetFrameRate);
  110380. var priority = 0;
  110381. result.addOptimization(new MergeMeshesOptimization(priority));
  110382. result.addOptimization(new ShadowsOptimization(priority));
  110383. result.addOptimization(new LensFlaresOptimization(priority));
  110384. // Next priority
  110385. priority++;
  110386. result.addOptimization(new PostProcessesOptimization(priority));
  110387. result.addOptimization(new ParticlesOptimization(priority));
  110388. // Next priority
  110389. priority++;
  110390. result.addOptimization(new TextureOptimization(priority, 256));
  110391. // Next priority
  110392. priority++;
  110393. result.addOptimization(new RenderTargetsOptimization(priority));
  110394. // Next priority
  110395. priority++;
  110396. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110397. return result;
  110398. };
  110399. return SceneOptimizerOptions;
  110400. }());
  110401. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110402. /**
  110403. * Class used to run optimizations in order to reach a target frame rate
  110404. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110405. */
  110406. var SceneOptimizer = /** @class */ (function () {
  110407. /**
  110408. * Creates a new SceneOptimizer
  110409. * @param scene defines the scene to work on
  110410. * @param options defines the options to use with the SceneOptimizer
  110411. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110412. * @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)
  110413. */
  110414. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110415. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110416. if (improvementMode === void 0) { improvementMode = false; }
  110417. var _this = this;
  110418. this._isRunning = false;
  110419. this._currentPriorityLevel = 0;
  110420. this._targetFrameRate = 60;
  110421. this._trackerDuration = 2000;
  110422. this._currentFrameRate = 0;
  110423. this._improvementMode = false;
  110424. /**
  110425. * Defines an observable called when the optimizer reaches the target frame rate
  110426. */
  110427. this.onSuccessObservable = new BABYLON.Observable();
  110428. /**
  110429. * Defines an observable called when the optimizer enables an optimization
  110430. */
  110431. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110432. /**
  110433. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110434. */
  110435. this.onFailureObservable = new BABYLON.Observable();
  110436. if (!options) {
  110437. this._options = new SceneOptimizerOptions();
  110438. }
  110439. else {
  110440. this._options = options;
  110441. }
  110442. if (this._options.targetFrameRate) {
  110443. this._targetFrameRate = this._options.targetFrameRate;
  110444. }
  110445. if (this._options.trackerDuration) {
  110446. this._trackerDuration = this._options.trackerDuration;
  110447. }
  110448. if (autoGeneratePriorities) {
  110449. var priority = 0;
  110450. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110451. var optim = _a[_i];
  110452. optim.priority = priority++;
  110453. }
  110454. }
  110455. this._improvementMode = improvementMode;
  110456. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110457. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110458. _this._sceneDisposeObserver = null;
  110459. _this.dispose();
  110460. });
  110461. }
  110462. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110463. /**
  110464. * Gets a boolean indicating if the optimizer is in improvement mode
  110465. */
  110466. get: function () {
  110467. return this._improvementMode;
  110468. },
  110469. enumerable: true,
  110470. configurable: true
  110471. });
  110472. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110473. /**
  110474. * Gets the current priority level (0 at start)
  110475. */
  110476. get: function () {
  110477. return this._currentPriorityLevel;
  110478. },
  110479. enumerable: true,
  110480. configurable: true
  110481. });
  110482. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110483. /**
  110484. * Gets the current frame rate checked by the SceneOptimizer
  110485. */
  110486. get: function () {
  110487. return this._currentFrameRate;
  110488. },
  110489. enumerable: true,
  110490. configurable: true
  110491. });
  110492. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110493. /**
  110494. * Gets or sets the current target frame rate (60 by default)
  110495. */
  110496. get: function () {
  110497. return this._targetFrameRate;
  110498. },
  110499. /**
  110500. * Gets or sets the current target frame rate (60 by default)
  110501. */
  110502. set: function (value) {
  110503. this._targetFrameRate = value;
  110504. },
  110505. enumerable: true,
  110506. configurable: true
  110507. });
  110508. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110509. /**
  110510. * Gets or sets the current interval between two checks (every 2000ms by default)
  110511. */
  110512. get: function () {
  110513. return this._trackerDuration;
  110514. },
  110515. /**
  110516. * Gets or sets the current interval between two checks (every 2000ms by default)
  110517. */
  110518. set: function (value) {
  110519. this._trackerDuration = value;
  110520. },
  110521. enumerable: true,
  110522. configurable: true
  110523. });
  110524. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110525. /**
  110526. * Gets the list of active optimizations
  110527. */
  110528. get: function () {
  110529. return this._options.optimizations;
  110530. },
  110531. enumerable: true,
  110532. configurable: true
  110533. });
  110534. /**
  110535. * Stops the current optimizer
  110536. */
  110537. SceneOptimizer.prototype.stop = function () {
  110538. this._isRunning = false;
  110539. };
  110540. /**
  110541. * Reset the optimizer to initial step (current priority level = 0)
  110542. */
  110543. SceneOptimizer.prototype.reset = function () {
  110544. this._currentPriorityLevel = 0;
  110545. };
  110546. /**
  110547. * Start the optimizer. By default it will try to reach a specific framerate
  110548. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110549. */
  110550. SceneOptimizer.prototype.start = function () {
  110551. var _this = this;
  110552. if (this._isRunning) {
  110553. return;
  110554. }
  110555. this._isRunning = true;
  110556. // Let's wait for the scene to be ready before running our check
  110557. this._scene.executeWhenReady(function () {
  110558. setTimeout(function () {
  110559. _this._checkCurrentState();
  110560. }, _this._trackerDuration);
  110561. });
  110562. };
  110563. SceneOptimizer.prototype._checkCurrentState = function () {
  110564. var _this = this;
  110565. if (!this._isRunning) {
  110566. return;
  110567. }
  110568. var scene = this._scene;
  110569. var options = this._options;
  110570. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110571. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110572. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110573. this._isRunning = false;
  110574. this.onSuccessObservable.notifyObservers(this);
  110575. return;
  110576. }
  110577. // Apply current level of optimizations
  110578. var allDone = true;
  110579. var noOptimizationApplied = true;
  110580. for (var index = 0; index < options.optimizations.length; index++) {
  110581. var optimization = options.optimizations[index];
  110582. if (optimization.priority === this._currentPriorityLevel) {
  110583. noOptimizationApplied = false;
  110584. allDone = allDone && optimization.apply(scene, this);
  110585. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110586. }
  110587. }
  110588. // If no optimization was applied, this is a failure :(
  110589. if (noOptimizationApplied) {
  110590. this._isRunning = false;
  110591. this.onFailureObservable.notifyObservers(this);
  110592. return;
  110593. }
  110594. // If all optimizations were done, move to next level
  110595. if (allDone) {
  110596. this._currentPriorityLevel++;
  110597. }
  110598. // Let's the system running for a specific amount of time before checking FPS
  110599. scene.executeWhenReady(function () {
  110600. setTimeout(function () {
  110601. _this._checkCurrentState();
  110602. }, _this._trackerDuration);
  110603. });
  110604. };
  110605. /**
  110606. * Release all resources
  110607. */
  110608. SceneOptimizer.prototype.dispose = function () {
  110609. this.stop();
  110610. this.onSuccessObservable.clear();
  110611. this.onFailureObservable.clear();
  110612. this.onNewOptimizationAppliedObservable.clear();
  110613. if (this._sceneDisposeObserver) {
  110614. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110615. }
  110616. };
  110617. /**
  110618. * Helper function to create a SceneOptimizer with one single line of code
  110619. * @param scene defines the scene to work on
  110620. * @param options defines the options to use with the SceneOptimizer
  110621. * @param onSuccess defines a callback to call on success
  110622. * @param onFailure defines a callback to call on failure
  110623. * @returns the new SceneOptimizer object
  110624. */
  110625. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110626. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110627. if (onSuccess) {
  110628. optimizer.onSuccessObservable.add(function () {
  110629. onSuccess();
  110630. });
  110631. }
  110632. if (onFailure) {
  110633. optimizer.onFailureObservable.add(function () {
  110634. onFailure();
  110635. });
  110636. }
  110637. optimizer.start();
  110638. return optimizer;
  110639. };
  110640. return SceneOptimizer;
  110641. }());
  110642. BABYLON.SceneOptimizer = SceneOptimizer;
  110643. })(BABYLON || (BABYLON = {}));
  110644. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  110645. var BABYLON;
  110646. (function (BABYLON) {
  110647. /**
  110648. * Gets the outline renderer associated with the scene
  110649. * @returns a OutlineRenderer
  110650. */
  110651. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  110652. if (!this._outlineRenderer) {
  110653. this._outlineRenderer = new OutlineRenderer(this);
  110654. }
  110655. return this._outlineRenderer;
  110656. };
  110657. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  110658. get: function () {
  110659. return this._renderOutline;
  110660. },
  110661. set: function (value) {
  110662. if (value) {
  110663. // Lazy Load the component.
  110664. this.getScene().getOutlineRenderer();
  110665. }
  110666. this._renderOutline = value;
  110667. },
  110668. enumerable: true,
  110669. configurable: true
  110670. });
  110671. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  110672. get: function () {
  110673. return this._renderOverlay;
  110674. },
  110675. set: function (value) {
  110676. if (value) {
  110677. // Lazy Load the component.
  110678. this.getScene().getOutlineRenderer();
  110679. }
  110680. this._renderOverlay = value;
  110681. },
  110682. enumerable: true,
  110683. configurable: true
  110684. });
  110685. /**
  110686. * This class is responsible to draw bothe outline/overlay of meshes.
  110687. * It should not be used directly but through the available method on mesh.
  110688. */
  110689. var OutlineRenderer = /** @class */ (function () {
  110690. /**
  110691. * Instantiates a new outline renderer. (There could be only one per scene).
  110692. * @param scene Defines the scene it belongs to
  110693. */
  110694. function OutlineRenderer(scene) {
  110695. /**
  110696. * The name of the component. Each component must have a unique name.
  110697. */
  110698. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  110699. /**
  110700. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  110701. */
  110702. this.zOffset = 1;
  110703. this.scene = scene;
  110704. this._engine = scene.getEngine();
  110705. this.scene._addComponent(this);
  110706. }
  110707. /**
  110708. * Register the component to one instance of a scene.
  110709. */
  110710. OutlineRenderer.prototype.register = function () {
  110711. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  110712. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  110713. };
  110714. /**
  110715. * Rebuilds the elements related to this component in case of
  110716. * context lost for instance.
  110717. */
  110718. OutlineRenderer.prototype.rebuild = function () {
  110719. // Nothing to do here.
  110720. };
  110721. /**
  110722. * Disposes the component and the associated ressources.
  110723. */
  110724. OutlineRenderer.prototype.dispose = function () {
  110725. // Nothing to do here.
  110726. };
  110727. /**
  110728. * Renders the outline in the canvas.
  110729. * @param subMesh Defines the sumesh to render
  110730. * @param batch Defines the batch of meshes in case of instances
  110731. * @param useOverlay Defines if the rendering is for the overlay or the outline
  110732. */
  110733. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  110734. var _this = this;
  110735. if (useOverlay === void 0) { useOverlay = false; }
  110736. var scene = this.scene;
  110737. var engine = scene.getEngine();
  110738. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110739. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  110740. return;
  110741. }
  110742. var mesh = subMesh.getRenderingMesh();
  110743. var material = subMesh.getMaterial();
  110744. if (!material || !scene.activeCamera) {
  110745. return;
  110746. }
  110747. engine.enableEffect(this._effect);
  110748. // Logarithmic depth
  110749. if (material.useLogarithmicDepth) {
  110750. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  110751. }
  110752. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  110753. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  110754. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  110755. // Bones
  110756. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110757. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110758. }
  110759. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  110760. // Alpha test
  110761. if (material && material.needAlphaTesting()) {
  110762. var alphaTexture = material.getAlphaTestTexture();
  110763. if (alphaTexture) {
  110764. this._effect.setTexture("diffuseSampler", alphaTexture);
  110765. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  110766. }
  110767. }
  110768. engine.setZOffset(-this.zOffset);
  110769. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  110770. engine.setZOffset(0);
  110771. };
  110772. /**
  110773. * Returns whether or not the outline renderer is ready for a given submesh.
  110774. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  110775. * @param subMesh Defines the submesh to check readyness for
  110776. * @param useInstances Defines wheter wee are trying to render instances or not
  110777. * @returns true if ready otherwise false
  110778. */
  110779. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  110780. var defines = [];
  110781. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  110782. var mesh = subMesh.getMesh();
  110783. var material = subMesh.getMaterial();
  110784. if (material) {
  110785. // Alpha test
  110786. if (material.needAlphaTesting()) {
  110787. defines.push("#define ALPHATEST");
  110788. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110789. attribs.push(BABYLON.VertexBuffer.UVKind);
  110790. defines.push("#define UV1");
  110791. }
  110792. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  110793. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110794. defines.push("#define UV2");
  110795. }
  110796. }
  110797. //Logarithmic depth
  110798. if (material.useLogarithmicDepth) {
  110799. defines.push("#define LOGARITHMICDEPTH");
  110800. }
  110801. }
  110802. // Bones
  110803. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110804. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110805. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110806. if (mesh.numBoneInfluencers > 4) {
  110807. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110808. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110809. }
  110810. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110811. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  110812. }
  110813. else {
  110814. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110815. }
  110816. // Instances
  110817. if (useInstances) {
  110818. defines.push("#define INSTANCES");
  110819. attribs.push("world0");
  110820. attribs.push("world1");
  110821. attribs.push("world2");
  110822. attribs.push("world3");
  110823. }
  110824. // Get correct effect
  110825. var join = defines.join("\n");
  110826. if (this._cachedDefines !== join) {
  110827. this._cachedDefines = join;
  110828. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  110829. }
  110830. return this._effect.isReady();
  110831. };
  110832. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  110833. // Outline - step 1
  110834. this._savedDepthWrite = this._engine.getDepthWrite();
  110835. if (mesh.renderOutline) {
  110836. this._engine.setDepthWrite(false);
  110837. this.render(subMesh, batch);
  110838. this._engine.setDepthWrite(this._savedDepthWrite);
  110839. }
  110840. };
  110841. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  110842. // Outline - step 2
  110843. if (mesh.renderOutline && this._savedDepthWrite) {
  110844. this._engine.setDepthWrite(true);
  110845. this._engine.setColorWrite(false);
  110846. this.render(subMesh, batch);
  110847. this._engine.setColorWrite(true);
  110848. }
  110849. // Overlay
  110850. if (mesh.renderOverlay) {
  110851. var currentMode = this._engine.getAlphaMode();
  110852. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110853. this.render(subMesh, batch, true);
  110854. this._engine.setAlphaMode(currentMode);
  110855. }
  110856. };
  110857. return OutlineRenderer;
  110858. }());
  110859. BABYLON.OutlineRenderer = OutlineRenderer;
  110860. })(BABYLON || (BABYLON = {}));
  110861. //# sourceMappingURL=babylon.outlineRenderer.js.map
  110862. var BABYLON;
  110863. (function (BABYLON) {
  110864. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  110865. if (this._edgesRenderer) {
  110866. this._edgesRenderer.dispose();
  110867. this._edgesRenderer = null;
  110868. }
  110869. return this;
  110870. };
  110871. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110872. if (epsilon === void 0) { epsilon = 0.95; }
  110873. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110874. this.disableEdgesRendering();
  110875. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110876. return this;
  110877. };
  110878. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  110879. get: function () {
  110880. return this._edgesRenderer;
  110881. },
  110882. enumerable: true,
  110883. configurable: true
  110884. });
  110885. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110886. if (epsilon === void 0) { epsilon = 0.95; }
  110887. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110888. this.disableEdgesRendering();
  110889. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110890. return this;
  110891. };
  110892. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110893. if (epsilon === void 0) { epsilon = 0.95; }
  110894. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110895. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110896. return this;
  110897. };
  110898. /**
  110899. * FaceAdjacencies Helper class to generate edges
  110900. */
  110901. var FaceAdjacencies = /** @class */ (function () {
  110902. function FaceAdjacencies() {
  110903. this.edges = new Array();
  110904. this.edgesConnectedCount = 0;
  110905. }
  110906. return FaceAdjacencies;
  110907. }());
  110908. /**
  110909. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  110910. */
  110911. var EdgesRenderer = /** @class */ (function () {
  110912. /**
  110913. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  110914. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  110915. * @param source Mesh used to create edges
  110916. * @param epsilon sum of angles in adjacency to check for edge
  110917. * @param checkVerticesInsteadOfIndices
  110918. * @param generateEdgesLines - should generate Lines or only prepare resources.
  110919. */
  110920. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  110921. if (epsilon === void 0) { epsilon = 0.95; }
  110922. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110923. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  110924. var _this = this;
  110925. /**
  110926. * Define the size of the edges with an orthographic camera
  110927. */
  110928. this.edgesWidthScalerForOrthographic = 1000.0;
  110929. /**
  110930. * Define the size of the edges with a perspective camera
  110931. */
  110932. this.edgesWidthScalerForPerspective = 50.0;
  110933. this._linesPositions = new Array();
  110934. this._linesNormals = new Array();
  110935. this._linesIndices = new Array();
  110936. this._buffers = {};
  110937. this._checkVerticesInsteadOfIndices = false;
  110938. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  110939. this.isEnabled = true;
  110940. this._source = source;
  110941. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  110942. this._epsilon = epsilon;
  110943. this._prepareRessources();
  110944. if (generateEdgesLines) {
  110945. this._generateEdgesLines();
  110946. }
  110947. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  110948. _this._rebuild();
  110949. });
  110950. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  110951. _this.dispose();
  110952. });
  110953. }
  110954. EdgesRenderer.prototype._prepareRessources = function () {
  110955. if (this._lineShader) {
  110956. return;
  110957. }
  110958. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  110959. attributes: ["position", "normal"],
  110960. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  110961. });
  110962. this._lineShader.disableDepthWrite = true;
  110963. this._lineShader.backFaceCulling = false;
  110964. };
  110965. /** @hidden */
  110966. EdgesRenderer.prototype._rebuild = function () {
  110967. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110968. if (buffer) {
  110969. buffer._rebuild();
  110970. }
  110971. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110972. if (buffer) {
  110973. buffer._rebuild();
  110974. }
  110975. var scene = this._source.getScene();
  110976. var engine = scene.getEngine();
  110977. this._ib = engine.createIndexBuffer(this._linesIndices);
  110978. };
  110979. /**
  110980. * Releases the required resources for the edges renderer
  110981. */
  110982. EdgesRenderer.prototype.dispose = function () {
  110983. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  110984. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  110985. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110986. if (buffer) {
  110987. buffer.dispose();
  110988. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  110989. }
  110990. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110991. if (buffer) {
  110992. buffer.dispose();
  110993. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  110994. }
  110995. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  110996. this._lineShader.dispose();
  110997. };
  110998. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  110999. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111000. return 0;
  111001. }
  111002. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111003. return 1;
  111004. }
  111005. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111006. return 2;
  111007. }
  111008. return -1;
  111009. };
  111010. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111011. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111012. return 0;
  111013. }
  111014. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111015. return 1;
  111016. }
  111017. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111018. return 2;
  111019. }
  111020. return -1;
  111021. };
  111022. /**
  111023. * Checks if the pair of p0 and p1 is en edge
  111024. * @param faceIndex
  111025. * @param edge
  111026. * @param faceNormals
  111027. * @param p0
  111028. * @param p1
  111029. * @private
  111030. */
  111031. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111032. var needToCreateLine;
  111033. if (edge === undefined) {
  111034. needToCreateLine = true;
  111035. }
  111036. else {
  111037. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111038. needToCreateLine = dotProduct < this._epsilon;
  111039. }
  111040. if (needToCreateLine) {
  111041. this.createLine(p0, p1, this._linesPositions.length / 3);
  111042. }
  111043. };
  111044. /**
  111045. * push line into the position, normal and index buffer
  111046. * @protected
  111047. */
  111048. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111049. // Positions
  111050. 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);
  111051. // Normals
  111052. 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);
  111053. // Indices
  111054. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111055. };
  111056. /**
  111057. * Generates lines edges from adjacencjes
  111058. * @private
  111059. */
  111060. EdgesRenderer.prototype._generateEdgesLines = function () {
  111061. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111062. var indices = this._source.getIndices();
  111063. if (!indices || !positions) {
  111064. return;
  111065. }
  111066. // First let's find adjacencies
  111067. var adjacencies = new Array();
  111068. var faceNormals = new Array();
  111069. var index;
  111070. var faceAdjacencies;
  111071. // Prepare faces
  111072. for (index = 0; index < indices.length; index += 3) {
  111073. faceAdjacencies = new FaceAdjacencies();
  111074. var p0Index = indices[index];
  111075. var p1Index = indices[index + 1];
  111076. var p2Index = indices[index + 2];
  111077. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111078. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111079. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111080. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111081. faceNormal.normalize();
  111082. faceNormals.push(faceNormal);
  111083. adjacencies.push(faceAdjacencies);
  111084. }
  111085. // Scan
  111086. for (index = 0; index < adjacencies.length; index++) {
  111087. faceAdjacencies = adjacencies[index];
  111088. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111089. var otherFaceAdjacencies = adjacencies[otherIndex];
  111090. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111091. break;
  111092. }
  111093. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111094. continue;
  111095. }
  111096. var otherP0 = indices[otherIndex * 3];
  111097. var otherP1 = indices[otherIndex * 3 + 1];
  111098. var otherP2 = indices[otherIndex * 3 + 2];
  111099. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111100. var otherEdgeIndex = 0;
  111101. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111102. continue;
  111103. }
  111104. switch (edgeIndex) {
  111105. case 0:
  111106. if (this._checkVerticesInsteadOfIndices) {
  111107. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111108. }
  111109. else {
  111110. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111111. }
  111112. break;
  111113. case 1:
  111114. if (this._checkVerticesInsteadOfIndices) {
  111115. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111116. }
  111117. else {
  111118. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111119. }
  111120. break;
  111121. case 2:
  111122. if (this._checkVerticesInsteadOfIndices) {
  111123. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111124. }
  111125. else {
  111126. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111127. }
  111128. break;
  111129. }
  111130. if (otherEdgeIndex === -1) {
  111131. continue;
  111132. }
  111133. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111134. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111135. faceAdjacencies.edgesConnectedCount++;
  111136. otherFaceAdjacencies.edgesConnectedCount++;
  111137. if (faceAdjacencies.edgesConnectedCount === 3) {
  111138. break;
  111139. }
  111140. }
  111141. }
  111142. }
  111143. // Create lines
  111144. for (index = 0; index < adjacencies.length; index++) {
  111145. // 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
  111146. var current = adjacencies[index];
  111147. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111148. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111149. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111150. }
  111151. // Merge into a single mesh
  111152. var engine = this._source.getScene().getEngine();
  111153. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111154. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111155. this._ib = engine.createIndexBuffer(this._linesIndices);
  111156. this._indicesCount = this._linesIndices.length;
  111157. };
  111158. /**
  111159. * Checks wether or not the edges renderer is ready to render.
  111160. * @return true if ready, otherwise false.
  111161. */
  111162. EdgesRenderer.prototype.isReady = function () {
  111163. return this._lineShader.isReady();
  111164. };
  111165. /**
  111166. * Renders the edges of the attached mesh,
  111167. */
  111168. EdgesRenderer.prototype.render = function () {
  111169. var scene = this._source.getScene();
  111170. if (!this.isReady() || !scene.activeCamera) {
  111171. return;
  111172. }
  111173. var engine = scene.getEngine();
  111174. this._lineShader._preBind();
  111175. if (this._source.edgesColor.a !== 1) {
  111176. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111177. }
  111178. else {
  111179. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111180. }
  111181. // VBOs
  111182. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111183. scene.resetCachedMaterial();
  111184. this._lineShader.setColor4("color", this._source.edgesColor);
  111185. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111186. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111187. }
  111188. else {
  111189. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111190. }
  111191. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111192. this._lineShader.bind(this._source.getWorldMatrix());
  111193. // Draw order
  111194. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111195. this._lineShader.unbind();
  111196. };
  111197. return EdgesRenderer;
  111198. }());
  111199. BABYLON.EdgesRenderer = EdgesRenderer;
  111200. })(BABYLON || (BABYLON = {}));
  111201. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111202. var BABYLON;
  111203. (function (BABYLON) {
  111204. /**
  111205. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111206. */
  111207. var LineEdgesRenderer = /** @class */ (function (_super) {
  111208. __extends(LineEdgesRenderer, _super);
  111209. /**
  111210. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111211. * @param source LineMesh used to generate edges
  111212. * @param epsilon not important (specified angle for edge detection)
  111213. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111214. */
  111215. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111216. if (epsilon === void 0) { epsilon = 0.95; }
  111217. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111218. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111219. _this._generateEdgesLines();
  111220. return _this;
  111221. }
  111222. /**
  111223. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111224. */
  111225. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111226. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111227. var indices = this._source.getIndices();
  111228. if (!indices || !positions) {
  111229. return;
  111230. }
  111231. var p0 = BABYLON.Tmp.Vector3[0];
  111232. var p1 = BABYLON.Tmp.Vector3[1];
  111233. var len = indices.length - 1;
  111234. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111235. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111236. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111237. this.createLine(p0, p1, offset);
  111238. }
  111239. // Merge into a single mesh
  111240. var engine = this._source.getScene().getEngine();
  111241. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111242. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111243. this._ib = engine.createIndexBuffer(this._linesIndices);
  111244. this._indicesCount = this._linesIndices.length;
  111245. };
  111246. return LineEdgesRenderer;
  111247. }(BABYLON.EdgesRenderer));
  111248. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111249. })(BABYLON || (BABYLON = {}));
  111250. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111251. var BABYLON;
  111252. (function (BABYLON) {
  111253. // Adds the parser to the scene parsers.
  111254. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111255. if (parsedData.effectLayers) {
  111256. if (!container.effectLayers) {
  111257. container.effectLayers = new Array();
  111258. }
  111259. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111260. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111261. container.effectLayers.push(effectLayer);
  111262. }
  111263. }
  111264. });
  111265. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111266. var index = this.effectLayers.indexOf(toRemove);
  111267. if (index !== -1) {
  111268. this.effectLayers.splice(index, 1);
  111269. }
  111270. return index;
  111271. };
  111272. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111273. this.effectLayers.push(newEffectLayer);
  111274. };
  111275. /**
  111276. * Defines the layer scene component responsible to manage any effect layers
  111277. * in a given scene.
  111278. */
  111279. var EffectLayerSceneComponent = /** @class */ (function () {
  111280. /**
  111281. * Creates a new instance of the component for the given scene
  111282. * @param scene Defines the scene to register the component in
  111283. */
  111284. function EffectLayerSceneComponent(scene) {
  111285. /**
  111286. * The component name helpfull to identify the component in the list of scene components.
  111287. */
  111288. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111289. this._renderEffects = false;
  111290. this._needStencil = false;
  111291. this._previousStencilState = false;
  111292. this.scene = scene;
  111293. this._engine = scene.getEngine();
  111294. scene.effectLayers = new Array();
  111295. }
  111296. /**
  111297. * Registers the component in a given scene
  111298. */
  111299. EffectLayerSceneComponent.prototype.register = function () {
  111300. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111301. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111302. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111303. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111304. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111305. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111306. };
  111307. /**
  111308. * Rebuilds the elements related to this component in case of
  111309. * context lost for instance.
  111310. */
  111311. EffectLayerSceneComponent.prototype.rebuild = function () {
  111312. var layers = this.scene.effectLayers;
  111313. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111314. var effectLayer = layers_1[_i];
  111315. effectLayer._rebuild();
  111316. }
  111317. };
  111318. /**
  111319. * Serializes the component data to the specified json object
  111320. * @param serializationObject The object to serialize to
  111321. */
  111322. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111323. // Effect layers
  111324. serializationObject.effectLayers = [];
  111325. var layers = this.scene.effectLayers;
  111326. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111327. var effectLayer = layers_2[_i];
  111328. if (effectLayer.serialize) {
  111329. serializationObject.effectLayers.push(effectLayer.serialize());
  111330. }
  111331. }
  111332. };
  111333. /**
  111334. * Adds all the element from the container to the scene
  111335. * @param container the container holding the elements
  111336. */
  111337. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111338. var _this = this;
  111339. if (!container.effectLayers) {
  111340. return;
  111341. }
  111342. container.effectLayers.forEach(function (o) {
  111343. _this.scene.addEffectLayer(o);
  111344. });
  111345. };
  111346. /**
  111347. * Removes all the elements in the container from the scene
  111348. * @param container contains the elements to remove
  111349. */
  111350. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111351. var _this = this;
  111352. if (!container.effectLayers) {
  111353. return;
  111354. }
  111355. container.effectLayers.forEach(function (o) {
  111356. _this.scene.removeEffectLayer(o);
  111357. });
  111358. };
  111359. /**
  111360. * Disposes the component and the associated ressources.
  111361. */
  111362. EffectLayerSceneComponent.prototype.dispose = function () {
  111363. var layers = this.scene.effectLayers;
  111364. while (layers.length) {
  111365. layers[0].dispose();
  111366. }
  111367. };
  111368. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111369. var layers = this.scene.effectLayers;
  111370. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111371. var layer = layers_3[_i];
  111372. if (!layer.hasMesh(mesh)) {
  111373. continue;
  111374. }
  111375. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111376. var subMesh = _b[_a];
  111377. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111378. return false;
  111379. }
  111380. }
  111381. }
  111382. return true;
  111383. };
  111384. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111385. this._renderEffects = false;
  111386. this._needStencil = false;
  111387. var layers = this.scene.effectLayers;
  111388. if (layers && layers.length > 0) {
  111389. this._previousStencilState = this._engine.getStencilBuffer();
  111390. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111391. var effectLayer = layers_4[_i];
  111392. if (effectLayer.shouldRender() &&
  111393. (!effectLayer.camera ||
  111394. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111395. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111396. this._renderEffects = true;
  111397. this._needStencil = this._needStencil || effectLayer.needStencil();
  111398. var renderTarget = effectLayer._mainTexture;
  111399. if (renderTarget._shouldRender()) {
  111400. this.scene.incrementRenderId();
  111401. renderTarget.render(false, false);
  111402. }
  111403. }
  111404. }
  111405. this.scene.incrementRenderId();
  111406. }
  111407. };
  111408. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111409. // Activate effect Layer stencil
  111410. if (this._needStencil) {
  111411. this._engine.setStencilBuffer(true);
  111412. }
  111413. };
  111414. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111415. // Restore effect Layer stencil
  111416. if (this._needStencil) {
  111417. this._engine.setStencilBuffer(this._previousStencilState);
  111418. }
  111419. };
  111420. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111421. if (this._renderEffects) {
  111422. this._engine.setDepthBuffer(false);
  111423. var layers = this.scene.effectLayers;
  111424. for (var i = 0; i < layers.length; i++) {
  111425. var effectLayer = layers[i];
  111426. if (effectLayer.renderingGroupId === renderingGroupId) {
  111427. if (effectLayer.shouldRender()) {
  111428. effectLayer.render();
  111429. }
  111430. }
  111431. }
  111432. this._engine.setDepthBuffer(true);
  111433. }
  111434. };
  111435. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111436. if (this._renderEffects) {
  111437. this._draw(-1);
  111438. }
  111439. };
  111440. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111441. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111442. this._draw(index);
  111443. }
  111444. };
  111445. return EffectLayerSceneComponent;
  111446. }());
  111447. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111448. })(BABYLON || (BABYLON = {}));
  111449. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111450. var __assign = (this && this.__assign) || function () {
  111451. __assign = Object.assign || function(t) {
  111452. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111453. s = arguments[i];
  111454. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111455. t[p] = s[p];
  111456. }
  111457. return t;
  111458. };
  111459. return __assign.apply(this, arguments);
  111460. };
  111461. var BABYLON;
  111462. (function (BABYLON) {
  111463. /**
  111464. * The effect layer Helps adding post process effect blended with the main pass.
  111465. *
  111466. * This can be for instance use to generate glow or higlight effects on the scene.
  111467. *
  111468. * The effect layer class can not be used directly and is intented to inherited from to be
  111469. * customized per effects.
  111470. */
  111471. var EffectLayer = /** @class */ (function () {
  111472. /**
  111473. * Instantiates a new effect Layer and references it in the scene.
  111474. * @param name The name of the layer
  111475. * @param scene The scene to use the layer in
  111476. */
  111477. function EffectLayer(
  111478. /** The Friendly of the effect in the scene */
  111479. name, scene) {
  111480. this._vertexBuffers = {};
  111481. this._maxSize = 0;
  111482. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111483. this._shouldRender = true;
  111484. this._postProcesses = [];
  111485. this._textures = [];
  111486. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111487. /**
  111488. * The clear color of the texture used to generate the glow map.
  111489. */
  111490. this.neutralColor = new BABYLON.Color4();
  111491. /**
  111492. * Specifies wether the highlight layer is enabled or not.
  111493. */
  111494. this.isEnabled = true;
  111495. /**
  111496. * An event triggered when the effect layer has been disposed.
  111497. */
  111498. this.onDisposeObservable = new BABYLON.Observable();
  111499. /**
  111500. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111501. */
  111502. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111503. /**
  111504. * An event triggered when the generated texture is being merged in the scene.
  111505. */
  111506. this.onBeforeComposeObservable = new BABYLON.Observable();
  111507. /**
  111508. * An event triggered when the generated texture has been merged in the scene.
  111509. */
  111510. this.onAfterComposeObservable = new BABYLON.Observable();
  111511. /**
  111512. * An event triggered when the efffect layer changes its size.
  111513. */
  111514. this.onSizeChangedObservable = new BABYLON.Observable();
  111515. this.name = name;
  111516. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111517. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111518. if (!component) {
  111519. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111520. this._scene._addComponent(component);
  111521. }
  111522. this._engine = this._scene.getEngine();
  111523. this._maxSize = this._engine.getCaps().maxTextureSize;
  111524. this._scene.effectLayers.push(this);
  111525. // Generate Buffers
  111526. this._generateIndexBuffer();
  111527. this._genrateVertexBuffer();
  111528. }
  111529. Object.defineProperty(EffectLayer.prototype, "camera", {
  111530. /**
  111531. * Gets the camera attached to the layer.
  111532. */
  111533. get: function () {
  111534. return this._effectLayerOptions.camera;
  111535. },
  111536. enumerable: true,
  111537. configurable: true
  111538. });
  111539. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111540. /**
  111541. * Gets the rendering group id the layer should render in.
  111542. */
  111543. get: function () {
  111544. return this._effectLayerOptions.renderingGroupId;
  111545. },
  111546. enumerable: true,
  111547. configurable: true
  111548. });
  111549. /**
  111550. * Initializes the effect layer with the required options.
  111551. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111552. */
  111553. EffectLayer.prototype._init = function (options) {
  111554. // Adapt options
  111555. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111556. this._setMainTextureSize();
  111557. this._createMainTexture();
  111558. this._createTextureAndPostProcesses();
  111559. this._mergeEffect = this._createMergeEffect();
  111560. };
  111561. /**
  111562. * Generates the index buffer of the full screen quad blending to the main canvas.
  111563. */
  111564. EffectLayer.prototype._generateIndexBuffer = function () {
  111565. // Indices
  111566. var indices = [];
  111567. indices.push(0);
  111568. indices.push(1);
  111569. indices.push(2);
  111570. indices.push(0);
  111571. indices.push(2);
  111572. indices.push(3);
  111573. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111574. };
  111575. /**
  111576. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111577. */
  111578. EffectLayer.prototype._genrateVertexBuffer = function () {
  111579. // VBO
  111580. var vertices = [];
  111581. vertices.push(1, 1);
  111582. vertices.push(-1, 1);
  111583. vertices.push(-1, -1);
  111584. vertices.push(1, -1);
  111585. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111586. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111587. };
  111588. /**
  111589. * Sets the main texture desired size which is the closest power of two
  111590. * of the engine canvas size.
  111591. */
  111592. EffectLayer.prototype._setMainTextureSize = function () {
  111593. if (this._effectLayerOptions.mainTextureFixedSize) {
  111594. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111595. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111596. }
  111597. else {
  111598. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111599. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111600. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111601. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111602. }
  111603. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111604. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111605. };
  111606. /**
  111607. * Creates the main texture for the effect layer.
  111608. */
  111609. EffectLayer.prototype._createMainTexture = function () {
  111610. var _this = this;
  111611. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111612. width: this._mainTextureDesiredSize.width,
  111613. height: this._mainTextureDesiredSize.height
  111614. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111615. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111616. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111617. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111618. this._mainTexture.anisotropicFilteringLevel = 1;
  111619. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111620. this._mainTexture.renderParticles = false;
  111621. this._mainTexture.renderList = null;
  111622. this._mainTexture.ignoreCameraViewport = true;
  111623. // Custom render function
  111624. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111625. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111626. var index;
  111627. var engine = _this._scene.getEngine();
  111628. if (depthOnlySubMeshes.length) {
  111629. engine.setColorWrite(false);
  111630. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111631. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111632. }
  111633. engine.setColorWrite(true);
  111634. }
  111635. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111636. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111637. }
  111638. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111639. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  111640. }
  111641. for (index = 0; index < transparentSubMeshes.length; index++) {
  111642. _this._renderSubMesh(transparentSubMeshes.data[index]);
  111643. }
  111644. };
  111645. this._mainTexture.onClearObservable.add(function (engine) {
  111646. engine.clear(_this.neutralColor, true, true, true);
  111647. });
  111648. };
  111649. /**
  111650. * Checks for the readiness of the element composing the layer.
  111651. * @param subMesh the mesh to check for
  111652. * @param useInstances specify wether or not to use instances to render the mesh
  111653. * @param emissiveTexture the associated emissive texture used to generate the glow
  111654. * @return true if ready otherwise, false
  111655. */
  111656. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  111657. var material = subMesh.getMaterial();
  111658. if (!material) {
  111659. return false;
  111660. }
  111661. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  111662. return false;
  111663. }
  111664. var defines = [];
  111665. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111666. var mesh = subMesh.getMesh();
  111667. var uv1 = false;
  111668. var uv2 = false;
  111669. // Alpha test
  111670. if (material && material.needAlphaTesting()) {
  111671. var alphaTexture = material.getAlphaTestTexture();
  111672. if (alphaTexture) {
  111673. defines.push("#define ALPHATEST");
  111674. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111675. alphaTexture.coordinatesIndex === 1) {
  111676. defines.push("#define DIFFUSEUV2");
  111677. uv2 = true;
  111678. }
  111679. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111680. defines.push("#define DIFFUSEUV1");
  111681. uv1 = true;
  111682. }
  111683. }
  111684. }
  111685. // Emissive
  111686. if (emissiveTexture) {
  111687. defines.push("#define EMISSIVE");
  111688. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111689. emissiveTexture.coordinatesIndex === 1) {
  111690. defines.push("#define EMISSIVEUV2");
  111691. uv2 = true;
  111692. }
  111693. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111694. defines.push("#define EMISSIVEUV1");
  111695. uv1 = true;
  111696. }
  111697. }
  111698. if (uv1) {
  111699. attribs.push(BABYLON.VertexBuffer.UVKind);
  111700. defines.push("#define UV1");
  111701. }
  111702. if (uv2) {
  111703. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111704. defines.push("#define UV2");
  111705. }
  111706. // Bones
  111707. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111708. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111709. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111710. if (mesh.numBoneInfluencers > 4) {
  111711. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111712. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111713. }
  111714. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111715. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  111716. }
  111717. else {
  111718. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111719. }
  111720. // Morph targets
  111721. var manager = mesh.morphTargetManager;
  111722. var morphInfluencers = 0;
  111723. if (manager) {
  111724. if (manager.numInfluencers > 0) {
  111725. defines.push("#define MORPHTARGETS");
  111726. morphInfluencers = manager.numInfluencers;
  111727. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  111728. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  111729. }
  111730. }
  111731. // Instances
  111732. if (useInstances) {
  111733. defines.push("#define INSTANCES");
  111734. attribs.push("world0");
  111735. attribs.push("world1");
  111736. attribs.push("world2");
  111737. attribs.push("world3");
  111738. }
  111739. // Get correct effect
  111740. var join = defines.join("\n");
  111741. if (this._cachedDefines !== join) {
  111742. this._cachedDefines = join;
  111743. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  111744. }
  111745. return this._effectLayerMapGenerationEffect.isReady();
  111746. };
  111747. /**
  111748. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111749. */
  111750. EffectLayer.prototype.render = function () {
  111751. var currentEffect = this._mergeEffect;
  111752. // Check
  111753. if (!currentEffect.isReady()) {
  111754. return;
  111755. }
  111756. for (var i = 0; i < this._postProcesses.length; i++) {
  111757. if (!this._postProcesses[i].isReady()) {
  111758. return;
  111759. }
  111760. }
  111761. var engine = this._scene.getEngine();
  111762. this.onBeforeComposeObservable.notifyObservers(this);
  111763. // Render
  111764. engine.enableEffect(currentEffect);
  111765. engine.setState(false);
  111766. // VBOs
  111767. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  111768. // Cache
  111769. var previousAlphaMode = engine.getAlphaMode();
  111770. // Go Blend.
  111771. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  111772. // Blends the map on the main canvas.
  111773. this._internalRender(currentEffect);
  111774. // Restore Alpha
  111775. engine.setAlphaMode(previousAlphaMode);
  111776. this.onAfterComposeObservable.notifyObservers(this);
  111777. // Handle size changes.
  111778. var size = this._mainTexture.getSize();
  111779. this._setMainTextureSize();
  111780. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  111781. // Recreate RTT and post processes on size change.
  111782. this.onSizeChangedObservable.notifyObservers(this);
  111783. this._disposeTextureAndPostProcesses();
  111784. this._createMainTexture();
  111785. this._createTextureAndPostProcesses();
  111786. }
  111787. };
  111788. /**
  111789. * Determine if a given mesh will be used in the current effect.
  111790. * @param mesh mesh to test
  111791. * @returns true if the mesh will be used
  111792. */
  111793. EffectLayer.prototype.hasMesh = function (mesh) {
  111794. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  111795. return true;
  111796. }
  111797. return false;
  111798. };
  111799. /**
  111800. * Returns true if the layer contains information to display, otherwise false.
  111801. * @returns true if the glow layer should be rendered
  111802. */
  111803. EffectLayer.prototype.shouldRender = function () {
  111804. return this.isEnabled && this._shouldRender;
  111805. };
  111806. /**
  111807. * Returns true if the mesh should render, otherwise false.
  111808. * @param mesh The mesh to render
  111809. * @returns true if it should render otherwise false
  111810. */
  111811. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  111812. return true;
  111813. };
  111814. /**
  111815. * Returns true if the mesh should render, otherwise false.
  111816. * @param mesh The mesh to render
  111817. * @returns true if it should render otherwise false
  111818. */
  111819. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  111820. return true;
  111821. };
  111822. /**
  111823. * Renders the submesh passed in parameter to the generation map.
  111824. */
  111825. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  111826. var _this = this;
  111827. if (!this.shouldRender()) {
  111828. return;
  111829. }
  111830. var material = subMesh.getMaterial();
  111831. var mesh = subMesh.getRenderingMesh();
  111832. var scene = this._scene;
  111833. var engine = scene.getEngine();
  111834. if (!material) {
  111835. return;
  111836. }
  111837. // Do not block in blend mode.
  111838. if (material.needAlphaBlendingForMesh(mesh)) {
  111839. return;
  111840. }
  111841. // Culling
  111842. engine.setState(material.backFaceCulling);
  111843. // Managing instances
  111844. var batch = mesh._getInstancesRenderList(subMesh._id);
  111845. if (batch.mustReturn) {
  111846. return;
  111847. }
  111848. // Early Exit per mesh
  111849. if (!this._shouldRenderMesh(mesh)) {
  111850. return;
  111851. }
  111852. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111853. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  111854. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  111855. engine.enableEffect(this._effectLayerMapGenerationEffect);
  111856. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  111857. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  111858. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  111859. // Alpha test
  111860. if (material && material.needAlphaTesting()) {
  111861. var alphaTexture = material.getAlphaTestTexture();
  111862. if (alphaTexture) {
  111863. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  111864. var textureMatrix = alphaTexture.getTextureMatrix();
  111865. if (textureMatrix) {
  111866. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  111867. }
  111868. }
  111869. }
  111870. // Glow emissive only
  111871. if (this._emissiveTextureAndColor.texture) {
  111872. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  111873. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  111874. }
  111875. // Bones
  111876. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111877. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111878. }
  111879. // Morph targets
  111880. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  111881. // Draw
  111882. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  111883. }
  111884. else {
  111885. // Need to reset refresh rate of the main map
  111886. this._mainTexture.resetRefreshCounter();
  111887. }
  111888. };
  111889. /**
  111890. * Rebuild the required buffers.
  111891. * @hidden Internal use only.
  111892. */
  111893. EffectLayer.prototype._rebuild = function () {
  111894. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111895. if (vb) {
  111896. vb._rebuild();
  111897. }
  111898. this._generateIndexBuffer();
  111899. };
  111900. /**
  111901. * Dispose only the render target textures and post process.
  111902. */
  111903. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  111904. this._mainTexture.dispose();
  111905. for (var i = 0; i < this._postProcesses.length; i++) {
  111906. if (this._postProcesses[i]) {
  111907. this._postProcesses[i].dispose();
  111908. }
  111909. }
  111910. this._postProcesses = [];
  111911. for (var i = 0; i < this._textures.length; i++) {
  111912. if (this._textures[i]) {
  111913. this._textures[i].dispose();
  111914. }
  111915. }
  111916. this._textures = [];
  111917. };
  111918. /**
  111919. * Dispose the highlight layer and free resources.
  111920. */
  111921. EffectLayer.prototype.dispose = function () {
  111922. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111923. if (vertexBuffer) {
  111924. vertexBuffer.dispose();
  111925. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  111926. }
  111927. if (this._indexBuffer) {
  111928. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  111929. this._indexBuffer = null;
  111930. }
  111931. // Clean textures and post processes
  111932. this._disposeTextureAndPostProcesses();
  111933. // Remove from scene
  111934. var index = this._scene.effectLayers.indexOf(this, 0);
  111935. if (index > -1) {
  111936. this._scene.effectLayers.splice(index, 1);
  111937. }
  111938. // Callback
  111939. this.onDisposeObservable.notifyObservers(this);
  111940. this.onDisposeObservable.clear();
  111941. this.onBeforeRenderMainTextureObservable.clear();
  111942. this.onBeforeComposeObservable.clear();
  111943. this.onAfterComposeObservable.clear();
  111944. this.onSizeChangedObservable.clear();
  111945. };
  111946. /**
  111947. * Gets the class name of the effect layer
  111948. * @returns the string with the class name of the effect layer
  111949. */
  111950. EffectLayer.prototype.getClassName = function () {
  111951. return "EffectLayer";
  111952. };
  111953. /**
  111954. * Creates an effect layer from parsed effect layer data
  111955. * @param parsedEffectLayer defines effect layer data
  111956. * @param scene defines the current scene
  111957. * @param rootUrl defines the root URL containing the effect layer information
  111958. * @returns a parsed effect Layer
  111959. */
  111960. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  111961. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  111962. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  111963. };
  111964. __decorate([
  111965. BABYLON.serialize()
  111966. ], EffectLayer.prototype, "name", void 0);
  111967. __decorate([
  111968. BABYLON.serializeAsColor4()
  111969. ], EffectLayer.prototype, "neutralColor", void 0);
  111970. __decorate([
  111971. BABYLON.serialize()
  111972. ], EffectLayer.prototype, "isEnabled", void 0);
  111973. __decorate([
  111974. BABYLON.serializeAsCameraReference()
  111975. ], EffectLayer.prototype, "camera", null);
  111976. __decorate([
  111977. BABYLON.serialize()
  111978. ], EffectLayer.prototype, "renderingGroupId", null);
  111979. return EffectLayer;
  111980. }());
  111981. BABYLON.EffectLayer = EffectLayer;
  111982. })(BABYLON || (BABYLON = {}));
  111983. //# sourceMappingURL=babylon.effectLayer.js.map
  111984. var BABYLON;
  111985. (function (BABYLON) {
  111986. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  111987. for (var index = 0; index < this.effectLayers.length; index++) {
  111988. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  111989. return this.effectLayers[index];
  111990. }
  111991. }
  111992. return null;
  111993. };
  111994. /**
  111995. * Special Glow Blur post process only blurring the alpha channel
  111996. * It enforces keeping the most luminous color in the color channel.
  111997. */
  111998. var GlowBlurPostProcess = /** @class */ (function (_super) {
  111999. __extends(GlowBlurPostProcess, _super);
  112000. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112001. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112002. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112003. _this.direction = direction;
  112004. _this.kernel = kernel;
  112005. _this.onApplyObservable.add(function (effect) {
  112006. effect.setFloat2("screenSize", _this.width, _this.height);
  112007. effect.setVector2("direction", _this.direction);
  112008. effect.setFloat("blurWidth", _this.kernel);
  112009. });
  112010. return _this;
  112011. }
  112012. return GlowBlurPostProcess;
  112013. }(BABYLON.PostProcess));
  112014. /**
  112015. * The highlight layer Helps adding a glow effect around a mesh.
  112016. *
  112017. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112018. * glowy meshes to your scene.
  112019. *
  112020. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112021. */
  112022. var HighlightLayer = /** @class */ (function (_super) {
  112023. __extends(HighlightLayer, _super);
  112024. /**
  112025. * Instantiates a new highlight Layer and references it to the scene..
  112026. * @param name The name of the layer
  112027. * @param scene The scene to use the layer in
  112028. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112029. */
  112030. function HighlightLayer(name, scene, options) {
  112031. var _this = _super.call(this, name, scene) || this;
  112032. _this.name = name;
  112033. /**
  112034. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112035. */
  112036. _this.innerGlow = true;
  112037. /**
  112038. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112039. */
  112040. _this.outerGlow = true;
  112041. /**
  112042. * An event triggered when the highlight layer is being blurred.
  112043. */
  112044. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112045. /**
  112046. * An event triggered when the highlight layer has been blurred.
  112047. */
  112048. _this.onAfterBlurObservable = new BABYLON.Observable();
  112049. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112050. _this._meshes = {};
  112051. _this._excludedMeshes = {};
  112052. _this.neutralColor = HighlightLayer.NeutralColor;
  112053. // Warn on stencil
  112054. if (!_this._engine.isStencilEnable) {
  112055. 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 }");
  112056. }
  112057. // Adapt options
  112058. _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);
  112059. // Initialize the layer
  112060. _this._init({
  112061. alphaBlendingMode: _this._options.alphaBlendingMode,
  112062. camera: _this._options.camera,
  112063. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112064. mainTextureRatio: _this._options.mainTextureRatio,
  112065. renderingGroupId: _this._options.renderingGroupId
  112066. });
  112067. // Do not render as long as no meshes have been added
  112068. _this._shouldRender = false;
  112069. return _this;
  112070. }
  112071. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112072. /**
  112073. * Gets the horizontal size of the blur.
  112074. */
  112075. get: function () {
  112076. return this._horizontalBlurPostprocess.kernel;
  112077. },
  112078. /**
  112079. * Specifies the horizontal size of the blur.
  112080. */
  112081. set: function (value) {
  112082. this._horizontalBlurPostprocess.kernel = value;
  112083. },
  112084. enumerable: true,
  112085. configurable: true
  112086. });
  112087. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112088. /**
  112089. * Gets the vertical size of the blur.
  112090. */
  112091. get: function () {
  112092. return this._verticalBlurPostprocess.kernel;
  112093. },
  112094. /**
  112095. * Specifies the vertical size of the blur.
  112096. */
  112097. set: function (value) {
  112098. this._verticalBlurPostprocess.kernel = value;
  112099. },
  112100. enumerable: true,
  112101. configurable: true
  112102. });
  112103. /**
  112104. * Get the effect name of the layer.
  112105. * @return The effect name
  112106. */
  112107. HighlightLayer.prototype.getEffectName = function () {
  112108. return HighlightLayer.EffectName;
  112109. };
  112110. /**
  112111. * Create the merge effect. This is the shader use to blit the information back
  112112. * to the main canvas at the end of the scene rendering.
  112113. */
  112114. HighlightLayer.prototype._createMergeEffect = function () {
  112115. // Effect
  112116. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112117. };
  112118. /**
  112119. * Creates the render target textures and post processes used in the highlight layer.
  112120. */
  112121. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112122. var _this = this;
  112123. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112124. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112125. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112126. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112127. var textureType = 0;
  112128. if (this._engine.getCaps().textureHalfFloatRender) {
  112129. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112130. }
  112131. else {
  112132. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112133. }
  112134. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112135. width: blurTextureWidth,
  112136. height: blurTextureHeight
  112137. }, this._scene, false, true, textureType);
  112138. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112139. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112140. this._blurTexture.anisotropicFilteringLevel = 16;
  112141. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112142. this._blurTexture.renderParticles = false;
  112143. this._blurTexture.ignoreCameraViewport = true;
  112144. this._textures = [this._blurTexture];
  112145. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112146. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112147. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112148. effect.setTexture("textureSampler", _this._mainTexture);
  112149. });
  112150. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112151. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112152. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112153. });
  112154. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112155. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112156. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112157. });
  112158. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112159. }
  112160. else {
  112161. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112162. width: blurTextureWidth,
  112163. height: blurTextureHeight
  112164. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112165. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112166. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112167. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112168. effect.setTexture("textureSampler", _this._mainTexture);
  112169. });
  112170. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112171. width: blurTextureWidth,
  112172. height: blurTextureHeight
  112173. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112174. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112175. }
  112176. this._mainTexture.onAfterUnbindObservable.add(function () {
  112177. _this.onBeforeBlurObservable.notifyObservers(_this);
  112178. var internalTexture = _this._blurTexture.getInternalTexture();
  112179. if (internalTexture) {
  112180. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112181. }
  112182. _this.onAfterBlurObservable.notifyObservers(_this);
  112183. });
  112184. // Prevent autoClear.
  112185. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112186. };
  112187. /**
  112188. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112189. */
  112190. HighlightLayer.prototype.needStencil = function () {
  112191. return true;
  112192. };
  112193. /**
  112194. * Checks for the readiness of the element composing the layer.
  112195. * @param subMesh the mesh to check for
  112196. * @param useInstances specify wether or not to use instances to render the mesh
  112197. * @param emissiveTexture the associated emissive texture used to generate the glow
  112198. * @return true if ready otherwise, false
  112199. */
  112200. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112201. var material = subMesh.getMaterial();
  112202. var mesh = subMesh.getRenderingMesh();
  112203. if (!material || !mesh || !this._meshes) {
  112204. return false;
  112205. }
  112206. var emissiveTexture = null;
  112207. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112208. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112209. emissiveTexture = material.emissiveTexture;
  112210. }
  112211. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112212. };
  112213. /**
  112214. * Implementation specific of rendering the generating effect on the main canvas.
  112215. * @param effect The effect used to render through
  112216. */
  112217. HighlightLayer.prototype._internalRender = function (effect) {
  112218. // Texture
  112219. effect.setTexture("textureSampler", this._blurTexture);
  112220. // Cache
  112221. var engine = this._engine;
  112222. var previousStencilBuffer = engine.getStencilBuffer();
  112223. var previousStencilFunction = engine.getStencilFunction();
  112224. var previousStencilMask = engine.getStencilMask();
  112225. var previousStencilOperationPass = engine.getStencilOperationPass();
  112226. var previousStencilOperationFail = engine.getStencilOperationFail();
  112227. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112228. var previousStencilReference = engine.getStencilFunctionReference();
  112229. // Stencil operations
  112230. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112231. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112232. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112233. // Draw order
  112234. engine.setStencilMask(0x00);
  112235. engine.setStencilBuffer(true);
  112236. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112237. // 2 passes inner outer
  112238. if (this.outerGlow) {
  112239. effect.setFloat("offset", 0);
  112240. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112241. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112242. }
  112243. if (this.innerGlow) {
  112244. effect.setFloat("offset", 1);
  112245. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112246. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112247. }
  112248. // Restore Cache
  112249. engine.setStencilFunction(previousStencilFunction);
  112250. engine.setStencilMask(previousStencilMask);
  112251. engine.setStencilBuffer(previousStencilBuffer);
  112252. engine.setStencilOperationPass(previousStencilOperationPass);
  112253. engine.setStencilOperationFail(previousStencilOperationFail);
  112254. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112255. engine.setStencilFunctionReference(previousStencilReference);
  112256. };
  112257. /**
  112258. * Returns true if the layer contains information to display, otherwise false.
  112259. */
  112260. HighlightLayer.prototype.shouldRender = function () {
  112261. if (_super.prototype.shouldRender.call(this)) {
  112262. return this._meshes ? true : false;
  112263. }
  112264. return false;
  112265. };
  112266. /**
  112267. * Returns true if the mesh should render, otherwise false.
  112268. * @param mesh The mesh to render
  112269. * @returns true if it should render otherwise false
  112270. */
  112271. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112272. // Excluded Mesh
  112273. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112274. return false;
  112275. }
  112276. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112277. return false;
  112278. }
  112279. return true;
  112280. };
  112281. /**
  112282. * Sets the required values for both the emissive texture and and the main color.
  112283. */
  112284. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112285. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112286. if (highlightLayerMesh) {
  112287. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112288. }
  112289. else {
  112290. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112291. }
  112292. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112293. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112294. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112295. }
  112296. else {
  112297. this._emissiveTextureAndColor.texture = null;
  112298. }
  112299. };
  112300. /**
  112301. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112302. * @param mesh The mesh to exclude from the highlight layer
  112303. */
  112304. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112305. if (!this._excludedMeshes) {
  112306. return;
  112307. }
  112308. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112309. if (!meshExcluded) {
  112310. this._excludedMeshes[mesh.uniqueId] = {
  112311. mesh: mesh,
  112312. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112313. mesh.getEngine().setStencilBuffer(false);
  112314. }),
  112315. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112316. mesh.getEngine().setStencilBuffer(true);
  112317. }),
  112318. };
  112319. }
  112320. };
  112321. /**
  112322. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112323. * @param mesh The mesh to highlight
  112324. */
  112325. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112326. if (!this._excludedMeshes) {
  112327. return;
  112328. }
  112329. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112330. if (meshExcluded) {
  112331. if (meshExcluded.beforeRender) {
  112332. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112333. }
  112334. if (meshExcluded.afterRender) {
  112335. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112336. }
  112337. }
  112338. this._excludedMeshes[mesh.uniqueId] = null;
  112339. };
  112340. /**
  112341. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112342. * @param mesh mesh to test
  112343. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112344. */
  112345. HighlightLayer.prototype.hasMesh = function (mesh) {
  112346. if (!this._meshes) {
  112347. return false;
  112348. }
  112349. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112350. return false;
  112351. }
  112352. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112353. };
  112354. /**
  112355. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112356. * @param mesh The mesh to highlight
  112357. * @param color The color of the highlight
  112358. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112359. */
  112360. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112361. var _this = this;
  112362. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112363. if (!this._meshes) {
  112364. return;
  112365. }
  112366. var meshHighlight = this._meshes[mesh.uniqueId];
  112367. if (meshHighlight) {
  112368. meshHighlight.color = color;
  112369. }
  112370. else {
  112371. this._meshes[mesh.uniqueId] = {
  112372. mesh: mesh,
  112373. color: color,
  112374. // Lambda required for capture due to Observable this context
  112375. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112376. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112377. _this._defaultStencilReference(mesh);
  112378. }
  112379. else {
  112380. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112381. }
  112382. }),
  112383. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112384. glowEmissiveOnly: glowEmissiveOnly
  112385. };
  112386. mesh.onDisposeObservable.add(function () {
  112387. _this._disposeMesh(mesh);
  112388. });
  112389. }
  112390. this._shouldRender = true;
  112391. };
  112392. /**
  112393. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112394. * @param mesh The mesh to highlight
  112395. */
  112396. HighlightLayer.prototype.removeMesh = function (mesh) {
  112397. if (!this._meshes) {
  112398. return;
  112399. }
  112400. var meshHighlight = this._meshes[mesh.uniqueId];
  112401. if (meshHighlight) {
  112402. if (meshHighlight.observerHighlight) {
  112403. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112404. }
  112405. if (meshHighlight.observerDefault) {
  112406. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112407. }
  112408. delete this._meshes[mesh.uniqueId];
  112409. }
  112410. this._shouldRender = false;
  112411. for (var meshHighlightToCheck in this._meshes) {
  112412. if (this._meshes[meshHighlightToCheck]) {
  112413. this._shouldRender = true;
  112414. break;
  112415. }
  112416. }
  112417. };
  112418. /**
  112419. * Force the stencil to the normal expected value for none glowing parts
  112420. */
  112421. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112422. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112423. };
  112424. /**
  112425. * Free any resources and references associated to a mesh.
  112426. * Internal use
  112427. * @param mesh The mesh to free.
  112428. * @hidden
  112429. */
  112430. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112431. this.removeMesh(mesh);
  112432. this.removeExcludedMesh(mesh);
  112433. };
  112434. /**
  112435. * Dispose the highlight layer and free resources.
  112436. */
  112437. HighlightLayer.prototype.dispose = function () {
  112438. if (this._meshes) {
  112439. // Clean mesh references
  112440. for (var id in this._meshes) {
  112441. var meshHighlight = this._meshes[id];
  112442. if (meshHighlight && meshHighlight.mesh) {
  112443. if (meshHighlight.observerHighlight) {
  112444. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112445. }
  112446. if (meshHighlight.observerDefault) {
  112447. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112448. }
  112449. }
  112450. }
  112451. this._meshes = null;
  112452. }
  112453. if (this._excludedMeshes) {
  112454. for (var id in this._excludedMeshes) {
  112455. var meshHighlight = this._excludedMeshes[id];
  112456. if (meshHighlight) {
  112457. if (meshHighlight.beforeRender) {
  112458. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112459. }
  112460. if (meshHighlight.afterRender) {
  112461. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112462. }
  112463. }
  112464. }
  112465. this._excludedMeshes = null;
  112466. }
  112467. _super.prototype.dispose.call(this);
  112468. };
  112469. /**
  112470. * Gets the class name of the effect layer
  112471. * @returns the string with the class name of the effect layer
  112472. */
  112473. HighlightLayer.prototype.getClassName = function () {
  112474. return "HighlightLayer";
  112475. };
  112476. /**
  112477. * Serializes this Highlight layer
  112478. * @returns a serialized Highlight layer object
  112479. */
  112480. HighlightLayer.prototype.serialize = function () {
  112481. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112482. serializationObject.customType = "BABYLON.HighlightLayer";
  112483. // Highlighted meshes
  112484. serializationObject.meshes = [];
  112485. if (this._meshes) {
  112486. for (var m in this._meshes) {
  112487. var mesh = this._meshes[m];
  112488. if (mesh) {
  112489. serializationObject.meshes.push({
  112490. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112491. color: mesh.color.asArray(),
  112492. meshId: mesh.mesh.id
  112493. });
  112494. }
  112495. }
  112496. }
  112497. // Excluded meshes
  112498. serializationObject.excludedMeshes = [];
  112499. if (this._excludedMeshes) {
  112500. for (var e in this._excludedMeshes) {
  112501. var excludedMesh = this._excludedMeshes[e];
  112502. if (excludedMesh) {
  112503. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112504. }
  112505. }
  112506. }
  112507. return serializationObject;
  112508. };
  112509. /**
  112510. * Creates a Highlight layer from parsed Highlight layer data
  112511. * @param parsedHightlightLayer defines the Highlight layer data
  112512. * @param scene defines the current scene
  112513. * @param rootUrl defines the root URL containing the Highlight layer information
  112514. * @returns a parsed Highlight layer
  112515. */
  112516. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112517. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112518. var index;
  112519. // Excluded meshes
  112520. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112521. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112522. if (mesh) {
  112523. hl.addExcludedMesh(mesh);
  112524. }
  112525. }
  112526. // Included meshes
  112527. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112528. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112529. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112530. if (mesh) {
  112531. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112532. }
  112533. }
  112534. return hl;
  112535. };
  112536. /**
  112537. * Effect Name of the highlight layer.
  112538. */
  112539. HighlightLayer.EffectName = "HighlightLayer";
  112540. /**
  112541. * The neutral color used during the preparation of the glow effect.
  112542. * This is black by default as the blend operation is a blend operation.
  112543. */
  112544. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112545. /**
  112546. * Stencil value used for glowing meshes.
  112547. */
  112548. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112549. /**
  112550. * Stencil value used for the other meshes in the scene.
  112551. */
  112552. HighlightLayer.NormalMeshStencilReference = 0x01;
  112553. __decorate([
  112554. BABYLON.serialize()
  112555. ], HighlightLayer.prototype, "innerGlow", void 0);
  112556. __decorate([
  112557. BABYLON.serialize()
  112558. ], HighlightLayer.prototype, "outerGlow", void 0);
  112559. __decorate([
  112560. BABYLON.serialize()
  112561. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112562. __decorate([
  112563. BABYLON.serialize()
  112564. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112565. __decorate([
  112566. BABYLON.serialize("options")
  112567. ], HighlightLayer.prototype, "_options", void 0);
  112568. return HighlightLayer;
  112569. }(BABYLON.EffectLayer));
  112570. BABYLON.HighlightLayer = HighlightLayer;
  112571. })(BABYLON || (BABYLON = {}));
  112572. //# sourceMappingURL=babylon.highlightLayer.js.map
  112573. var BABYLON;
  112574. (function (BABYLON) {
  112575. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112576. for (var index = 0; index < this.effectLayers.length; index++) {
  112577. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112578. return this.effectLayers[index];
  112579. }
  112580. }
  112581. return null;
  112582. };
  112583. /**
  112584. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112585. *
  112586. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112587. * glowy meshes to your scene.
  112588. *
  112589. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112590. */
  112591. var GlowLayer = /** @class */ (function (_super) {
  112592. __extends(GlowLayer, _super);
  112593. /**
  112594. * Instantiates a new glow Layer and references it to the scene.
  112595. * @param name The name of the layer
  112596. * @param scene The scene to use the layer in
  112597. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112598. */
  112599. function GlowLayer(name, scene, options) {
  112600. var _this = _super.call(this, name, scene) || this;
  112601. _this._intensity = 1.0;
  112602. _this._includedOnlyMeshes = [];
  112603. _this._excludedMeshes = [];
  112604. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112605. // Adapt options
  112606. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112607. // Initialize the layer
  112608. _this._init({
  112609. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112610. camera: _this._options.camera,
  112611. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112612. mainTextureRatio: _this._options.mainTextureRatio,
  112613. renderingGroupId: _this._options.renderingGroupId
  112614. });
  112615. return _this;
  112616. }
  112617. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112618. /**
  112619. * Gets the kernel size of the blur.
  112620. */
  112621. get: function () {
  112622. return this._horizontalBlurPostprocess1.kernel;
  112623. },
  112624. /**
  112625. * Sets the kernel size of the blur.
  112626. */
  112627. set: function (value) {
  112628. this._horizontalBlurPostprocess1.kernel = value;
  112629. this._verticalBlurPostprocess1.kernel = value;
  112630. this._horizontalBlurPostprocess2.kernel = value;
  112631. this._verticalBlurPostprocess2.kernel = value;
  112632. },
  112633. enumerable: true,
  112634. configurable: true
  112635. });
  112636. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112637. /**
  112638. * Gets the glow intensity.
  112639. */
  112640. get: function () {
  112641. return this._intensity;
  112642. },
  112643. /**
  112644. * Sets the glow intensity.
  112645. */
  112646. set: function (value) {
  112647. this._intensity = value;
  112648. },
  112649. enumerable: true,
  112650. configurable: true
  112651. });
  112652. /**
  112653. * Get the effect name of the layer.
  112654. * @return The effect name
  112655. */
  112656. GlowLayer.prototype.getEffectName = function () {
  112657. return GlowLayer.EffectName;
  112658. };
  112659. /**
  112660. * Create the merge effect. This is the shader use to blit the information back
  112661. * to the main canvas at the end of the scene rendering.
  112662. */
  112663. GlowLayer.prototype._createMergeEffect = function () {
  112664. // Effect
  112665. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  112666. };
  112667. /**
  112668. * Creates the render target textures and post processes used in the glow layer.
  112669. */
  112670. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  112671. var _this = this;
  112672. var blurTextureWidth = this._mainTextureDesiredSize.width;
  112673. var blurTextureHeight = this._mainTextureDesiredSize.height;
  112674. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112675. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112676. var textureType = 0;
  112677. if (this._engine.getCaps().textureHalfFloatRender) {
  112678. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112679. }
  112680. else {
  112681. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112682. }
  112683. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  112684. width: blurTextureWidth,
  112685. height: blurTextureHeight
  112686. }, this._scene, false, true, textureType);
  112687. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112688. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112689. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112690. this._blurTexture1.renderParticles = false;
  112691. this._blurTexture1.ignoreCameraViewport = true;
  112692. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  112693. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  112694. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  112695. width: blurTextureWidth2,
  112696. height: blurTextureHeight2
  112697. }, this._scene, false, true, textureType);
  112698. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112699. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112700. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112701. this._blurTexture2.renderParticles = false;
  112702. this._blurTexture2.ignoreCameraViewport = true;
  112703. this._textures = [this._blurTexture1, this._blurTexture2];
  112704. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112705. width: blurTextureWidth,
  112706. height: blurTextureHeight
  112707. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112708. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  112709. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  112710. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  112711. effect.setTexture("textureSampler", _this._mainTexture);
  112712. });
  112713. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112714. width: blurTextureWidth,
  112715. height: blurTextureHeight
  112716. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112717. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112718. width: blurTextureWidth2,
  112719. height: blurTextureHeight2
  112720. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112721. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  112722. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  112723. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  112724. effect.setTexture("textureSampler", _this._blurTexture1);
  112725. });
  112726. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112727. width: blurTextureWidth2,
  112728. height: blurTextureHeight2
  112729. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112730. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112731. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  112732. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112733. this._mainTexture.samples = this._options.mainTextureSamples;
  112734. this._mainTexture.onAfterUnbindObservable.add(function () {
  112735. var internalTexture = _this._blurTexture1.getInternalTexture();
  112736. if (internalTexture) {
  112737. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  112738. internalTexture = _this._blurTexture2.getInternalTexture();
  112739. if (internalTexture) {
  112740. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  112741. }
  112742. }
  112743. });
  112744. // Prevent autoClear.
  112745. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112746. };
  112747. /**
  112748. * Checks for the readiness of the element composing the layer.
  112749. * @param subMesh the mesh to check for
  112750. * @param useInstances specify wether or not to use instances to render the mesh
  112751. * @param emissiveTexture the associated emissive texture used to generate the glow
  112752. * @return true if ready otherwise, false
  112753. */
  112754. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  112755. var material = subMesh.getMaterial();
  112756. var mesh = subMesh.getRenderingMesh();
  112757. if (!material || !mesh) {
  112758. return false;
  112759. }
  112760. var emissiveTexture = material.emissiveTexture;
  112761. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112762. };
  112763. /**
  112764. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112765. */
  112766. GlowLayer.prototype.needStencil = function () {
  112767. return false;
  112768. };
  112769. /**
  112770. * Implementation specific of rendering the generating effect on the main canvas.
  112771. * @param effect The effect used to render through
  112772. */
  112773. GlowLayer.prototype._internalRender = function (effect) {
  112774. // Texture
  112775. effect.setTexture("textureSampler", this._blurTexture1);
  112776. effect.setTexture("textureSampler2", this._blurTexture2);
  112777. effect.setFloat("offset", this._intensity);
  112778. // Cache
  112779. var engine = this._engine;
  112780. var previousStencilBuffer = engine.getStencilBuffer();
  112781. // Draw order
  112782. engine.setStencilBuffer(false);
  112783. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112784. // Draw order
  112785. engine.setStencilBuffer(previousStencilBuffer);
  112786. };
  112787. /**
  112788. * Sets the required values for both the emissive texture and and the main color.
  112789. */
  112790. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112791. var textureLevel = 1.0;
  112792. if (this.customEmissiveTextureSelector) {
  112793. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  112794. }
  112795. else {
  112796. if (material) {
  112797. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112798. if (this._emissiveTextureAndColor.texture) {
  112799. textureLevel = this._emissiveTextureAndColor.texture.level;
  112800. }
  112801. }
  112802. else {
  112803. this._emissiveTextureAndColor.texture = null;
  112804. }
  112805. }
  112806. if (this.customEmissiveColorSelector) {
  112807. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  112808. }
  112809. else {
  112810. if (material.emissiveColor) {
  112811. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  112812. }
  112813. else {
  112814. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112815. }
  112816. }
  112817. };
  112818. /**
  112819. * Returns true if the mesh should render, otherwise false.
  112820. * @param mesh The mesh to render
  112821. * @returns true if it should render otherwise false
  112822. */
  112823. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  112824. return this.hasMesh(mesh);
  112825. };
  112826. /**
  112827. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112828. * @param mesh The mesh to exclude from the glow layer
  112829. */
  112830. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  112831. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  112832. this._excludedMeshes.push(mesh.uniqueId);
  112833. }
  112834. };
  112835. /**
  112836. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112837. * @param mesh The mesh to remove
  112838. */
  112839. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  112840. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  112841. if (index !== -1) {
  112842. this._excludedMeshes.splice(index, 1);
  112843. }
  112844. };
  112845. /**
  112846. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112847. * @param mesh The mesh to include in the glow layer
  112848. */
  112849. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  112850. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  112851. this._includedOnlyMeshes.push(mesh.uniqueId);
  112852. }
  112853. };
  112854. /**
  112855. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112856. * @param mesh The mesh to remove
  112857. */
  112858. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  112859. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  112860. if (index !== -1) {
  112861. this._includedOnlyMeshes.splice(index, 1);
  112862. }
  112863. };
  112864. /**
  112865. * Determine if a given mesh will be used in the glow layer
  112866. * @param mesh The mesh to test
  112867. * @returns true if the mesh will be highlighted by the current glow layer
  112868. */
  112869. GlowLayer.prototype.hasMesh = function (mesh) {
  112870. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112871. return false;
  112872. }
  112873. // Included Mesh
  112874. if (this._includedOnlyMeshes.length) {
  112875. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  112876. }
  112877. // Excluded Mesh
  112878. if (this._excludedMeshes.length) {
  112879. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  112880. }
  112881. return true;
  112882. };
  112883. /**
  112884. * Free any resources and references associated to a mesh.
  112885. * Internal use
  112886. * @param mesh The mesh to free.
  112887. * @hidden
  112888. */
  112889. GlowLayer.prototype._disposeMesh = function (mesh) {
  112890. this.removeIncludedOnlyMesh(mesh);
  112891. this.removeExcludedMesh(mesh);
  112892. };
  112893. /**
  112894. * Gets the class name of the effect layer
  112895. * @returns the string with the class name of the effect layer
  112896. */
  112897. GlowLayer.prototype.getClassName = function () {
  112898. return "GlowLayer";
  112899. };
  112900. /**
  112901. * Serializes this glow layer
  112902. * @returns a serialized glow layer object
  112903. */
  112904. GlowLayer.prototype.serialize = function () {
  112905. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112906. serializationObject.customType = "BABYLON.GlowLayer";
  112907. var index;
  112908. // Included meshes
  112909. serializationObject.includedMeshes = [];
  112910. if (this._includedOnlyMeshes.length) {
  112911. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  112912. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  112913. if (mesh) {
  112914. serializationObject.includedMeshes.push(mesh.id);
  112915. }
  112916. }
  112917. }
  112918. // Excluded meshes
  112919. serializationObject.excludedMeshes = [];
  112920. if (this._excludedMeshes.length) {
  112921. for (index = 0; index < this._excludedMeshes.length; index++) {
  112922. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  112923. if (mesh) {
  112924. serializationObject.excludedMeshes.push(mesh.id);
  112925. }
  112926. }
  112927. }
  112928. return serializationObject;
  112929. };
  112930. /**
  112931. * Creates a Glow Layer from parsed glow layer data
  112932. * @param parsedGlowLayer defines glow layer data
  112933. * @param scene defines the current scene
  112934. * @param rootUrl defines the root URL containing the glow layer information
  112935. * @returns a parsed Glow Layer
  112936. */
  112937. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  112938. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  112939. var index;
  112940. // Excluded meshes
  112941. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  112942. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  112943. if (mesh) {
  112944. gl.addExcludedMesh(mesh);
  112945. }
  112946. }
  112947. // Included meshes
  112948. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  112949. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  112950. if (mesh) {
  112951. gl.addIncludedOnlyMesh(mesh);
  112952. }
  112953. }
  112954. return gl;
  112955. };
  112956. /**
  112957. * Effect Name of the layer.
  112958. */
  112959. GlowLayer.EffectName = "GlowLayer";
  112960. /**
  112961. * The default blur kernel size used for the glow.
  112962. */
  112963. GlowLayer.DefaultBlurKernelSize = 32;
  112964. /**
  112965. * The default texture size ratio used for the glow.
  112966. */
  112967. GlowLayer.DefaultTextureRatio = 0.5;
  112968. __decorate([
  112969. BABYLON.serialize()
  112970. ], GlowLayer.prototype, "blurKernelSize", null);
  112971. __decorate([
  112972. BABYLON.serialize()
  112973. ], GlowLayer.prototype, "intensity", null);
  112974. __decorate([
  112975. BABYLON.serialize("options")
  112976. ], GlowLayer.prototype, "_options", void 0);
  112977. return GlowLayer;
  112978. }(BABYLON.EffectLayer));
  112979. BABYLON.GlowLayer = GlowLayer;
  112980. })(BABYLON || (BABYLON = {}));
  112981. //# sourceMappingURL=babylon.glowLayer.js.map
  112982. var BABYLON;
  112983. (function (BABYLON) {
  112984. /**
  112985. * Defines the list of states available for a task inside a AssetsManager
  112986. */
  112987. var AssetTaskState;
  112988. (function (AssetTaskState) {
  112989. /**
  112990. * Initialization
  112991. */
  112992. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  112993. /**
  112994. * Running
  112995. */
  112996. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  112997. /**
  112998. * Done
  112999. */
  113000. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113001. /**
  113002. * Error
  113003. */
  113004. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113005. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113006. /**
  113007. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113008. */
  113009. var AbstractAssetTask = /** @class */ (function () {
  113010. /**
  113011. * Creates a new AssetsManager
  113012. * @param name defines the name of the task
  113013. */
  113014. function AbstractAssetTask(
  113015. /**
  113016. * Task name
  113017. */ name) {
  113018. this.name = name;
  113019. this._isCompleted = false;
  113020. this._taskState = AssetTaskState.INIT;
  113021. }
  113022. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113023. /**
  113024. * Get if the task is completed
  113025. */
  113026. get: function () {
  113027. return this._isCompleted;
  113028. },
  113029. enumerable: true,
  113030. configurable: true
  113031. });
  113032. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113033. /**
  113034. * Gets the current state of the task
  113035. */
  113036. get: function () {
  113037. return this._taskState;
  113038. },
  113039. enumerable: true,
  113040. configurable: true
  113041. });
  113042. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113043. /**
  113044. * Gets the current error object (if task is in error)
  113045. */
  113046. get: function () {
  113047. return this._errorObject;
  113048. },
  113049. enumerable: true,
  113050. configurable: true
  113051. });
  113052. /**
  113053. * Internal only
  113054. * @hidden
  113055. */
  113056. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113057. if (this._errorObject) {
  113058. return;
  113059. }
  113060. this._errorObject = {
  113061. message: message,
  113062. exception: exception
  113063. };
  113064. };
  113065. /**
  113066. * Execute the current task
  113067. * @param scene defines the scene where you want your assets to be loaded
  113068. * @param onSuccess is a callback called when the task is successfully executed
  113069. * @param onError is a callback called if an error occurs
  113070. */
  113071. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113072. var _this = this;
  113073. this._taskState = AssetTaskState.RUNNING;
  113074. this.runTask(scene, function () {
  113075. _this.onDoneCallback(onSuccess, onError);
  113076. }, function (msg, exception) {
  113077. _this.onErrorCallback(onError, msg, exception);
  113078. });
  113079. };
  113080. /**
  113081. * Execute the current task
  113082. * @param scene defines the scene where you want your assets to be loaded
  113083. * @param onSuccess is a callback called when the task is successfully executed
  113084. * @param onError is a callback called if an error occurs
  113085. */
  113086. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113087. throw new Error("runTask is not implemented");
  113088. };
  113089. /**
  113090. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113091. * This can be used with failed tasks that have the reason for failure fixed.
  113092. */
  113093. AbstractAssetTask.prototype.reset = function () {
  113094. this._taskState = AssetTaskState.INIT;
  113095. };
  113096. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113097. this._taskState = AssetTaskState.ERROR;
  113098. this._errorObject = {
  113099. message: message,
  113100. exception: exception
  113101. };
  113102. if (this.onError) {
  113103. this.onError(this, message, exception);
  113104. }
  113105. onError();
  113106. };
  113107. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113108. try {
  113109. this._taskState = AssetTaskState.DONE;
  113110. this._isCompleted = true;
  113111. if (this.onSuccess) {
  113112. this.onSuccess(this);
  113113. }
  113114. onSuccess();
  113115. }
  113116. catch (e) {
  113117. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113118. }
  113119. };
  113120. return AbstractAssetTask;
  113121. }());
  113122. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113123. /**
  113124. * Class used to share progress information about assets loading
  113125. */
  113126. var AssetsProgressEvent = /** @class */ (function () {
  113127. /**
  113128. * Creates a AssetsProgressEvent
  113129. * @param remainingCount defines the number of remaining tasks to process
  113130. * @param totalCount defines the total number of tasks
  113131. * @param task defines the task that was just processed
  113132. */
  113133. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113134. this.remainingCount = remainingCount;
  113135. this.totalCount = totalCount;
  113136. this.task = task;
  113137. }
  113138. return AssetsProgressEvent;
  113139. }());
  113140. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113141. /**
  113142. * Define a task used by AssetsManager to load meshes
  113143. */
  113144. var MeshAssetTask = /** @class */ (function (_super) {
  113145. __extends(MeshAssetTask, _super);
  113146. /**
  113147. * Creates a new MeshAssetTask
  113148. * @param name defines the name of the task
  113149. * @param meshesNames defines the list of mesh's names you want to load
  113150. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113151. * @param sceneFilename defines the filename of the scene to load from
  113152. */
  113153. function MeshAssetTask(
  113154. /**
  113155. * Defines the name of the task
  113156. */
  113157. name,
  113158. /**
  113159. * Defines the list of mesh's names you want to load
  113160. */
  113161. meshesNames,
  113162. /**
  113163. * Defines the root url to use as a base to load your meshes and associated resources
  113164. */
  113165. rootUrl,
  113166. /**
  113167. * Defines the filename of the scene to load from
  113168. */
  113169. sceneFilename) {
  113170. var _this = _super.call(this, name) || this;
  113171. _this.name = name;
  113172. _this.meshesNames = meshesNames;
  113173. _this.rootUrl = rootUrl;
  113174. _this.sceneFilename = sceneFilename;
  113175. return _this;
  113176. }
  113177. /**
  113178. * Execute the current task
  113179. * @param scene defines the scene where you want your assets to be loaded
  113180. * @param onSuccess is a callback called when the task is successfully executed
  113181. * @param onError is a callback called if an error occurs
  113182. */
  113183. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113184. var _this = this;
  113185. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113186. _this.loadedMeshes = meshes;
  113187. _this.loadedParticleSystems = particleSystems;
  113188. _this.loadedSkeletons = skeletons;
  113189. onSuccess();
  113190. }, null, function (scene, message, exception) {
  113191. onError(message, exception);
  113192. });
  113193. };
  113194. return MeshAssetTask;
  113195. }(AbstractAssetTask));
  113196. BABYLON.MeshAssetTask = MeshAssetTask;
  113197. /**
  113198. * Define a task used by AssetsManager to load text content
  113199. */
  113200. var TextFileAssetTask = /** @class */ (function (_super) {
  113201. __extends(TextFileAssetTask, _super);
  113202. /**
  113203. * Creates a new TextFileAssetTask object
  113204. * @param name defines the name of the task
  113205. * @param url defines the location of the file to load
  113206. */
  113207. function TextFileAssetTask(
  113208. /**
  113209. * Defines the name of the task
  113210. */
  113211. name,
  113212. /**
  113213. * Defines the location of the file to load
  113214. */
  113215. url) {
  113216. var _this = _super.call(this, name) || this;
  113217. _this.name = name;
  113218. _this.url = url;
  113219. return _this;
  113220. }
  113221. /**
  113222. * Execute the current task
  113223. * @param scene defines the scene where you want your assets to be loaded
  113224. * @param onSuccess is a callback called when the task is successfully executed
  113225. * @param onError is a callback called if an error occurs
  113226. */
  113227. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113228. var _this = this;
  113229. scene._loadFile(this.url, function (data) {
  113230. _this.text = data;
  113231. onSuccess();
  113232. }, undefined, false, false, function (request, exception) {
  113233. if (request) {
  113234. onError(request.status + " " + request.statusText, exception);
  113235. }
  113236. });
  113237. };
  113238. return TextFileAssetTask;
  113239. }(AbstractAssetTask));
  113240. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113241. /**
  113242. * Define a task used by AssetsManager to load binary data
  113243. */
  113244. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113245. __extends(BinaryFileAssetTask, _super);
  113246. /**
  113247. * Creates a new BinaryFileAssetTask object
  113248. * @param name defines the name of the new task
  113249. * @param url defines the location of the file to load
  113250. */
  113251. function BinaryFileAssetTask(
  113252. /**
  113253. * Defines the name of the task
  113254. */
  113255. name,
  113256. /**
  113257. * Defines the location of the file to load
  113258. */
  113259. url) {
  113260. var _this = _super.call(this, name) || this;
  113261. _this.name = name;
  113262. _this.url = url;
  113263. return _this;
  113264. }
  113265. /**
  113266. * Execute the current task
  113267. * @param scene defines the scene where you want your assets to be loaded
  113268. * @param onSuccess is a callback called when the task is successfully executed
  113269. * @param onError is a callback called if an error occurs
  113270. */
  113271. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113272. var _this = this;
  113273. scene._loadFile(this.url, function (data) {
  113274. _this.data = data;
  113275. onSuccess();
  113276. }, undefined, true, true, function (request, exception) {
  113277. if (request) {
  113278. onError(request.status + " " + request.statusText, exception);
  113279. }
  113280. });
  113281. };
  113282. return BinaryFileAssetTask;
  113283. }(AbstractAssetTask));
  113284. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113285. /**
  113286. * Define a task used by AssetsManager to load images
  113287. */
  113288. var ImageAssetTask = /** @class */ (function (_super) {
  113289. __extends(ImageAssetTask, _super);
  113290. /**
  113291. * Creates a new ImageAssetTask
  113292. * @param name defines the name of the task
  113293. * @param url defines the location of the image to load
  113294. */
  113295. function ImageAssetTask(
  113296. /**
  113297. * Defines the name of the task
  113298. */
  113299. name,
  113300. /**
  113301. * Defines the location of the image to load
  113302. */
  113303. url) {
  113304. var _this = _super.call(this, name) || this;
  113305. _this.name = name;
  113306. _this.url = url;
  113307. return _this;
  113308. }
  113309. /**
  113310. * Execute the current task
  113311. * @param scene defines the scene where you want your assets to be loaded
  113312. * @param onSuccess is a callback called when the task is successfully executed
  113313. * @param onError is a callback called if an error occurs
  113314. */
  113315. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113316. var _this = this;
  113317. var img = new Image();
  113318. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113319. img.onload = function () {
  113320. _this.image = img;
  113321. onSuccess();
  113322. };
  113323. img.onerror = function (err) {
  113324. onError("Error loading image", err);
  113325. };
  113326. img.src = this.url;
  113327. };
  113328. return ImageAssetTask;
  113329. }(AbstractAssetTask));
  113330. BABYLON.ImageAssetTask = ImageAssetTask;
  113331. /**
  113332. * Define a task used by AssetsManager to load 2D textures
  113333. */
  113334. var TextureAssetTask = /** @class */ (function (_super) {
  113335. __extends(TextureAssetTask, _super);
  113336. /**
  113337. * Creates a new TextureAssetTask object
  113338. * @param name defines the name of the task
  113339. * @param url defines the location of the file to load
  113340. * @param noMipmap defines if mipmap should not be generated (default is false)
  113341. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113342. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113343. */
  113344. function TextureAssetTask(
  113345. /**
  113346. * Defines the name of the task
  113347. */
  113348. name,
  113349. /**
  113350. * Defines the location of the file to load
  113351. */
  113352. url,
  113353. /**
  113354. * Defines if mipmap should not be generated (default is false)
  113355. */
  113356. noMipmap,
  113357. /**
  113358. * Defines if texture must be inverted on Y axis (default is false)
  113359. */
  113360. invertY,
  113361. /**
  113362. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113363. */
  113364. samplingMode) {
  113365. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113366. var _this = _super.call(this, name) || this;
  113367. _this.name = name;
  113368. _this.url = url;
  113369. _this.noMipmap = noMipmap;
  113370. _this.invertY = invertY;
  113371. _this.samplingMode = samplingMode;
  113372. return _this;
  113373. }
  113374. /**
  113375. * Execute the current task
  113376. * @param scene defines the scene where you want your assets to be loaded
  113377. * @param onSuccess is a callback called when the task is successfully executed
  113378. * @param onError is a callback called if an error occurs
  113379. */
  113380. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113381. var onload = function () {
  113382. onSuccess();
  113383. };
  113384. var onerror = function (message, exception) {
  113385. onError(message, exception);
  113386. };
  113387. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113388. };
  113389. return TextureAssetTask;
  113390. }(AbstractAssetTask));
  113391. BABYLON.TextureAssetTask = TextureAssetTask;
  113392. /**
  113393. * Define a task used by AssetsManager to load cube textures
  113394. */
  113395. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113396. __extends(CubeTextureAssetTask, _super);
  113397. /**
  113398. * Creates a new CubeTextureAssetTask
  113399. * @param name defines the name of the task
  113400. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113401. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113402. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113403. * @param files defines the explicit list of files (undefined by default)
  113404. */
  113405. function CubeTextureAssetTask(
  113406. /**
  113407. * Defines the name of the task
  113408. */
  113409. name,
  113410. /**
  113411. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113412. */
  113413. url,
  113414. /**
  113415. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113416. */
  113417. extensions,
  113418. /**
  113419. * Defines if mipmaps should not be generated (default is false)
  113420. */
  113421. noMipmap,
  113422. /**
  113423. * Defines the explicit list of files (undefined by default)
  113424. */
  113425. files) {
  113426. var _this = _super.call(this, name) || this;
  113427. _this.name = name;
  113428. _this.url = url;
  113429. _this.extensions = extensions;
  113430. _this.noMipmap = noMipmap;
  113431. _this.files = files;
  113432. return _this;
  113433. }
  113434. /**
  113435. * Execute the current task
  113436. * @param scene defines the scene where you want your assets to be loaded
  113437. * @param onSuccess is a callback called when the task is successfully executed
  113438. * @param onError is a callback called if an error occurs
  113439. */
  113440. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113441. var onload = function () {
  113442. onSuccess();
  113443. };
  113444. var onerror = function (message, exception) {
  113445. onError(message, exception);
  113446. };
  113447. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113448. };
  113449. return CubeTextureAssetTask;
  113450. }(AbstractAssetTask));
  113451. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113452. /**
  113453. * Define a task used by AssetsManager to load HDR cube textures
  113454. */
  113455. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113456. __extends(HDRCubeTextureAssetTask, _super);
  113457. /**
  113458. * Creates a new HDRCubeTextureAssetTask object
  113459. * @param name defines the name of the task
  113460. * @param url defines the location of the file to load
  113461. * @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.
  113462. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113463. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113464. * @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)
  113465. * @param reserved Internal use only
  113466. */
  113467. function HDRCubeTextureAssetTask(
  113468. /**
  113469. * Defines the name of the task
  113470. */
  113471. name,
  113472. /**
  113473. * Defines the location of the file to load
  113474. */
  113475. url,
  113476. /**
  113477. * Defines the desired size (the more it increases the longer the generation will be)
  113478. */
  113479. size,
  113480. /**
  113481. * Defines if mipmaps should not be generated (default is false)
  113482. */
  113483. noMipmap,
  113484. /**
  113485. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113486. */
  113487. generateHarmonics,
  113488. /**
  113489. * 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)
  113490. */
  113491. gammaSpace,
  113492. /**
  113493. * Internal Use Only
  113494. */
  113495. reserved) {
  113496. if (noMipmap === void 0) { noMipmap = false; }
  113497. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113498. if (gammaSpace === void 0) { gammaSpace = false; }
  113499. if (reserved === void 0) { reserved = false; }
  113500. var _this = _super.call(this, name) || this;
  113501. _this.name = name;
  113502. _this.url = url;
  113503. _this.size = size;
  113504. _this.noMipmap = noMipmap;
  113505. _this.generateHarmonics = generateHarmonics;
  113506. _this.gammaSpace = gammaSpace;
  113507. _this.reserved = reserved;
  113508. return _this;
  113509. }
  113510. /**
  113511. * Execute the current task
  113512. * @param scene defines the scene where you want your assets to be loaded
  113513. * @param onSuccess is a callback called when the task is successfully executed
  113514. * @param onError is a callback called if an error occurs
  113515. */
  113516. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113517. var onload = function () {
  113518. onSuccess();
  113519. };
  113520. var onerror = function (message, exception) {
  113521. onError(message, exception);
  113522. };
  113523. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113524. };
  113525. return HDRCubeTextureAssetTask;
  113526. }(AbstractAssetTask));
  113527. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113528. /**
  113529. * This class can be used to easily import assets into a scene
  113530. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113531. */
  113532. var AssetsManager = /** @class */ (function () {
  113533. /**
  113534. * Creates a new AssetsManager
  113535. * @param scene defines the scene to work on
  113536. */
  113537. function AssetsManager(scene) {
  113538. this._isLoading = false;
  113539. this._tasks = new Array();
  113540. this._waitingTasksCount = 0;
  113541. this._totalTasksCount = 0;
  113542. /**
  113543. * Observable called when all tasks are processed
  113544. */
  113545. this.onTaskSuccessObservable = new BABYLON.Observable();
  113546. /**
  113547. * Observable called when a task had an error
  113548. */
  113549. this.onTaskErrorObservable = new BABYLON.Observable();
  113550. /**
  113551. * Observable called when a task is successful
  113552. */
  113553. this.onTasksDoneObservable = new BABYLON.Observable();
  113554. /**
  113555. * Observable called when a task is done (whatever the result is)
  113556. */
  113557. this.onProgressObservable = new BABYLON.Observable();
  113558. /**
  113559. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113560. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113561. */
  113562. this.useDefaultLoadingScreen = true;
  113563. this._scene = scene;
  113564. }
  113565. /**
  113566. * Add a MeshAssetTask to the list of active tasks
  113567. * @param taskName defines the name of the new task
  113568. * @param meshesNames defines the name of meshes to load
  113569. * @param rootUrl defines the root url to use to locate files
  113570. * @param sceneFilename defines the filename of the scene file
  113571. * @returns a new MeshAssetTask object
  113572. */
  113573. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113574. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113575. this._tasks.push(task);
  113576. return task;
  113577. };
  113578. /**
  113579. * Add a TextFileAssetTask to the list of active tasks
  113580. * @param taskName defines the name of the new task
  113581. * @param url defines the url of the file to load
  113582. * @returns a new TextFileAssetTask object
  113583. */
  113584. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113585. var task = new TextFileAssetTask(taskName, url);
  113586. this._tasks.push(task);
  113587. return task;
  113588. };
  113589. /**
  113590. * Add a BinaryFileAssetTask to the list of active tasks
  113591. * @param taskName defines the name of the new task
  113592. * @param url defines the url of the file to load
  113593. * @returns a new BinaryFileAssetTask object
  113594. */
  113595. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113596. var task = new BinaryFileAssetTask(taskName, url);
  113597. this._tasks.push(task);
  113598. return task;
  113599. };
  113600. /**
  113601. * Add a ImageAssetTask to the list of active tasks
  113602. * @param taskName defines the name of the new task
  113603. * @param url defines the url of the file to load
  113604. * @returns a new ImageAssetTask object
  113605. */
  113606. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113607. var task = new ImageAssetTask(taskName, url);
  113608. this._tasks.push(task);
  113609. return task;
  113610. };
  113611. /**
  113612. * Add a TextureAssetTask to the list of active tasks
  113613. * @param taskName defines the name of the new task
  113614. * @param url defines the url of the file to load
  113615. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113616. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113617. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113618. * @returns a new TextureAssetTask object
  113619. */
  113620. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113621. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113622. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113623. this._tasks.push(task);
  113624. return task;
  113625. };
  113626. /**
  113627. * Add a CubeTextureAssetTask to the list of active tasks
  113628. * @param taskName defines the name of the new task
  113629. * @param url defines the url of the file to load
  113630. * @param extensions defines the extension to use to load the cube map (can be null)
  113631. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113632. * @param files defines the list of files to load (can be null)
  113633. * @returns a new CubeTextureAssetTask object
  113634. */
  113635. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113636. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113637. this._tasks.push(task);
  113638. return task;
  113639. };
  113640. /**
  113641. *
  113642. * Add a HDRCubeTextureAssetTask to the list of active tasks
  113643. * @param taskName defines the name of the new task
  113644. * @param url defines the url of the file to load
  113645. * @param size defines the size you want for the cubemap (can be null)
  113646. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113647. * @param generateHarmonics defines if you want to automatically generate (true by default)
  113648. * @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)
  113649. * @param reserved Internal use only
  113650. * @returns a new HDRCubeTextureAssetTask object
  113651. */
  113652. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  113653. if (noMipmap === void 0) { noMipmap = false; }
  113654. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113655. if (gammaSpace === void 0) { gammaSpace = false; }
  113656. if (reserved === void 0) { reserved = false; }
  113657. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  113658. this._tasks.push(task);
  113659. return task;
  113660. };
  113661. /**
  113662. * Remove a task from the assets manager.
  113663. * @param task the task to remove
  113664. */
  113665. AssetsManager.prototype.removeTask = function (task) {
  113666. var index = this._tasks.indexOf(task);
  113667. if (index > -1) {
  113668. this._tasks.splice(index, 1);
  113669. }
  113670. };
  113671. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  113672. this._waitingTasksCount--;
  113673. try {
  113674. if (this.onProgress) {
  113675. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  113676. }
  113677. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  113678. }
  113679. catch (e) {
  113680. BABYLON.Tools.Error("Error running progress callbacks.");
  113681. console.log(e);
  113682. }
  113683. if (this._waitingTasksCount === 0) {
  113684. try {
  113685. if (this.onFinish) {
  113686. this.onFinish(this._tasks);
  113687. }
  113688. // Let's remove successfull tasks
  113689. var currentTasks = this._tasks.slice();
  113690. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  113691. var task = currentTasks_1[_i];
  113692. if (task.taskState === AssetTaskState.DONE) {
  113693. var index = this._tasks.indexOf(task);
  113694. if (index > -1) {
  113695. this._tasks.splice(index, 1);
  113696. }
  113697. }
  113698. }
  113699. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113700. }
  113701. catch (e) {
  113702. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  113703. console.log(e);
  113704. }
  113705. this._isLoading = false;
  113706. this._scene.getEngine().hideLoadingUI();
  113707. }
  113708. };
  113709. AssetsManager.prototype._runTask = function (task) {
  113710. var _this = this;
  113711. var done = function () {
  113712. try {
  113713. if (_this.onTaskSuccess) {
  113714. _this.onTaskSuccess(task);
  113715. }
  113716. _this.onTaskSuccessObservable.notifyObservers(task);
  113717. _this._decreaseWaitingTasksCount(task);
  113718. }
  113719. catch (e) {
  113720. error("Error executing task success callbacks", e);
  113721. }
  113722. };
  113723. var error = function (message, exception) {
  113724. task._setErrorObject(message, exception);
  113725. if (_this.onTaskError) {
  113726. _this.onTaskError(task);
  113727. }
  113728. _this.onTaskErrorObservable.notifyObservers(task);
  113729. _this._decreaseWaitingTasksCount(task);
  113730. };
  113731. task.run(this._scene, done, error);
  113732. };
  113733. /**
  113734. * Reset the AssetsManager and remove all tasks
  113735. * @return the current instance of the AssetsManager
  113736. */
  113737. AssetsManager.prototype.reset = function () {
  113738. this._isLoading = false;
  113739. this._tasks = new Array();
  113740. return this;
  113741. };
  113742. /**
  113743. * Start the loading process
  113744. * @return the current instance of the AssetsManager
  113745. */
  113746. AssetsManager.prototype.load = function () {
  113747. if (this._isLoading) {
  113748. return this;
  113749. }
  113750. this._isLoading = true;
  113751. this._waitingTasksCount = this._tasks.length;
  113752. this._totalTasksCount = this._tasks.length;
  113753. if (this._waitingTasksCount === 0) {
  113754. this._isLoading = false;
  113755. if (this.onFinish) {
  113756. this.onFinish(this._tasks);
  113757. }
  113758. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113759. return this;
  113760. }
  113761. if (this.useDefaultLoadingScreen) {
  113762. this._scene.getEngine().displayLoadingUI();
  113763. }
  113764. for (var index = 0; index < this._tasks.length; index++) {
  113765. var task = this._tasks[index];
  113766. if (task.taskState === AssetTaskState.INIT) {
  113767. this._runTask(task);
  113768. }
  113769. }
  113770. return this;
  113771. };
  113772. return AssetsManager;
  113773. }());
  113774. BABYLON.AssetsManager = AssetsManager;
  113775. })(BABYLON || (BABYLON = {}));
  113776. //# sourceMappingURL=babylon.assetsManager.js.map
  113777. var BABYLON;
  113778. (function (BABYLON) {
  113779. var serializedGeometries = [];
  113780. var serializeGeometry = function (geometry, serializationGeometries) {
  113781. if (serializedGeometries[geometry.id]) {
  113782. return;
  113783. }
  113784. if (geometry.doNotSerialize) {
  113785. return;
  113786. }
  113787. if (geometry instanceof BABYLON.BoxGeometry) {
  113788. serializationGeometries.boxes.push(geometry.serialize());
  113789. }
  113790. else if (geometry instanceof BABYLON.SphereGeometry) {
  113791. serializationGeometries.spheres.push(geometry.serialize());
  113792. }
  113793. else if (geometry instanceof BABYLON.CylinderGeometry) {
  113794. serializationGeometries.cylinders.push(geometry.serialize());
  113795. }
  113796. else if (geometry instanceof BABYLON.TorusGeometry) {
  113797. serializationGeometries.toruses.push(geometry.serialize());
  113798. }
  113799. else if (geometry instanceof BABYLON.GroundGeometry) {
  113800. serializationGeometries.grounds.push(geometry.serialize());
  113801. }
  113802. else if (geometry instanceof BABYLON.Plane) {
  113803. serializationGeometries.planes.push(geometry.serialize());
  113804. }
  113805. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  113806. serializationGeometries.torusKnots.push(geometry.serialize());
  113807. }
  113808. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  113809. throw new Error("Unknown primitive type");
  113810. }
  113811. else {
  113812. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  113813. }
  113814. serializedGeometries[geometry.id] = true;
  113815. };
  113816. var serializeMesh = function (mesh, serializationScene) {
  113817. var serializationObject = {};
  113818. // Geometry
  113819. var geometry = mesh._geometry;
  113820. if (geometry) {
  113821. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  113822. // 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
  113823. serializeGeometry(geometry, serializationScene.geometries);
  113824. }
  113825. }
  113826. // Custom
  113827. if (mesh.serialize) {
  113828. mesh.serialize(serializationObject);
  113829. }
  113830. return serializationObject;
  113831. };
  113832. var finalizeSingleMesh = function (mesh, serializationObject) {
  113833. //only works if the mesh is already loaded
  113834. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113835. //serialize material
  113836. if (mesh.material) {
  113837. if (mesh.material instanceof BABYLON.MultiMaterial) {
  113838. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  113839. serializationObject.materials = serializationObject.materials || [];
  113840. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113841. serializationObject.multiMaterials.push(mesh.material.serialize());
  113842. var _loop_1 = function (submaterial) {
  113843. if (submaterial) {
  113844. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  113845. serializationObject.materials.push(submaterial.serialize());
  113846. }
  113847. }
  113848. };
  113849. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  113850. var submaterial = _a[_i];
  113851. _loop_1(submaterial);
  113852. }
  113853. }
  113854. }
  113855. else {
  113856. serializationObject.materials = serializationObject.materials || [];
  113857. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113858. serializationObject.materials.push(mesh.material.serialize());
  113859. }
  113860. }
  113861. }
  113862. //serialize geometry
  113863. var geometry = mesh._geometry;
  113864. if (geometry) {
  113865. if (!serializationObject.geometries) {
  113866. serializationObject.geometries = {};
  113867. serializationObject.geometries.boxes = [];
  113868. serializationObject.geometries.spheres = [];
  113869. serializationObject.geometries.cylinders = [];
  113870. serializationObject.geometries.toruses = [];
  113871. serializationObject.geometries.grounds = [];
  113872. serializationObject.geometries.planes = [];
  113873. serializationObject.geometries.torusKnots = [];
  113874. serializationObject.geometries.vertexData = [];
  113875. }
  113876. serializeGeometry(geometry, serializationObject.geometries);
  113877. }
  113878. // Skeletons
  113879. if (mesh.skeleton) {
  113880. serializationObject.skeletons = serializationObject.skeletons || [];
  113881. serializationObject.skeletons.push(mesh.skeleton.serialize());
  113882. }
  113883. //serialize the actual mesh
  113884. serializationObject.meshes = serializationObject.meshes || [];
  113885. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113886. }
  113887. };
  113888. /**
  113889. * Class used to serialize a scene into a string
  113890. */
  113891. var SceneSerializer = /** @class */ (function () {
  113892. function SceneSerializer() {
  113893. }
  113894. /**
  113895. * Clear cache used by a previous serialization
  113896. */
  113897. SceneSerializer.ClearCache = function () {
  113898. serializedGeometries = [];
  113899. };
  113900. /**
  113901. * Serialize a scene into a JSON compatible object
  113902. * @param scene defines the scene to serialize
  113903. * @returns a JSON compatible object
  113904. */
  113905. SceneSerializer.Serialize = function (scene) {
  113906. var serializationObject = {};
  113907. SceneSerializer.ClearCache();
  113908. // Scene
  113909. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  113910. serializationObject.autoClear = scene.autoClear;
  113911. serializationObject.clearColor = scene.clearColor.asArray();
  113912. serializationObject.ambientColor = scene.ambientColor.asArray();
  113913. serializationObject.gravity = scene.gravity.asArray();
  113914. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  113915. serializationObject.workerCollisions = scene.workerCollisions;
  113916. // Fog
  113917. if (scene.fogMode && scene.fogMode !== 0) {
  113918. serializationObject.fogMode = scene.fogMode;
  113919. serializationObject.fogColor = scene.fogColor.asArray();
  113920. serializationObject.fogStart = scene.fogStart;
  113921. serializationObject.fogEnd = scene.fogEnd;
  113922. serializationObject.fogDensity = scene.fogDensity;
  113923. }
  113924. //Physics
  113925. if (scene.isPhysicsEnabled()) {
  113926. var physicEngine = scene.getPhysicsEngine();
  113927. if (physicEngine) {
  113928. serializationObject.physicsEnabled = true;
  113929. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  113930. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  113931. }
  113932. }
  113933. // Metadata
  113934. if (scene.metadata) {
  113935. serializationObject.metadata = scene.metadata;
  113936. }
  113937. // Morph targets
  113938. serializationObject.morphTargetManagers = [];
  113939. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  113940. var abstractMesh = _a[_i];
  113941. var manager = abstractMesh.morphTargetManager;
  113942. if (manager) {
  113943. serializationObject.morphTargetManagers.push(manager.serialize());
  113944. }
  113945. }
  113946. // Lights
  113947. serializationObject.lights = [];
  113948. var index;
  113949. var light;
  113950. for (index = 0; index < scene.lights.length; index++) {
  113951. light = scene.lights[index];
  113952. if (!light.doNotSerialize) {
  113953. serializationObject.lights.push(light.serialize());
  113954. }
  113955. }
  113956. // Cameras
  113957. serializationObject.cameras = [];
  113958. for (index = 0; index < scene.cameras.length; index++) {
  113959. var camera = scene.cameras[index];
  113960. if (!camera.doNotSerialize) {
  113961. serializationObject.cameras.push(camera.serialize());
  113962. }
  113963. }
  113964. if (scene.activeCamera) {
  113965. serializationObject.activeCameraID = scene.activeCamera.id;
  113966. }
  113967. // Animations
  113968. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  113969. // Materials
  113970. serializationObject.materials = [];
  113971. serializationObject.multiMaterials = [];
  113972. var material;
  113973. for (index = 0; index < scene.materials.length; index++) {
  113974. material = scene.materials[index];
  113975. if (!material.doNotSerialize) {
  113976. serializationObject.materials.push(material.serialize());
  113977. }
  113978. }
  113979. // MultiMaterials
  113980. serializationObject.multiMaterials = [];
  113981. for (index = 0; index < scene.multiMaterials.length; index++) {
  113982. var multiMaterial = scene.multiMaterials[index];
  113983. serializationObject.multiMaterials.push(multiMaterial.serialize());
  113984. }
  113985. // Environment texture
  113986. if (scene.environmentTexture) {
  113987. serializationObject.environmentTexture = scene.environmentTexture.name;
  113988. }
  113989. // Skeletons
  113990. serializationObject.skeletons = [];
  113991. for (index = 0; index < scene.skeletons.length; index++) {
  113992. var skeleton = scene.skeletons[index];
  113993. if (!skeleton.doNotSerialize) {
  113994. serializationObject.skeletons.push(skeleton.serialize());
  113995. }
  113996. }
  113997. // Transform nodes
  113998. serializationObject.transformNodes = [];
  113999. for (index = 0; index < scene.transformNodes.length; index++) {
  114000. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114001. }
  114002. // Geometries
  114003. serializationObject.geometries = {};
  114004. serializationObject.geometries.boxes = [];
  114005. serializationObject.geometries.spheres = [];
  114006. serializationObject.geometries.cylinders = [];
  114007. serializationObject.geometries.toruses = [];
  114008. serializationObject.geometries.grounds = [];
  114009. serializationObject.geometries.planes = [];
  114010. serializationObject.geometries.torusKnots = [];
  114011. serializationObject.geometries.vertexData = [];
  114012. serializedGeometries = [];
  114013. var geometries = scene.getGeometries();
  114014. for (index = 0; index < geometries.length; index++) {
  114015. var geometry = geometries[index];
  114016. if (geometry.isReady()) {
  114017. serializeGeometry(geometry, serializationObject.geometries);
  114018. }
  114019. }
  114020. // Meshes
  114021. serializationObject.meshes = [];
  114022. for (index = 0; index < scene.meshes.length; index++) {
  114023. var abstractMesh = scene.meshes[index];
  114024. if (abstractMesh instanceof BABYLON.Mesh) {
  114025. var mesh = abstractMesh;
  114026. if (!mesh.doNotSerialize) {
  114027. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114028. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114029. }
  114030. }
  114031. }
  114032. }
  114033. // Particles Systems
  114034. serializationObject.particleSystems = [];
  114035. for (index = 0; index < scene.particleSystems.length; index++) {
  114036. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114037. }
  114038. // Action Manager
  114039. if (scene.actionManager) {
  114040. serializationObject.actions = scene.actionManager.serialize("scene");
  114041. }
  114042. // Components
  114043. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114044. var component = _c[_b];
  114045. component.serialize(serializationObject);
  114046. }
  114047. return serializationObject;
  114048. };
  114049. /**
  114050. * Serialize a mesh into a JSON compatible object
  114051. * @param toSerialize defines the mesh to serialize
  114052. * @param withParents defines if parents must be serialized as well
  114053. * @param withChildren defines if children must be serialized as well
  114054. * @returns a JSON compatible object
  114055. */
  114056. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114057. if (withParents === void 0) { withParents = false; }
  114058. if (withChildren === void 0) { withChildren = false; }
  114059. var serializationObject = {};
  114060. SceneSerializer.ClearCache();
  114061. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114062. if (withParents || withChildren) {
  114063. //deliberate for loop! not for each, appended should be processed as well.
  114064. for (var i = 0; i < toSerialize.length; ++i) {
  114065. if (withChildren) {
  114066. toSerialize[i].getDescendants().forEach(function (node) {
  114067. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114068. toSerialize.push(node);
  114069. }
  114070. });
  114071. }
  114072. //make sure the array doesn't contain the object already
  114073. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114074. toSerialize.push(toSerialize[i].parent);
  114075. }
  114076. }
  114077. }
  114078. toSerialize.forEach(function (mesh) {
  114079. finalizeSingleMesh(mesh, serializationObject);
  114080. });
  114081. return serializationObject;
  114082. };
  114083. return SceneSerializer;
  114084. }());
  114085. BABYLON.SceneSerializer = SceneSerializer;
  114086. })(BABYLON || (BABYLON = {}));
  114087. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114088. var BABYLON;
  114089. (function (BABYLON) {
  114090. /**
  114091. * Class used to generate realtime reflection / refraction cube textures
  114092. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114093. */
  114094. var ReflectionProbe = /** @class */ (function () {
  114095. /**
  114096. * Creates a new reflection probe
  114097. * @param name defines the name of the probe
  114098. * @param size defines the texture resolution (for each face)
  114099. * @param scene defines the hosting scene
  114100. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114101. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114102. */
  114103. function ReflectionProbe(
  114104. /** defines the name of the probe */
  114105. name, size, scene, generateMipMaps, useFloat) {
  114106. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114107. if (useFloat === void 0) { useFloat = false; }
  114108. var _this = this;
  114109. this.name = name;
  114110. this._viewMatrix = BABYLON.Matrix.Identity();
  114111. this._target = BABYLON.Vector3.Zero();
  114112. this._add = BABYLON.Vector3.Zero();
  114113. this._invertYAxis = false;
  114114. /** Gets or sets probe position (center of the cube map) */
  114115. this.position = BABYLON.Vector3.Zero();
  114116. this._scene = scene;
  114117. // Create the scene field if not exist.
  114118. if (!this._scene.reflectionProbes) {
  114119. this._scene.reflectionProbes = new Array();
  114120. }
  114121. this._scene.reflectionProbes.push(this);
  114122. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114123. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114124. switch (faceIndex) {
  114125. case 0:
  114126. _this._add.copyFromFloats(1, 0, 0);
  114127. break;
  114128. case 1:
  114129. _this._add.copyFromFloats(-1, 0, 0);
  114130. break;
  114131. case 2:
  114132. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114133. break;
  114134. case 3:
  114135. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114136. break;
  114137. case 4:
  114138. _this._add.copyFromFloats(0, 0, 1);
  114139. break;
  114140. case 5:
  114141. _this._add.copyFromFloats(0, 0, -1);
  114142. break;
  114143. }
  114144. if (_this._attachedMesh) {
  114145. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114146. }
  114147. _this.position.addToRef(_this._add, _this._target);
  114148. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114149. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114150. scene._forcedViewPosition = _this.position;
  114151. });
  114152. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114153. scene._forcedViewPosition = null;
  114154. scene.updateTransformMatrix(true);
  114155. });
  114156. if (scene.activeCamera) {
  114157. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114158. }
  114159. }
  114160. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114161. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114162. get: function () {
  114163. return this._renderTargetTexture.samples;
  114164. },
  114165. set: function (value) {
  114166. this._renderTargetTexture.samples = value;
  114167. },
  114168. enumerable: true,
  114169. configurable: true
  114170. });
  114171. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114172. /** Gets or sets the refresh rate to use (on every frame by default) */
  114173. get: function () {
  114174. return this._renderTargetTexture.refreshRate;
  114175. },
  114176. set: function (value) {
  114177. this._renderTargetTexture.refreshRate = value;
  114178. },
  114179. enumerable: true,
  114180. configurable: true
  114181. });
  114182. /**
  114183. * Gets the hosting scene
  114184. * @returns a Scene
  114185. */
  114186. ReflectionProbe.prototype.getScene = function () {
  114187. return this._scene;
  114188. };
  114189. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114190. /** Gets the internal CubeTexture used to render to */
  114191. get: function () {
  114192. return this._renderTargetTexture;
  114193. },
  114194. enumerable: true,
  114195. configurable: true
  114196. });
  114197. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114198. /** Gets the list of meshes to render */
  114199. get: function () {
  114200. return this._renderTargetTexture.renderList;
  114201. },
  114202. enumerable: true,
  114203. configurable: true
  114204. });
  114205. /**
  114206. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114207. * @param mesh defines the mesh to attach to
  114208. */
  114209. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114210. this._attachedMesh = mesh;
  114211. };
  114212. /**
  114213. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114214. * @param renderingGroupId The rendering group id corresponding to its index
  114215. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114216. */
  114217. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114218. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114219. };
  114220. /**
  114221. * Clean all associated resources
  114222. */
  114223. ReflectionProbe.prototype.dispose = function () {
  114224. var index = this._scene.reflectionProbes.indexOf(this);
  114225. if (index !== -1) {
  114226. // Remove from the scene if found
  114227. this._scene.reflectionProbes.splice(index, 1);
  114228. }
  114229. if (this._renderTargetTexture) {
  114230. this._renderTargetTexture.dispose();
  114231. this._renderTargetTexture = null;
  114232. }
  114233. };
  114234. return ReflectionProbe;
  114235. }());
  114236. BABYLON.ReflectionProbe = ReflectionProbe;
  114237. })(BABYLON || (BABYLON = {}));
  114238. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114239. var BABYLON;
  114240. (function (BABYLON) {
  114241. /**
  114242. * Defines the layer scene component responsible to manage any layers
  114243. * in a given scene.
  114244. */
  114245. var LayerSceneComponent = /** @class */ (function () {
  114246. /**
  114247. * Creates a new instance of the component for the given scene
  114248. * @param scene Defines the scene to register the component in
  114249. */
  114250. function LayerSceneComponent(scene) {
  114251. /**
  114252. * The component name helpfull to identify the component in the list of scene components.
  114253. */
  114254. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114255. this.scene = scene;
  114256. this._engine = scene.getEngine();
  114257. scene.layers = new Array();
  114258. }
  114259. /**
  114260. * Registers the component in a given scene
  114261. */
  114262. LayerSceneComponent.prototype.register = function () {
  114263. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  114264. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  114265. };
  114266. /**
  114267. * Rebuilds the elements related to this component in case of
  114268. * context lost for instance.
  114269. */
  114270. LayerSceneComponent.prototype.rebuild = function () {
  114271. var layers = this.scene.layers;
  114272. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114273. var layer = layers_1[_i];
  114274. layer._rebuild();
  114275. }
  114276. };
  114277. /**
  114278. * Disposes the component and the associated ressources.
  114279. */
  114280. LayerSceneComponent.prototype.dispose = function () {
  114281. var layers = this.scene.layers;
  114282. while (layers.length) {
  114283. layers[0].dispose();
  114284. }
  114285. };
  114286. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  114287. var layers = this.scene.layers;
  114288. if (layers.length) {
  114289. this._engine.setDepthBuffer(false);
  114290. var cameraLayerMask = camera.layerMask;
  114291. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114292. var layer = layers_2[_i];
  114293. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  114294. layer.render();
  114295. }
  114296. }
  114297. this._engine.setDepthBuffer(true);
  114298. }
  114299. };
  114300. LayerSceneComponent.prototype._drawBackground = function (camera) {
  114301. this._draw(camera, true);
  114302. };
  114303. LayerSceneComponent.prototype._drawForeground = function (camera) {
  114304. this._draw(camera, false);
  114305. };
  114306. return LayerSceneComponent;
  114307. }());
  114308. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114309. })(BABYLON || (BABYLON = {}));
  114310. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114311. var BABYLON;
  114312. (function (BABYLON) {
  114313. /**
  114314. * This represents a full screen 2d layer.
  114315. * This can be usefull to display a picture in the background of your scene for instance.
  114316. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114317. */
  114318. var Layer = /** @class */ (function () {
  114319. /**
  114320. * Instantiates a new layer.
  114321. * This represents a full screen 2d layer.
  114322. * This can be usefull to display a picture in the background of your scene for instance.
  114323. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114324. * @param name Define the name of the layer in the scene
  114325. * @param imgUrl Define the url of the texture to display in the layer
  114326. * @param scene Define the scene the layer belongs to
  114327. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114328. * @param color Defines a color for the layer
  114329. */
  114330. function Layer(
  114331. /**
  114332. * Define the name of the layer.
  114333. */
  114334. name, imgUrl, scene, isBackground, color) {
  114335. this.name = name;
  114336. /**
  114337. * Define the scale of the layer in order to zoom in out of the texture.
  114338. */
  114339. this.scale = new BABYLON.Vector2(1, 1);
  114340. /**
  114341. * Define an offset for the layer in order to shift the texture.
  114342. */
  114343. this.offset = new BABYLON.Vector2(0, 0);
  114344. /**
  114345. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114346. */
  114347. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114348. /**
  114349. * Define a mask to restrict the layer to only some of the scene cameras.
  114350. */
  114351. this.layerMask = 0x0FFFFFFF;
  114352. this._vertexBuffers = {};
  114353. /**
  114354. * An event triggered when the layer is disposed.
  114355. */
  114356. this.onDisposeObservable = new BABYLON.Observable();
  114357. /**
  114358. * An event triggered before rendering the scene
  114359. */
  114360. this.onBeforeRenderObservable = new BABYLON.Observable();
  114361. /**
  114362. * An event triggered after rendering the scene
  114363. */
  114364. this.onAfterRenderObservable = new BABYLON.Observable();
  114365. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114366. this.isBackground = isBackground === undefined ? true : isBackground;
  114367. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114368. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114369. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114370. if (!layerComponent) {
  114371. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114372. this._scene._addComponent(layerComponent);
  114373. }
  114374. this._scene.layers.push(this);
  114375. var engine = this._scene.getEngine();
  114376. // VBO
  114377. var vertices = [];
  114378. vertices.push(1, 1);
  114379. vertices.push(-1, 1);
  114380. vertices.push(-1, -1);
  114381. vertices.push(1, -1);
  114382. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114383. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114384. this._createIndexBuffer();
  114385. // Effects
  114386. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114387. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114388. }
  114389. Object.defineProperty(Layer.prototype, "onDispose", {
  114390. /**
  114391. * Back compatibility with callback before the onDisposeObservable existed.
  114392. * The set callback will be triggered when the layer has been disposed.
  114393. */
  114394. set: function (callback) {
  114395. if (this._onDisposeObserver) {
  114396. this.onDisposeObservable.remove(this._onDisposeObserver);
  114397. }
  114398. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114399. },
  114400. enumerable: true,
  114401. configurable: true
  114402. });
  114403. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114404. /**
  114405. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114406. * The set callback will be triggered just before rendering the layer.
  114407. */
  114408. set: function (callback) {
  114409. if (this._onBeforeRenderObserver) {
  114410. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114411. }
  114412. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114413. },
  114414. enumerable: true,
  114415. configurable: true
  114416. });
  114417. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114418. /**
  114419. * Back compatibility with callback before the onAfterRenderObservable existed.
  114420. * The set callback will be triggered just after rendering the layer.
  114421. */
  114422. set: function (callback) {
  114423. if (this._onAfterRenderObserver) {
  114424. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114425. }
  114426. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114427. },
  114428. enumerable: true,
  114429. configurable: true
  114430. });
  114431. Layer.prototype._createIndexBuffer = function () {
  114432. var engine = this._scene.getEngine();
  114433. // Indices
  114434. var indices = [];
  114435. indices.push(0);
  114436. indices.push(1);
  114437. indices.push(2);
  114438. indices.push(0);
  114439. indices.push(2);
  114440. indices.push(3);
  114441. this._indexBuffer = engine.createIndexBuffer(indices);
  114442. };
  114443. /** @hidden */
  114444. Layer.prototype._rebuild = function () {
  114445. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114446. if (vb) {
  114447. vb._rebuild();
  114448. }
  114449. this._createIndexBuffer();
  114450. };
  114451. /**
  114452. * Renders the layer in the scene.
  114453. */
  114454. Layer.prototype.render = function () {
  114455. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  114456. // Check
  114457. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  114458. return;
  114459. }
  114460. var engine = this._scene.getEngine();
  114461. this.onBeforeRenderObservable.notifyObservers(this);
  114462. // Render
  114463. engine.enableEffect(currentEffect);
  114464. engine.setState(false);
  114465. // Texture
  114466. currentEffect.setTexture("textureSampler", this.texture);
  114467. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  114468. // Color
  114469. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  114470. // Scale / offset
  114471. currentEffect.setVector2("offset", this.offset);
  114472. currentEffect.setVector2("scale", this.scale);
  114473. // VBOs
  114474. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  114475. // Draw order
  114476. if (!this.alphaTest) {
  114477. engine.setAlphaMode(this.alphaBlendingMode);
  114478. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114479. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  114480. }
  114481. else {
  114482. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114483. }
  114484. this.onAfterRenderObservable.notifyObservers(this);
  114485. };
  114486. /**
  114487. * Disposes and releases the associated ressources.
  114488. */
  114489. Layer.prototype.dispose = function () {
  114490. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114491. if (vertexBuffer) {
  114492. vertexBuffer.dispose();
  114493. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  114494. }
  114495. if (this._indexBuffer) {
  114496. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  114497. this._indexBuffer = null;
  114498. }
  114499. if (this.texture) {
  114500. this.texture.dispose();
  114501. this.texture = null;
  114502. }
  114503. // Remove from scene
  114504. var index = this._scene.layers.indexOf(this);
  114505. this._scene.layers.splice(index, 1);
  114506. // Callback
  114507. this.onDisposeObservable.notifyObservers(this);
  114508. this.onDisposeObservable.clear();
  114509. this.onAfterRenderObservable.clear();
  114510. this.onBeforeRenderObservable.clear();
  114511. };
  114512. return Layer;
  114513. }());
  114514. BABYLON.Layer = Layer;
  114515. })(BABYLON || (BABYLON = {}));
  114516. //# sourceMappingURL=babylon.layer.js.map
  114517. var BABYLON;
  114518. (function (BABYLON) {
  114519. /**
  114520. * Class used to host texture specific utilities
  114521. */
  114522. var TextureTools = /** @class */ (function () {
  114523. function TextureTools() {
  114524. }
  114525. /**
  114526. * Uses the GPU to create a copy texture rescaled at a given size
  114527. * @param texture Texture to copy from
  114528. * @param width defines the desired width
  114529. * @param height defines the desired height
  114530. * @param useBilinearMode defines if bilinear mode has to be used
  114531. * @return the generated texture
  114532. */
  114533. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  114534. if (useBilinearMode === void 0) { useBilinearMode = true; }
  114535. var scene = texture.getScene();
  114536. var engine = scene.getEngine();
  114537. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114538. rtt.wrapU = texture.wrapU;
  114539. rtt.wrapV = texture.wrapV;
  114540. rtt.uOffset = texture.uOffset;
  114541. rtt.vOffset = texture.vOffset;
  114542. rtt.uScale = texture.uScale;
  114543. rtt.vScale = texture.vScale;
  114544. rtt.uAng = texture.uAng;
  114545. rtt.vAng = texture.vAng;
  114546. rtt.wAng = texture.wAng;
  114547. rtt.coordinatesIndex = texture.coordinatesIndex;
  114548. rtt.level = texture.level;
  114549. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114550. rtt._texture.isReady = false;
  114551. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114552. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114553. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114554. passPostProcess.getEffect().executeWhenCompiled(function () {
  114555. passPostProcess.onApply = function (effect) {
  114556. effect.setTexture("textureSampler", texture);
  114557. };
  114558. var internalTexture = rtt.getInternalTexture();
  114559. if (internalTexture) {
  114560. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114561. engine.unBindFramebuffer(internalTexture);
  114562. rtt.disposeFramebufferObjects();
  114563. passPostProcess.dispose();
  114564. internalTexture.isReady = true;
  114565. }
  114566. });
  114567. return rtt;
  114568. };
  114569. /**
  114570. * Gets an environment BRDF texture for a given scene
  114571. * @param scene defines the hosting scene
  114572. * @returns the environment BRDF texture
  114573. */
  114574. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114575. if (!scene._environmentBRDFTexture) {
  114576. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114577. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114578. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114579. scene._environmentBRDFTexture = texture;
  114580. }
  114581. return scene._environmentBRDFTexture;
  114582. };
  114583. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114584. return TextureTools;
  114585. }());
  114586. BABYLON.TextureTools = TextureTools;
  114587. })(BABYLON || (BABYLON = {}));
  114588. //# sourceMappingURL=babylon.textureTools.js.map
  114589. var BABYLON;
  114590. (function (BABYLON) {
  114591. /**
  114592. * 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.
  114593. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114594. */
  114595. var FramingBehavior = /** @class */ (function () {
  114596. function FramingBehavior() {
  114597. this._mode = FramingBehavior.FitFrustumSidesMode;
  114598. this._radiusScale = 1.0;
  114599. this._positionScale = 0.5;
  114600. this._defaultElevation = 0.3;
  114601. this._elevationReturnTime = 1500;
  114602. this._elevationReturnWaitTime = 1000;
  114603. this._zoomStopsAnimation = false;
  114604. this._framingTime = 1500;
  114605. /**
  114606. * Define if the behavior should automatically change the configured
  114607. * camera limits and sensibilities.
  114608. */
  114609. this.autoCorrectCameraLimitsAndSensibility = true;
  114610. this._isPointerDown = false;
  114611. this._lastInteractionTime = -Infinity;
  114612. // Framing control
  114613. this._animatables = new Array();
  114614. this._betaIsAnimating = false;
  114615. }
  114616. Object.defineProperty(FramingBehavior.prototype, "name", {
  114617. /**
  114618. * Gets the name of the behavior.
  114619. */
  114620. get: function () {
  114621. return "Framing";
  114622. },
  114623. enumerable: true,
  114624. configurable: true
  114625. });
  114626. Object.defineProperty(FramingBehavior.prototype, "mode", {
  114627. /**
  114628. * Gets current mode used by the behavior.
  114629. */
  114630. get: function () {
  114631. return this._mode;
  114632. },
  114633. /**
  114634. * Sets the current mode used by the behavior
  114635. */
  114636. set: function (mode) {
  114637. this._mode = mode;
  114638. },
  114639. enumerable: true,
  114640. configurable: true
  114641. });
  114642. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  114643. /**
  114644. * Gets the scale applied to the radius
  114645. */
  114646. get: function () {
  114647. return this._radiusScale;
  114648. },
  114649. /**
  114650. * Sets the scale applied to the radius (1 by default)
  114651. */
  114652. set: function (radius) {
  114653. this._radiusScale = radius;
  114654. },
  114655. enumerable: true,
  114656. configurable: true
  114657. });
  114658. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  114659. /**
  114660. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114661. */
  114662. get: function () {
  114663. return this._positionScale;
  114664. },
  114665. /**
  114666. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114667. */
  114668. set: function (scale) {
  114669. this._positionScale = scale;
  114670. },
  114671. enumerable: true,
  114672. configurable: true
  114673. });
  114674. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  114675. /**
  114676. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114677. * behaviour is triggered, in radians.
  114678. */
  114679. get: function () {
  114680. return this._defaultElevation;
  114681. },
  114682. /**
  114683. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114684. * behaviour is triggered, in radians.
  114685. */
  114686. set: function (elevation) {
  114687. this._defaultElevation = elevation;
  114688. },
  114689. enumerable: true,
  114690. configurable: true
  114691. });
  114692. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  114693. /**
  114694. * Gets the time (in milliseconds) taken to return to the default beta position.
  114695. * Negative value indicates camera should not return to default.
  114696. */
  114697. get: function () {
  114698. return this._elevationReturnTime;
  114699. },
  114700. /**
  114701. * Sets the time (in milliseconds) taken to return to the default beta position.
  114702. * Negative value indicates camera should not return to default.
  114703. */
  114704. set: function (speed) {
  114705. this._elevationReturnTime = speed;
  114706. },
  114707. enumerable: true,
  114708. configurable: true
  114709. });
  114710. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  114711. /**
  114712. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114713. */
  114714. get: function () {
  114715. return this._elevationReturnWaitTime;
  114716. },
  114717. /**
  114718. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114719. */
  114720. set: function (time) {
  114721. this._elevationReturnWaitTime = time;
  114722. },
  114723. enumerable: true,
  114724. configurable: true
  114725. });
  114726. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  114727. /**
  114728. * Gets the flag that indicates if user zooming should stop animation.
  114729. */
  114730. get: function () {
  114731. return this._zoomStopsAnimation;
  114732. },
  114733. /**
  114734. * Sets the flag that indicates if user zooming should stop animation.
  114735. */
  114736. set: function (flag) {
  114737. this._zoomStopsAnimation = flag;
  114738. },
  114739. enumerable: true,
  114740. configurable: true
  114741. });
  114742. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  114743. /**
  114744. * Gets the transition time when framing the mesh, in milliseconds
  114745. */
  114746. get: function () {
  114747. return this._framingTime;
  114748. },
  114749. /**
  114750. * Sets the transition time when framing the mesh, in milliseconds
  114751. */
  114752. set: function (time) {
  114753. this._framingTime = time;
  114754. },
  114755. enumerable: true,
  114756. configurable: true
  114757. });
  114758. /**
  114759. * Initializes the behavior.
  114760. */
  114761. FramingBehavior.prototype.init = function () {
  114762. // Do notihng
  114763. };
  114764. /**
  114765. * Attaches the behavior to its arc rotate camera.
  114766. * @param camera Defines the camera to attach the behavior to
  114767. */
  114768. FramingBehavior.prototype.attach = function (camera) {
  114769. var _this = this;
  114770. this._attachedCamera = camera;
  114771. var scene = this._attachedCamera.getScene();
  114772. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  114773. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114774. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114775. _this._isPointerDown = true;
  114776. return;
  114777. }
  114778. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114779. _this._isPointerDown = false;
  114780. }
  114781. });
  114782. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114783. if (mesh) {
  114784. _this.zoomOnMesh(mesh);
  114785. }
  114786. });
  114787. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114788. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114789. _this._applyUserInteraction();
  114790. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  114791. // back to the default position after a given timeout
  114792. _this._maintainCameraAboveGround();
  114793. });
  114794. };
  114795. /**
  114796. * Detaches the behavior from its current arc rotate camera.
  114797. */
  114798. FramingBehavior.prototype.detach = function () {
  114799. if (!this._attachedCamera) {
  114800. return;
  114801. }
  114802. var scene = this._attachedCamera.getScene();
  114803. if (this._onPrePointerObservableObserver) {
  114804. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114805. }
  114806. if (this._onAfterCheckInputsObserver) {
  114807. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114808. }
  114809. if (this._onMeshTargetChangedObserver) {
  114810. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114811. }
  114812. this._attachedCamera = null;
  114813. };
  114814. /**
  114815. * Targets the given mesh and updates zoom level accordingly.
  114816. * @param mesh The mesh to target.
  114817. * @param radius Optional. If a cached radius position already exists, overrides default.
  114818. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114819. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114820. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114821. */
  114822. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114823. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114824. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114825. mesh.computeWorldMatrix(true);
  114826. var boundingBox = mesh.getBoundingInfo().boundingBox;
  114827. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  114828. };
  114829. /**
  114830. * Targets the given mesh with its children and updates zoom level accordingly.
  114831. * @param mesh The mesh to target.
  114832. * @param radius Optional. If a cached radius position already exists, overrides default.
  114833. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114834. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114835. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114836. */
  114837. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114838. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114839. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114840. mesh.computeWorldMatrix(true);
  114841. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  114842. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  114843. };
  114844. /**
  114845. * Targets the given meshes with their children and updates zoom level accordingly.
  114846. * @param meshes The mesh to target.
  114847. * @param radius Optional. If a cached radius position already exists, overrides default.
  114848. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114849. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114850. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114851. */
  114852. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  114853. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114854. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114855. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  114856. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  114857. for (var i = 0; i < meshes.length; i++) {
  114858. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  114859. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  114860. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  114861. }
  114862. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  114863. };
  114864. /**
  114865. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  114866. * @param minimumWorld Determines the smaller position of the bounding box extend
  114867. * @param maximumWorld Determines the bigger position of the bounding box extend
  114868. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114869. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114870. */
  114871. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  114872. var _this = this;
  114873. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114874. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114875. var zoomTarget;
  114876. if (!this._attachedCamera) {
  114877. return;
  114878. }
  114879. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  114880. var bottom = minimumWorld.y;
  114881. var top = maximumWorld.y;
  114882. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  114883. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  114884. if (focusOnOriginXZ) {
  114885. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  114886. }
  114887. else {
  114888. var centerWorld = minimumWorld.add(radiusWorld);
  114889. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  114890. }
  114891. if (!this._vectorTransition) {
  114892. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  114893. }
  114894. this._betaIsAnimating = true;
  114895. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  114896. if (animatable) {
  114897. this._animatables.push(animatable);
  114898. }
  114899. // sets the radius and lower radius bounds
  114900. // Small delta ensures camera is not always at lower zoom limit.
  114901. var radius = 0;
  114902. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  114903. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114904. if (this.autoCorrectCameraLimitsAndSensibility) {
  114905. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  114906. }
  114907. radius = position;
  114908. }
  114909. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114910. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114911. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  114912. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  114913. }
  114914. }
  114915. // Set sensibilities
  114916. if (this.autoCorrectCameraLimitsAndSensibility) {
  114917. var extend = maximumWorld.subtract(minimumWorld).length();
  114918. this._attachedCamera.panningSensibility = 5000 / extend;
  114919. this._attachedCamera.wheelPrecision = 100 / radius;
  114920. }
  114921. // transition to new radius
  114922. if (!this._radiusTransition) {
  114923. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114924. }
  114925. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  114926. _this.stopAllAnimations();
  114927. if (onAnimationEnd) {
  114928. onAnimationEnd();
  114929. }
  114930. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  114931. _this._attachedCamera.storeState();
  114932. }
  114933. });
  114934. if (animatable) {
  114935. this._animatables.push(animatable);
  114936. }
  114937. };
  114938. /**
  114939. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  114940. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  114941. * frustum width.
  114942. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  114943. * to fully enclose the mesh in the viewing frustum.
  114944. */
  114945. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  114946. var size = maximumWorld.subtract(minimumWorld);
  114947. var boxVectorGlobalDiagonal = size.length();
  114948. var frustumSlope = this._getFrustumSlope();
  114949. // Formula for setting distance
  114950. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  114951. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  114952. // Horizon distance
  114953. var radius = radiusWithoutFraming * this._radiusScale;
  114954. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  114955. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  114956. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  114957. var camera = this._attachedCamera;
  114958. if (!camera) {
  114959. return 0;
  114960. }
  114961. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114962. // Don't exceed the requested limit
  114963. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  114964. }
  114965. // Don't exceed the upper radius limit
  114966. if (camera.upperRadiusLimit) {
  114967. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  114968. }
  114969. return distance;
  114970. };
  114971. /**
  114972. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  114973. * is automatically returned to its default position (expected to be above ground plane).
  114974. */
  114975. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  114976. var _this = this;
  114977. if (this._elevationReturnTime < 0) {
  114978. return;
  114979. }
  114980. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  114981. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  114982. var limitBeta = Math.PI * 0.5;
  114983. // Bring the camera back up if below the ground plane
  114984. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  114985. this._betaIsAnimating = true;
  114986. //Transition to new position
  114987. this.stopAllAnimations();
  114988. if (!this._betaTransition) {
  114989. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114990. }
  114991. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  114992. _this._clearAnimationLocks();
  114993. _this.stopAllAnimations();
  114994. });
  114995. if (animatabe) {
  114996. this._animatables.push(animatabe);
  114997. }
  114998. }
  114999. };
  115000. /**
  115001. * Returns the frustum slope based on the canvas ratio and camera FOV
  115002. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115003. */
  115004. FramingBehavior.prototype._getFrustumSlope = function () {
  115005. // Calculate the viewport ratio
  115006. // Aspect Ratio is Height/Width.
  115007. var camera = this._attachedCamera;
  115008. if (!camera) {
  115009. return BABYLON.Vector2.Zero();
  115010. }
  115011. var engine = camera.getScene().getEngine();
  115012. var aspectRatio = engine.getAspectRatio(camera);
  115013. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115014. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115015. var frustumSlopeY = Math.tan(camera.fov / 2);
  115016. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115017. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115018. // along the forward vector.
  115019. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115020. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115021. };
  115022. /**
  115023. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115024. */
  115025. FramingBehavior.prototype._clearAnimationLocks = function () {
  115026. this._betaIsAnimating = false;
  115027. };
  115028. /**
  115029. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115030. */
  115031. FramingBehavior.prototype._applyUserInteraction = function () {
  115032. if (this.isUserIsMoving) {
  115033. this._lastInteractionTime = BABYLON.Tools.Now;
  115034. this.stopAllAnimations();
  115035. this._clearAnimationLocks();
  115036. }
  115037. };
  115038. /**
  115039. * Stops and removes all animations that have been applied to the camera
  115040. */
  115041. FramingBehavior.prototype.stopAllAnimations = function () {
  115042. if (this._attachedCamera) {
  115043. this._attachedCamera.animations = [];
  115044. }
  115045. while (this._animatables.length) {
  115046. if (this._animatables[0]) {
  115047. this._animatables[0].onAnimationEnd = null;
  115048. this._animatables[0].stop();
  115049. }
  115050. this._animatables.shift();
  115051. }
  115052. };
  115053. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115054. /**
  115055. * Gets a value indicating if the user is moving the camera
  115056. */
  115057. get: function () {
  115058. if (!this._attachedCamera) {
  115059. return false;
  115060. }
  115061. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115062. this._attachedCamera.inertialBetaOffset !== 0 ||
  115063. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115064. this._attachedCamera.inertialPanningX !== 0 ||
  115065. this._attachedCamera.inertialPanningY !== 0 ||
  115066. this._isPointerDown;
  115067. },
  115068. enumerable: true,
  115069. configurable: true
  115070. });
  115071. /**
  115072. * The easing function used by animations
  115073. */
  115074. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115075. /**
  115076. * The easing mode used by animations
  115077. */
  115078. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115079. // Statics
  115080. /**
  115081. * The camera can move all the way towards the mesh.
  115082. */
  115083. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115084. /**
  115085. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115086. */
  115087. FramingBehavior.FitFrustumSidesMode = 1;
  115088. return FramingBehavior;
  115089. }());
  115090. BABYLON.FramingBehavior = FramingBehavior;
  115091. })(BABYLON || (BABYLON = {}));
  115092. //# sourceMappingURL=babylon.framingBehavior.js.map
  115093. var BABYLON;
  115094. (function (BABYLON) {
  115095. /**
  115096. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115097. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115098. */
  115099. var BouncingBehavior = /** @class */ (function () {
  115100. function BouncingBehavior() {
  115101. /**
  115102. * The duration of the animation, in milliseconds
  115103. */
  115104. this.transitionDuration = 450;
  115105. /**
  115106. * Length of the distance animated by the transition when lower radius is reached
  115107. */
  115108. this.lowerRadiusTransitionRange = 2;
  115109. /**
  115110. * Length of the distance animated by the transition when upper radius is reached
  115111. */
  115112. this.upperRadiusTransitionRange = -2;
  115113. this._autoTransitionRange = false;
  115114. // Animations
  115115. this._radiusIsAnimating = false;
  115116. this._radiusBounceTransition = null;
  115117. this._animatables = new Array();
  115118. }
  115119. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115120. /**
  115121. * Gets the name of the behavior.
  115122. */
  115123. get: function () {
  115124. return "Bouncing";
  115125. },
  115126. enumerable: true,
  115127. configurable: true
  115128. });
  115129. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115130. /**
  115131. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115132. */
  115133. get: function () {
  115134. return this._autoTransitionRange;
  115135. },
  115136. /**
  115137. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115138. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115139. */
  115140. set: function (value) {
  115141. var _this = this;
  115142. if (this._autoTransitionRange === value) {
  115143. return;
  115144. }
  115145. this._autoTransitionRange = value;
  115146. var camera = this._attachedCamera;
  115147. if (!camera) {
  115148. return;
  115149. }
  115150. if (value) {
  115151. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115152. if (!mesh) {
  115153. return;
  115154. }
  115155. mesh.computeWorldMatrix(true);
  115156. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115157. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115158. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115159. });
  115160. }
  115161. else if (this._onMeshTargetChangedObserver) {
  115162. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115163. }
  115164. },
  115165. enumerable: true,
  115166. configurable: true
  115167. });
  115168. /**
  115169. * Initializes the behavior.
  115170. */
  115171. BouncingBehavior.prototype.init = function () {
  115172. // Do notihng
  115173. };
  115174. /**
  115175. * Attaches the behavior to its arc rotate camera.
  115176. * @param camera Defines the camera to attach the behavior to
  115177. */
  115178. BouncingBehavior.prototype.attach = function (camera) {
  115179. var _this = this;
  115180. this._attachedCamera = camera;
  115181. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115182. if (!_this._attachedCamera) {
  115183. return;
  115184. }
  115185. // Add the bounce animation to the lower radius limit
  115186. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115187. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115188. }
  115189. // Add the bounce animation to the upper radius limit
  115190. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115191. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115192. }
  115193. });
  115194. };
  115195. /**
  115196. * Detaches the behavior from its current arc rotate camera.
  115197. */
  115198. BouncingBehavior.prototype.detach = function () {
  115199. if (!this._attachedCamera) {
  115200. return;
  115201. }
  115202. if (this._onAfterCheckInputsObserver) {
  115203. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115204. }
  115205. if (this._onMeshTargetChangedObserver) {
  115206. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115207. }
  115208. this._attachedCamera = null;
  115209. };
  115210. /**
  115211. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115212. * @param radiusLimit The limit to check against.
  115213. * @return Bool to indicate if at limit.
  115214. */
  115215. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115216. if (!this._attachedCamera) {
  115217. return false;
  115218. }
  115219. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115220. return true;
  115221. }
  115222. return false;
  115223. };
  115224. /**
  115225. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115226. * @param radiusDelta The delta by which to animate to. Can be negative.
  115227. */
  115228. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115229. var _this = this;
  115230. if (!this._attachedCamera) {
  115231. return;
  115232. }
  115233. if (!this._radiusBounceTransition) {
  115234. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115235. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115236. }
  115237. // Prevent zoom until bounce has completed
  115238. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115239. this._attachedCamera.wheelPrecision = Infinity;
  115240. this._attachedCamera.inertialRadiusOffset = 0;
  115241. // Animate to the radius limit
  115242. this.stopAllAnimations();
  115243. this._radiusIsAnimating = true;
  115244. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115245. if (animatable) {
  115246. this._animatables.push(animatable);
  115247. }
  115248. };
  115249. /**
  115250. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115251. */
  115252. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115253. this._radiusIsAnimating = false;
  115254. if (this._attachedCamera) {
  115255. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115256. }
  115257. };
  115258. /**
  115259. * Stops and removes all animations that have been applied to the camera
  115260. */
  115261. BouncingBehavior.prototype.stopAllAnimations = function () {
  115262. if (this._attachedCamera) {
  115263. this._attachedCamera.animations = [];
  115264. }
  115265. while (this._animatables.length) {
  115266. this._animatables[0].onAnimationEnd = null;
  115267. this._animatables[0].stop();
  115268. this._animatables.shift();
  115269. }
  115270. };
  115271. /**
  115272. * The easing function used by animations
  115273. */
  115274. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115275. /**
  115276. * The easing mode used by animations
  115277. */
  115278. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115279. return BouncingBehavior;
  115280. }());
  115281. BABYLON.BouncingBehavior = BouncingBehavior;
  115282. })(BABYLON || (BABYLON = {}));
  115283. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115284. var BABYLON;
  115285. (function (BABYLON) {
  115286. /**
  115287. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115288. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115289. */
  115290. var AutoRotationBehavior = /** @class */ (function () {
  115291. function AutoRotationBehavior() {
  115292. this._zoomStopsAnimation = false;
  115293. this._idleRotationSpeed = 0.05;
  115294. this._idleRotationWaitTime = 2000;
  115295. this._idleRotationSpinupTime = 2000;
  115296. this._isPointerDown = false;
  115297. this._lastFrameTime = null;
  115298. this._lastInteractionTime = -Infinity;
  115299. this._cameraRotationSpeed = 0;
  115300. this._lastFrameRadius = 0;
  115301. }
  115302. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115303. /**
  115304. * Gets the name of the behavior.
  115305. */
  115306. get: function () {
  115307. return "AutoRotation";
  115308. },
  115309. enumerable: true,
  115310. configurable: true
  115311. });
  115312. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115313. /**
  115314. * Gets the flag that indicates if user zooming should stop animation.
  115315. */
  115316. get: function () {
  115317. return this._zoomStopsAnimation;
  115318. },
  115319. /**
  115320. * Sets the flag that indicates if user zooming should stop animation.
  115321. */
  115322. set: function (flag) {
  115323. this._zoomStopsAnimation = flag;
  115324. },
  115325. enumerable: true,
  115326. configurable: true
  115327. });
  115328. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115329. /**
  115330. * Gets the default speed at which the camera rotates around the model.
  115331. */
  115332. get: function () {
  115333. return this._idleRotationSpeed;
  115334. },
  115335. /**
  115336. * Sets the default speed at which the camera rotates around the model.
  115337. */
  115338. set: function (speed) {
  115339. this._idleRotationSpeed = speed;
  115340. },
  115341. enumerable: true,
  115342. configurable: true
  115343. });
  115344. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115345. /**
  115346. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115347. */
  115348. get: function () {
  115349. return this._idleRotationWaitTime;
  115350. },
  115351. /**
  115352. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115353. */
  115354. set: function (time) {
  115355. this._idleRotationWaitTime = time;
  115356. },
  115357. enumerable: true,
  115358. configurable: true
  115359. });
  115360. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115361. /**
  115362. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115363. */
  115364. get: function () {
  115365. return this._idleRotationSpinupTime;
  115366. },
  115367. /**
  115368. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115369. */
  115370. set: function (time) {
  115371. this._idleRotationSpinupTime = time;
  115372. },
  115373. enumerable: true,
  115374. configurable: true
  115375. });
  115376. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115377. /**
  115378. * Gets a value indicating if the camera is currently rotating because of this behavior
  115379. */
  115380. get: function () {
  115381. return Math.abs(this._cameraRotationSpeed) > 0;
  115382. },
  115383. enumerable: true,
  115384. configurable: true
  115385. });
  115386. /**
  115387. * Initializes the behavior.
  115388. */
  115389. AutoRotationBehavior.prototype.init = function () {
  115390. // Do notihng
  115391. };
  115392. /**
  115393. * Attaches the behavior to its arc rotate camera.
  115394. * @param camera Defines the camera to attach the behavior to
  115395. */
  115396. AutoRotationBehavior.prototype.attach = function (camera) {
  115397. var _this = this;
  115398. this._attachedCamera = camera;
  115399. var scene = this._attachedCamera.getScene();
  115400. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115401. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115402. _this._isPointerDown = true;
  115403. return;
  115404. }
  115405. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115406. _this._isPointerDown = false;
  115407. }
  115408. });
  115409. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115410. var now = BABYLON.Tools.Now;
  115411. var dt = 0;
  115412. if (_this._lastFrameTime != null) {
  115413. dt = now - _this._lastFrameTime;
  115414. }
  115415. _this._lastFrameTime = now;
  115416. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115417. _this._applyUserInteraction();
  115418. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115419. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115420. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115421. // Step camera rotation by rotation speed
  115422. if (_this._attachedCamera) {
  115423. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115424. }
  115425. });
  115426. };
  115427. /**
  115428. * Detaches the behavior from its current arc rotate camera.
  115429. */
  115430. AutoRotationBehavior.prototype.detach = function () {
  115431. if (!this._attachedCamera) {
  115432. return;
  115433. }
  115434. var scene = this._attachedCamera.getScene();
  115435. if (this._onPrePointerObservableObserver) {
  115436. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115437. }
  115438. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115439. this._attachedCamera = null;
  115440. };
  115441. /**
  115442. * Returns true if user is scrolling.
  115443. * @return true if user is scrolling.
  115444. */
  115445. AutoRotationBehavior.prototype._userIsZooming = function () {
  115446. if (!this._attachedCamera) {
  115447. return false;
  115448. }
  115449. return this._attachedCamera.inertialRadiusOffset !== 0;
  115450. };
  115451. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  115452. if (!this._attachedCamera) {
  115453. return false;
  115454. }
  115455. var zoomHasHitLimit = false;
  115456. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  115457. zoomHasHitLimit = true;
  115458. }
  115459. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  115460. this._lastFrameRadius = this._attachedCamera.radius;
  115461. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  115462. };
  115463. /**
  115464. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115465. */
  115466. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  115467. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  115468. this._lastInteractionTime = BABYLON.Tools.Now;
  115469. }
  115470. };
  115471. // Tools
  115472. AutoRotationBehavior.prototype._userIsMoving = function () {
  115473. if (!this._attachedCamera) {
  115474. return false;
  115475. }
  115476. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115477. this._attachedCamera.inertialBetaOffset !== 0 ||
  115478. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115479. this._attachedCamera.inertialPanningX !== 0 ||
  115480. this._attachedCamera.inertialPanningY !== 0 ||
  115481. this._isPointerDown;
  115482. };
  115483. return AutoRotationBehavior;
  115484. }());
  115485. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  115486. })(BABYLON || (BABYLON = {}));
  115487. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  115488. var BABYLON;
  115489. (function (BABYLON) {
  115490. /**
  115491. * Options to create the null engine
  115492. */
  115493. var NullEngineOptions = /** @class */ (function () {
  115494. function NullEngineOptions() {
  115495. /**
  115496. * Render width (Default: 512)
  115497. */
  115498. this.renderWidth = 512;
  115499. /**
  115500. * Render height (Default: 256)
  115501. */
  115502. this.renderHeight = 256;
  115503. /**
  115504. * Texture size (Default: 512)
  115505. */
  115506. this.textureSize = 512;
  115507. /**
  115508. * If delta time between frames should be constant
  115509. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115510. */
  115511. this.deterministicLockstep = false;
  115512. /**
  115513. * Maximum about of steps between frames (Default: 4)
  115514. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115515. */
  115516. this.lockstepMaxSteps = 4;
  115517. }
  115518. return NullEngineOptions;
  115519. }());
  115520. BABYLON.NullEngineOptions = NullEngineOptions;
  115521. /**
  115522. * The null engine class provides support for headless version of babylon.js.
  115523. * This can be used in server side scenario or for testing purposes
  115524. */
  115525. var NullEngine = /** @class */ (function (_super) {
  115526. __extends(NullEngine, _super);
  115527. function NullEngine(options) {
  115528. if (options === void 0) { options = new NullEngineOptions(); }
  115529. var _this = _super.call(this, null) || this;
  115530. if (options.deterministicLockstep === undefined) {
  115531. options.deterministicLockstep = false;
  115532. }
  115533. if (options.lockstepMaxSteps === undefined) {
  115534. options.lockstepMaxSteps = 4;
  115535. }
  115536. _this._options = options;
  115537. // Init caps
  115538. // We consider we are on a webgl1 capable device
  115539. _this._caps = new BABYLON.EngineCapabilities();
  115540. _this._caps.maxTexturesImageUnits = 16;
  115541. _this._caps.maxVertexTextureImageUnits = 16;
  115542. _this._caps.maxTextureSize = 512;
  115543. _this._caps.maxCubemapTextureSize = 512;
  115544. _this._caps.maxRenderTextureSize = 512;
  115545. _this._caps.maxVertexAttribs = 16;
  115546. _this._caps.maxVaryingVectors = 16;
  115547. _this._caps.maxFragmentUniformVectors = 16;
  115548. _this._caps.maxVertexUniformVectors = 16;
  115549. // Extensions
  115550. _this._caps.standardDerivatives = false;
  115551. _this._caps.astc = null;
  115552. _this._caps.s3tc = null;
  115553. _this._caps.pvrtc = null;
  115554. _this._caps.etc1 = null;
  115555. _this._caps.etc2 = null;
  115556. _this._caps.textureAnisotropicFilterExtension = null;
  115557. _this._caps.maxAnisotropy = 0;
  115558. _this._caps.uintIndices = false;
  115559. _this._caps.fragmentDepthSupported = false;
  115560. _this._caps.highPrecisionShaderSupported = true;
  115561. _this._caps.colorBufferFloat = false;
  115562. _this._caps.textureFloat = false;
  115563. _this._caps.textureFloatLinearFiltering = false;
  115564. _this._caps.textureFloatRender = false;
  115565. _this._caps.textureHalfFloat = false;
  115566. _this._caps.textureHalfFloatLinearFiltering = false;
  115567. _this._caps.textureHalfFloatRender = false;
  115568. _this._caps.textureLOD = false;
  115569. _this._caps.drawBuffersExtension = false;
  115570. _this._caps.depthTextureExtension = false;
  115571. _this._caps.vertexArrayObject = false;
  115572. _this._caps.instancedArrays = false;
  115573. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115574. // Wrappers
  115575. if (typeof URL === "undefined") {
  115576. URL = {
  115577. createObjectURL: function () { },
  115578. revokeObjectURL: function () { }
  115579. };
  115580. }
  115581. if (typeof Blob === "undefined") {
  115582. Blob = function () { };
  115583. }
  115584. return _this;
  115585. }
  115586. /**
  115587. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115588. */
  115589. NullEngine.prototype.isDeterministicLockStep = function () {
  115590. return this._options.deterministicLockstep;
  115591. };
  115592. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115593. NullEngine.prototype.getLockstepMaxSteps = function () {
  115594. return this._options.lockstepMaxSteps;
  115595. };
  115596. /**
  115597. * Sets hardware scaling, used to save performance if needed
  115598. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  115599. */
  115600. NullEngine.prototype.getHardwareScalingLevel = function () {
  115601. return 1.0;
  115602. };
  115603. NullEngine.prototype.createVertexBuffer = function (vertices) {
  115604. return {
  115605. capacity: 0,
  115606. references: 1,
  115607. is32Bits: false
  115608. };
  115609. };
  115610. NullEngine.prototype.createIndexBuffer = function (indices) {
  115611. return {
  115612. capacity: 0,
  115613. references: 1,
  115614. is32Bits: false
  115615. };
  115616. };
  115617. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  115618. if (stencil === void 0) { stencil = false; }
  115619. };
  115620. NullEngine.prototype.getRenderWidth = function (useScreen) {
  115621. if (useScreen === void 0) { useScreen = false; }
  115622. if (!useScreen && this._currentRenderTarget) {
  115623. return this._currentRenderTarget.width;
  115624. }
  115625. return this._options.renderWidth;
  115626. };
  115627. NullEngine.prototype.getRenderHeight = function (useScreen) {
  115628. if (useScreen === void 0) { useScreen = false; }
  115629. if (!useScreen && this._currentRenderTarget) {
  115630. return this._currentRenderTarget.height;
  115631. }
  115632. return this._options.renderHeight;
  115633. };
  115634. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  115635. this._cachedViewport = viewport;
  115636. };
  115637. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  115638. return {
  115639. transformFeedback: null,
  115640. __SPECTOR_rebuildProgram: null,
  115641. isParallelCompiled: false
  115642. };
  115643. };
  115644. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  115645. return [];
  115646. };
  115647. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  115648. return [];
  115649. };
  115650. NullEngine.prototype.bindSamplers = function (effect) {
  115651. this._currentEffect = null;
  115652. };
  115653. NullEngine.prototype.enableEffect = function (effect) {
  115654. this._currentEffect = effect;
  115655. if (effect.onBind) {
  115656. effect.onBind(effect);
  115657. }
  115658. if (effect._onBindObservable) {
  115659. effect._onBindObservable.notifyObservers(effect);
  115660. }
  115661. };
  115662. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  115663. if (zOffset === void 0) { zOffset = 0; }
  115664. if (reverseSide === void 0) { reverseSide = false; }
  115665. };
  115666. NullEngine.prototype.setIntArray = function (uniform, array) {
  115667. };
  115668. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  115669. };
  115670. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  115671. };
  115672. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  115673. };
  115674. NullEngine.prototype.setFloatArray = function (uniform, array) {
  115675. };
  115676. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  115677. };
  115678. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  115679. };
  115680. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  115681. };
  115682. NullEngine.prototype.setArray = function (uniform, array) {
  115683. };
  115684. NullEngine.prototype.setArray2 = function (uniform, array) {
  115685. };
  115686. NullEngine.prototype.setArray3 = function (uniform, array) {
  115687. };
  115688. NullEngine.prototype.setArray4 = function (uniform, array) {
  115689. };
  115690. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  115691. };
  115692. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  115693. };
  115694. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  115695. };
  115696. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  115697. };
  115698. NullEngine.prototype.setFloat = function (uniform, value) {
  115699. };
  115700. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  115701. };
  115702. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  115703. };
  115704. NullEngine.prototype.setBool = function (uniform, bool) {
  115705. };
  115706. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  115707. };
  115708. NullEngine.prototype.setColor3 = function (uniform, color3) {
  115709. };
  115710. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  115711. };
  115712. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  115713. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  115714. if (this._alphaMode === mode) {
  115715. return;
  115716. }
  115717. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  115718. if (!noDepthWriteChange) {
  115719. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  115720. }
  115721. this._alphaMode = mode;
  115722. };
  115723. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  115724. };
  115725. NullEngine.prototype.wipeCaches = function (bruteForce) {
  115726. if (this.preventCacheWipeBetweenFrames) {
  115727. return;
  115728. }
  115729. this.resetTextureCache();
  115730. this._currentEffect = null;
  115731. if (bruteForce) {
  115732. this._currentProgram = null;
  115733. this._stencilState.reset();
  115734. this._depthCullingState.reset();
  115735. this._alphaState.reset();
  115736. }
  115737. this._cachedVertexBuffers = null;
  115738. this._cachedIndexBuffer = null;
  115739. this._cachedEffectForVertexBuffers = null;
  115740. };
  115741. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  115742. };
  115743. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  115744. };
  115745. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  115746. };
  115747. /** @hidden */
  115748. NullEngine.prototype._createTexture = function () {
  115749. return {};
  115750. };
  115751. /** @hidden */
  115752. NullEngine.prototype._releaseTexture = function (texture) {
  115753. };
  115754. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  115755. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115756. if (onLoad === void 0) { onLoad = null; }
  115757. if (onError === void 0) { onError = null; }
  115758. if (buffer === void 0) { buffer = null; }
  115759. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  115760. var url = String(urlArg);
  115761. texture.url = url;
  115762. texture.generateMipMaps = !noMipmap;
  115763. texture.samplingMode = samplingMode;
  115764. texture.invertY = invertY;
  115765. texture.baseWidth = this._options.textureSize;
  115766. texture.baseHeight = this._options.textureSize;
  115767. texture.width = this._options.textureSize;
  115768. texture.height = this._options.textureSize;
  115769. if (format) {
  115770. texture.format = format;
  115771. }
  115772. texture.isReady = true;
  115773. if (onLoad) {
  115774. onLoad();
  115775. }
  115776. this._internalTexturesCache.push(texture);
  115777. return texture;
  115778. };
  115779. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  115780. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  115781. if (options !== undefined && typeof options === "object") {
  115782. fullOptions.generateMipMaps = options.generateMipMaps;
  115783. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  115784. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  115785. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  115786. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  115787. }
  115788. else {
  115789. fullOptions.generateMipMaps = options;
  115790. fullOptions.generateDepthBuffer = true;
  115791. fullOptions.generateStencilBuffer = false;
  115792. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  115793. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  115794. }
  115795. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  115796. var width = size.width || size;
  115797. var height = size.height || size;
  115798. texture._depthStencilBuffer = {};
  115799. texture._framebuffer = {};
  115800. texture.baseWidth = width;
  115801. texture.baseHeight = height;
  115802. texture.width = width;
  115803. texture.height = height;
  115804. texture.isReady = true;
  115805. texture.samples = 1;
  115806. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  115807. texture.samplingMode = fullOptions.samplingMode;
  115808. texture.type = fullOptions.type;
  115809. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  115810. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  115811. this._internalTexturesCache.push(texture);
  115812. return texture;
  115813. };
  115814. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  115815. texture.samplingMode = samplingMode;
  115816. };
  115817. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  115818. if (this._currentRenderTarget) {
  115819. this.unBindFramebuffer(this._currentRenderTarget);
  115820. }
  115821. this._currentRenderTarget = texture;
  115822. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  115823. if (this._cachedViewport && !forceFullscreenViewport) {
  115824. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  115825. }
  115826. };
  115827. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  115828. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  115829. this._currentRenderTarget = null;
  115830. if (onBeforeUnbind) {
  115831. if (texture._MSAAFramebuffer) {
  115832. this._currentFramebuffer = texture._framebuffer;
  115833. }
  115834. onBeforeUnbind();
  115835. }
  115836. this._currentFramebuffer = null;
  115837. };
  115838. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  115839. var vbo = {
  115840. capacity: 1,
  115841. references: 1,
  115842. is32Bits: false
  115843. };
  115844. return vbo;
  115845. };
  115846. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  115847. if (premulAlpha === void 0) { premulAlpha = false; }
  115848. };
  115849. NullEngine.prototype.areAllEffectsReady = function () {
  115850. return true;
  115851. };
  115852. /**
  115853. * @hidden
  115854. * Get the current error code of the webGL context
  115855. * @returns the error code
  115856. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  115857. */
  115858. NullEngine.prototype.getError = function () {
  115859. return 0;
  115860. };
  115861. /** @hidden */
  115862. NullEngine.prototype._getUnpackAlignement = function () {
  115863. return 1;
  115864. };
  115865. /** @hidden */
  115866. NullEngine.prototype._unpackFlipY = function (value) {
  115867. };
  115868. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  115869. if (offset === void 0) { offset = 0; }
  115870. };
  115871. /**
  115872. * Updates a dynamic vertex buffer.
  115873. * @param vertexBuffer the vertex buffer to update
  115874. * @param data the data used to update the vertex buffer
  115875. * @param byteOffset the byte offset of the data (optional)
  115876. * @param byteLength the byte length of the data (optional)
  115877. */
  115878. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  115879. };
  115880. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  115881. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  115882. this._boundTexturesCache[this._activeChannel] = texture;
  115883. return true;
  115884. }
  115885. return false;
  115886. };
  115887. /** @hidden */
  115888. NullEngine.prototype._bindTexture = function (channel, texture) {
  115889. if (channel < 0) {
  115890. return;
  115891. }
  115892. this._bindTextureDirectly(0, texture);
  115893. };
  115894. /** @hidden */
  115895. NullEngine.prototype._releaseBuffer = function (buffer) {
  115896. buffer.references--;
  115897. if (buffer.references === 0) {
  115898. return true;
  115899. }
  115900. return false;
  115901. };
  115902. NullEngine.prototype.releaseEffects = function () {
  115903. };
  115904. NullEngine.prototype.displayLoadingUI = function () {
  115905. };
  115906. NullEngine.prototype.hideLoadingUI = function () {
  115907. };
  115908. /** @hidden */
  115909. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  115910. if (faceIndex === void 0) { faceIndex = 0; }
  115911. if (lod === void 0) { lod = 0; }
  115912. };
  115913. /** @hidden */
  115914. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  115915. if (faceIndex === void 0) { faceIndex = 0; }
  115916. if (lod === void 0) { lod = 0; }
  115917. };
  115918. /** @hidden */
  115919. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  115920. if (faceIndex === void 0) { faceIndex = 0; }
  115921. if (lod === void 0) { lod = 0; }
  115922. };
  115923. /** @hidden */
  115924. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  115925. if (faceIndex === void 0) { faceIndex = 0; }
  115926. if (lod === void 0) { lod = 0; }
  115927. };
  115928. return NullEngine;
  115929. }(BABYLON.Engine));
  115930. BABYLON.NullEngine = NullEngine;
  115931. })(BABYLON || (BABYLON = {}));
  115932. //# sourceMappingURL=babylon.nullEngine.js.map
  115933. var BABYLON;
  115934. (function (BABYLON) {
  115935. /**
  115936. * This class can be used to get instrumentation data from a Babylon engine
  115937. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115938. */
  115939. var EngineInstrumentation = /** @class */ (function () {
  115940. /**
  115941. * Instantiates a new engine instrumentation.
  115942. * This class can be used to get instrumentation data from a Babylon engine
  115943. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115944. * @param engine Defines the engine to instrument
  115945. */
  115946. function EngineInstrumentation(
  115947. /**
  115948. * Define the instrumented engine.
  115949. */
  115950. engine) {
  115951. this.engine = engine;
  115952. this._captureGPUFrameTime = false;
  115953. this._gpuFrameTime = new BABYLON.PerfCounter();
  115954. this._captureShaderCompilationTime = false;
  115955. this._shaderCompilationTime = new BABYLON.PerfCounter();
  115956. // Observers
  115957. this._onBeginFrameObserver = null;
  115958. this._onEndFrameObserver = null;
  115959. this._onBeforeShaderCompilationObserver = null;
  115960. this._onAfterShaderCompilationObserver = null;
  115961. }
  115962. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  115963. // Properties
  115964. /**
  115965. * Gets the perf counter used for GPU frame time
  115966. */
  115967. get: function () {
  115968. return this._gpuFrameTime;
  115969. },
  115970. enumerable: true,
  115971. configurable: true
  115972. });
  115973. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  115974. /**
  115975. * Gets the GPU frame time capture status
  115976. */
  115977. get: function () {
  115978. return this._captureGPUFrameTime;
  115979. },
  115980. /**
  115981. * Enable or disable the GPU frame time capture
  115982. */
  115983. set: function (value) {
  115984. var _this = this;
  115985. if (value === this._captureGPUFrameTime) {
  115986. return;
  115987. }
  115988. this._captureGPUFrameTime = value;
  115989. if (value) {
  115990. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  115991. if (!_this._gpuFrameTimeToken) {
  115992. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  115993. }
  115994. });
  115995. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  115996. if (!_this._gpuFrameTimeToken) {
  115997. return;
  115998. }
  115999. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116000. if (time > -1) {
  116001. _this._gpuFrameTimeToken = null;
  116002. _this._gpuFrameTime.fetchNewFrame();
  116003. _this._gpuFrameTime.addCount(time, true);
  116004. }
  116005. });
  116006. }
  116007. else {
  116008. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116009. this._onBeginFrameObserver = null;
  116010. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116011. this._onEndFrameObserver = null;
  116012. }
  116013. },
  116014. enumerable: true,
  116015. configurable: true
  116016. });
  116017. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116018. /**
  116019. * Gets the perf counter used for shader compilation time
  116020. */
  116021. get: function () {
  116022. return this._shaderCompilationTime;
  116023. },
  116024. enumerable: true,
  116025. configurable: true
  116026. });
  116027. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116028. /**
  116029. * Gets the shader compilation time capture status
  116030. */
  116031. get: function () {
  116032. return this._captureShaderCompilationTime;
  116033. },
  116034. /**
  116035. * Enable or disable the shader compilation time capture
  116036. */
  116037. set: function (value) {
  116038. var _this = this;
  116039. if (value === this._captureShaderCompilationTime) {
  116040. return;
  116041. }
  116042. this._captureShaderCompilationTime = value;
  116043. if (value) {
  116044. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116045. _this._shaderCompilationTime.fetchNewFrame();
  116046. _this._shaderCompilationTime.beginMonitoring();
  116047. });
  116048. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116049. _this._shaderCompilationTime.endMonitoring();
  116050. });
  116051. }
  116052. else {
  116053. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116054. this._onBeforeShaderCompilationObserver = null;
  116055. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116056. this._onAfterShaderCompilationObserver = null;
  116057. }
  116058. },
  116059. enumerable: true,
  116060. configurable: true
  116061. });
  116062. /**
  116063. * Dispose and release associated resources.
  116064. */
  116065. EngineInstrumentation.prototype.dispose = function () {
  116066. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116067. this._onBeginFrameObserver = null;
  116068. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116069. this._onEndFrameObserver = null;
  116070. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116071. this._onBeforeShaderCompilationObserver = null;
  116072. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116073. this._onAfterShaderCompilationObserver = null;
  116074. this.engine = null;
  116075. };
  116076. return EngineInstrumentation;
  116077. }());
  116078. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116079. })(BABYLON || (BABYLON = {}));
  116080. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116081. var BABYLON;
  116082. (function (BABYLON) {
  116083. /**
  116084. * This class can be used to get instrumentation data from a Babylon engine
  116085. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116086. */
  116087. var SceneInstrumentation = /** @class */ (function () {
  116088. /**
  116089. * Instantiates a new scene instrumentation.
  116090. * This class can be used to get instrumentation data from a Babylon engine
  116091. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116092. * @param scene Defines the scene to instrument
  116093. */
  116094. function SceneInstrumentation(
  116095. /**
  116096. * Defines the scene to instrument
  116097. */
  116098. scene) {
  116099. var _this = this;
  116100. this.scene = scene;
  116101. this._captureActiveMeshesEvaluationTime = false;
  116102. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116103. this._captureRenderTargetsRenderTime = false;
  116104. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116105. this._captureFrameTime = false;
  116106. this._frameTime = new BABYLON.PerfCounter();
  116107. this._captureRenderTime = false;
  116108. this._renderTime = new BABYLON.PerfCounter();
  116109. this._captureInterFrameTime = false;
  116110. this._interFrameTime = new BABYLON.PerfCounter();
  116111. this._captureParticlesRenderTime = false;
  116112. this._particlesRenderTime = new BABYLON.PerfCounter();
  116113. this._captureSpritesRenderTime = false;
  116114. this._spritesRenderTime = new BABYLON.PerfCounter();
  116115. this._capturePhysicsTime = false;
  116116. this._physicsTime = new BABYLON.PerfCounter();
  116117. this._captureAnimationsTime = false;
  116118. this._animationsTime = new BABYLON.PerfCounter();
  116119. this._captureCameraRenderTime = false;
  116120. this._cameraRenderTime = new BABYLON.PerfCounter();
  116121. // Observers
  116122. this._onBeforeActiveMeshesEvaluationObserver = null;
  116123. this._onAfterActiveMeshesEvaluationObserver = null;
  116124. this._onBeforeRenderTargetsRenderObserver = null;
  116125. this._onAfterRenderTargetsRenderObserver = null;
  116126. this._onAfterRenderObserver = null;
  116127. this._onBeforeDrawPhaseObserver = null;
  116128. this._onAfterDrawPhaseObserver = null;
  116129. this._onBeforeAnimationsObserver = null;
  116130. this._onBeforeParticlesRenderingObserver = null;
  116131. this._onAfterParticlesRenderingObserver = null;
  116132. this._onBeforeSpritesRenderingObserver = null;
  116133. this._onAfterSpritesRenderingObserver = null;
  116134. this._onBeforePhysicsObserver = null;
  116135. this._onAfterPhysicsObserver = null;
  116136. this._onAfterAnimationsObserver = null;
  116137. this._onBeforeCameraRenderObserver = null;
  116138. this._onAfterCameraRenderObserver = null;
  116139. // Before render
  116140. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116141. if (_this._captureActiveMeshesEvaluationTime) {
  116142. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116143. }
  116144. if (_this._captureRenderTargetsRenderTime) {
  116145. _this._renderTargetsRenderTime.fetchNewFrame();
  116146. }
  116147. if (_this._captureFrameTime) {
  116148. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116149. _this._frameTime.beginMonitoring();
  116150. }
  116151. if (_this._captureInterFrameTime) {
  116152. _this._interFrameTime.endMonitoring();
  116153. }
  116154. if (_this._captureParticlesRenderTime) {
  116155. _this._particlesRenderTime.fetchNewFrame();
  116156. }
  116157. if (_this._captureSpritesRenderTime) {
  116158. _this._spritesRenderTime.fetchNewFrame();
  116159. }
  116160. if (_this._captureAnimationsTime) {
  116161. _this._animationsTime.beginMonitoring();
  116162. }
  116163. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116164. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116165. });
  116166. // After render
  116167. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116168. if (_this._captureFrameTime) {
  116169. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116170. _this._frameTime.endMonitoring();
  116171. }
  116172. if (_this._captureRenderTime) {
  116173. _this._renderTime.endMonitoring(false);
  116174. }
  116175. if (_this._captureInterFrameTime) {
  116176. _this._interFrameTime.beginMonitoring();
  116177. }
  116178. });
  116179. }
  116180. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116181. // Properties
  116182. /**
  116183. * Gets the perf counter used for active meshes evaluation time
  116184. */
  116185. get: function () {
  116186. return this._activeMeshesEvaluationTime;
  116187. },
  116188. enumerable: true,
  116189. configurable: true
  116190. });
  116191. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116192. /**
  116193. * Gets the active meshes evaluation time capture status
  116194. */
  116195. get: function () {
  116196. return this._captureActiveMeshesEvaluationTime;
  116197. },
  116198. /**
  116199. * Enable or disable the active meshes evaluation time capture
  116200. */
  116201. set: function (value) {
  116202. var _this = this;
  116203. if (value === this._captureActiveMeshesEvaluationTime) {
  116204. return;
  116205. }
  116206. this._captureActiveMeshesEvaluationTime = value;
  116207. if (value) {
  116208. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116209. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116210. _this._activeMeshesEvaluationTime.beginMonitoring();
  116211. });
  116212. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116213. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116214. _this._activeMeshesEvaluationTime.endMonitoring();
  116215. });
  116216. }
  116217. else {
  116218. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116219. this._onBeforeActiveMeshesEvaluationObserver = null;
  116220. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116221. this._onAfterActiveMeshesEvaluationObserver = null;
  116222. }
  116223. },
  116224. enumerable: true,
  116225. configurable: true
  116226. });
  116227. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116228. /**
  116229. * Gets the perf counter used for render targets render time
  116230. */
  116231. get: function () {
  116232. return this._renderTargetsRenderTime;
  116233. },
  116234. enumerable: true,
  116235. configurable: true
  116236. });
  116237. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116238. /**
  116239. * Gets the render targets render time capture status
  116240. */
  116241. get: function () {
  116242. return this._captureRenderTargetsRenderTime;
  116243. },
  116244. /**
  116245. * Enable or disable the render targets render time capture
  116246. */
  116247. set: function (value) {
  116248. var _this = this;
  116249. if (value === this._captureRenderTargetsRenderTime) {
  116250. return;
  116251. }
  116252. this._captureRenderTargetsRenderTime = value;
  116253. if (value) {
  116254. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116255. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116256. _this._renderTargetsRenderTime.beginMonitoring();
  116257. });
  116258. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116259. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116260. _this._renderTargetsRenderTime.endMonitoring(false);
  116261. });
  116262. }
  116263. else {
  116264. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116265. this._onBeforeRenderTargetsRenderObserver = null;
  116266. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116267. this._onAfterRenderTargetsRenderObserver = null;
  116268. }
  116269. },
  116270. enumerable: true,
  116271. configurable: true
  116272. });
  116273. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116274. /**
  116275. * Gets the perf counter used for particles render time
  116276. */
  116277. get: function () {
  116278. return this._particlesRenderTime;
  116279. },
  116280. enumerable: true,
  116281. configurable: true
  116282. });
  116283. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116284. /**
  116285. * Gets the particles render time capture status
  116286. */
  116287. get: function () {
  116288. return this._captureParticlesRenderTime;
  116289. },
  116290. /**
  116291. * Enable or disable the particles render time capture
  116292. */
  116293. set: function (value) {
  116294. var _this = this;
  116295. if (value === this._captureParticlesRenderTime) {
  116296. return;
  116297. }
  116298. this._captureParticlesRenderTime = value;
  116299. if (value) {
  116300. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116301. BABYLON.Tools.StartPerformanceCounter("Particles");
  116302. _this._particlesRenderTime.beginMonitoring();
  116303. });
  116304. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116305. BABYLON.Tools.EndPerformanceCounter("Particles");
  116306. _this._particlesRenderTime.endMonitoring(false);
  116307. });
  116308. }
  116309. else {
  116310. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116311. this._onBeforeParticlesRenderingObserver = null;
  116312. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116313. this._onAfterParticlesRenderingObserver = null;
  116314. }
  116315. },
  116316. enumerable: true,
  116317. configurable: true
  116318. });
  116319. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116320. /**
  116321. * Gets the perf counter used for sprites render time
  116322. */
  116323. get: function () {
  116324. return this._spritesRenderTime;
  116325. },
  116326. enumerable: true,
  116327. configurable: true
  116328. });
  116329. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116330. /**
  116331. * Gets the sprites render time capture status
  116332. */
  116333. get: function () {
  116334. return this._captureSpritesRenderTime;
  116335. },
  116336. /**
  116337. * Enable or disable the sprites render time capture
  116338. */
  116339. set: function (value) {
  116340. var _this = this;
  116341. if (value === this._captureSpritesRenderTime) {
  116342. return;
  116343. }
  116344. this._captureSpritesRenderTime = value;
  116345. if (!this.scene.spriteManagers) {
  116346. return;
  116347. }
  116348. if (value) {
  116349. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116350. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116351. _this._spritesRenderTime.beginMonitoring();
  116352. });
  116353. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116354. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116355. _this._spritesRenderTime.endMonitoring(false);
  116356. });
  116357. }
  116358. else {
  116359. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116360. this._onBeforeSpritesRenderingObserver = null;
  116361. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116362. this._onAfterSpritesRenderingObserver = null;
  116363. }
  116364. },
  116365. enumerable: true,
  116366. configurable: true
  116367. });
  116368. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116369. /**
  116370. * Gets the perf counter used for physics time
  116371. */
  116372. get: function () {
  116373. return this._physicsTime;
  116374. },
  116375. enumerable: true,
  116376. configurable: true
  116377. });
  116378. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116379. /**
  116380. * Gets the physics time capture status
  116381. */
  116382. get: function () {
  116383. return this._capturePhysicsTime;
  116384. },
  116385. /**
  116386. * Enable or disable the physics time capture
  116387. */
  116388. set: function (value) {
  116389. var _this = this;
  116390. if (value === this._capturePhysicsTime) {
  116391. return;
  116392. }
  116393. if (!this.scene.onBeforePhysicsObservable) {
  116394. return;
  116395. }
  116396. this._capturePhysicsTime = value;
  116397. if (value) {
  116398. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116399. BABYLON.Tools.StartPerformanceCounter("Physics");
  116400. _this._physicsTime.beginMonitoring();
  116401. });
  116402. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116403. BABYLON.Tools.EndPerformanceCounter("Physics");
  116404. _this._physicsTime.endMonitoring();
  116405. });
  116406. }
  116407. else {
  116408. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116409. this._onBeforePhysicsObserver = null;
  116410. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116411. this._onAfterPhysicsObserver = null;
  116412. }
  116413. },
  116414. enumerable: true,
  116415. configurable: true
  116416. });
  116417. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116418. /**
  116419. * Gets the perf counter used for animations time
  116420. */
  116421. get: function () {
  116422. return this._animationsTime;
  116423. },
  116424. enumerable: true,
  116425. configurable: true
  116426. });
  116427. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116428. /**
  116429. * Gets the animations time capture status
  116430. */
  116431. get: function () {
  116432. return this._captureAnimationsTime;
  116433. },
  116434. /**
  116435. * Enable or disable the animations time capture
  116436. */
  116437. set: function (value) {
  116438. var _this = this;
  116439. if (value === this._captureAnimationsTime) {
  116440. return;
  116441. }
  116442. this._captureAnimationsTime = value;
  116443. if (value) {
  116444. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116445. _this._animationsTime.endMonitoring();
  116446. });
  116447. }
  116448. else {
  116449. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116450. this._onAfterAnimationsObserver = null;
  116451. }
  116452. },
  116453. enumerable: true,
  116454. configurable: true
  116455. });
  116456. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  116457. /**
  116458. * Gets the perf counter used for frame time capture
  116459. */
  116460. get: function () {
  116461. return this._frameTime;
  116462. },
  116463. enumerable: true,
  116464. configurable: true
  116465. });
  116466. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  116467. /**
  116468. * Gets the frame time capture status
  116469. */
  116470. get: function () {
  116471. return this._captureFrameTime;
  116472. },
  116473. /**
  116474. * Enable or disable the frame time capture
  116475. */
  116476. set: function (value) {
  116477. this._captureFrameTime = value;
  116478. },
  116479. enumerable: true,
  116480. configurable: true
  116481. });
  116482. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  116483. /**
  116484. * Gets the perf counter used for inter-frames time capture
  116485. */
  116486. get: function () {
  116487. return this._interFrameTime;
  116488. },
  116489. enumerable: true,
  116490. configurable: true
  116491. });
  116492. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  116493. /**
  116494. * Gets the inter-frames time capture status
  116495. */
  116496. get: function () {
  116497. return this._captureInterFrameTime;
  116498. },
  116499. /**
  116500. * Enable or disable the inter-frames time capture
  116501. */
  116502. set: function (value) {
  116503. this._captureInterFrameTime = value;
  116504. },
  116505. enumerable: true,
  116506. configurable: true
  116507. });
  116508. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  116509. /**
  116510. * Gets the perf counter used for render time capture
  116511. */
  116512. get: function () {
  116513. return this._renderTime;
  116514. },
  116515. enumerable: true,
  116516. configurable: true
  116517. });
  116518. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  116519. /**
  116520. * Gets the render time capture status
  116521. */
  116522. get: function () {
  116523. return this._captureRenderTime;
  116524. },
  116525. /**
  116526. * Enable or disable the render time capture
  116527. */
  116528. set: function (value) {
  116529. var _this = this;
  116530. if (value === this._captureRenderTime) {
  116531. return;
  116532. }
  116533. this._captureRenderTime = value;
  116534. if (value) {
  116535. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  116536. _this._renderTime.beginMonitoring();
  116537. BABYLON.Tools.StartPerformanceCounter("Main render");
  116538. });
  116539. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116540. _this._renderTime.endMonitoring(false);
  116541. BABYLON.Tools.EndPerformanceCounter("Main render");
  116542. });
  116543. }
  116544. else {
  116545. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116546. this._onBeforeDrawPhaseObserver = null;
  116547. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116548. this._onAfterDrawPhaseObserver = null;
  116549. }
  116550. },
  116551. enumerable: true,
  116552. configurable: true
  116553. });
  116554. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116555. /**
  116556. * Gets the perf counter used for camera render time capture
  116557. */
  116558. get: function () {
  116559. return this._cameraRenderTime;
  116560. },
  116561. enumerable: true,
  116562. configurable: true
  116563. });
  116564. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116565. /**
  116566. * Gets the camera render time capture status
  116567. */
  116568. get: function () {
  116569. return this._captureCameraRenderTime;
  116570. },
  116571. /**
  116572. * Enable or disable the camera render time capture
  116573. */
  116574. set: function (value) {
  116575. var _this = this;
  116576. if (value === this._captureCameraRenderTime) {
  116577. return;
  116578. }
  116579. this._captureCameraRenderTime = value;
  116580. if (value) {
  116581. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116582. _this._cameraRenderTime.beginMonitoring();
  116583. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116584. });
  116585. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116586. _this._cameraRenderTime.endMonitoring(false);
  116587. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116588. });
  116589. }
  116590. else {
  116591. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116592. this._onBeforeCameraRenderObserver = null;
  116593. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116594. this._onAfterCameraRenderObserver = null;
  116595. }
  116596. },
  116597. enumerable: true,
  116598. configurable: true
  116599. });
  116600. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  116601. /**
  116602. * Gets the perf counter used for draw calls
  116603. */
  116604. get: function () {
  116605. return this.scene.getEngine()._drawCalls;
  116606. },
  116607. enumerable: true,
  116608. configurable: true
  116609. });
  116610. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  116611. /**
  116612. * Gets the perf counter used for texture collisions
  116613. */
  116614. get: function () {
  116615. return this.scene.getEngine()._textureCollisions;
  116616. },
  116617. enumerable: true,
  116618. configurable: true
  116619. });
  116620. /**
  116621. * Dispose and release associated resources.
  116622. */
  116623. SceneInstrumentation.prototype.dispose = function () {
  116624. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116625. this._onAfterRenderObserver = null;
  116626. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116627. this._onBeforeActiveMeshesEvaluationObserver = null;
  116628. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116629. this._onAfterActiveMeshesEvaluationObserver = null;
  116630. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116631. this._onBeforeRenderTargetsRenderObserver = null;
  116632. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116633. this._onAfterRenderTargetsRenderObserver = null;
  116634. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  116635. this._onBeforeAnimationsObserver = null;
  116636. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116637. this._onBeforeParticlesRenderingObserver = null;
  116638. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116639. this._onAfterParticlesRenderingObserver = null;
  116640. if (this._onBeforeSpritesRenderingObserver) {
  116641. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116642. this._onBeforeSpritesRenderingObserver = null;
  116643. }
  116644. if (this._onAfterSpritesRenderingObserver) {
  116645. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116646. this._onAfterSpritesRenderingObserver = null;
  116647. }
  116648. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116649. this._onBeforeDrawPhaseObserver = null;
  116650. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116651. this._onAfterDrawPhaseObserver = null;
  116652. if (this._onBeforePhysicsObserver) {
  116653. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116654. this._onBeforePhysicsObserver = null;
  116655. }
  116656. if (this._onAfterPhysicsObserver) {
  116657. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116658. this._onAfterPhysicsObserver = null;
  116659. }
  116660. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116661. this._onAfterAnimationsObserver = null;
  116662. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116663. this._onBeforeCameraRenderObserver = null;
  116664. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116665. this._onAfterCameraRenderObserver = null;
  116666. this.scene = null;
  116667. };
  116668. return SceneInstrumentation;
  116669. }());
  116670. BABYLON.SceneInstrumentation = SceneInstrumentation;
  116671. })(BABYLON || (BABYLON = {}));
  116672. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  116673. var BABYLON;
  116674. (function (BABYLON) {
  116675. /**
  116676. * @hidden
  116677. **/
  116678. var _TimeToken = /** @class */ (function () {
  116679. function _TimeToken() {
  116680. this._timeElapsedQueryEnded = false;
  116681. }
  116682. return _TimeToken;
  116683. }());
  116684. BABYLON._TimeToken = _TimeToken;
  116685. })(BABYLON || (BABYLON = {}));
  116686. //# sourceMappingURL=babylon.timeToken.js.map
  116687. var BABYLON;
  116688. (function (BABYLON) {
  116689. /**
  116690. * Background material defines definition.
  116691. * @hidden Mainly internal Use
  116692. */
  116693. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  116694. __extends(BackgroundMaterialDefines, _super);
  116695. /**
  116696. * Constructor of the defines.
  116697. */
  116698. function BackgroundMaterialDefines() {
  116699. var _this = _super.call(this) || this;
  116700. /**
  116701. * True if the diffuse texture is in use.
  116702. */
  116703. _this.DIFFUSE = false;
  116704. /**
  116705. * The direct UV channel to use.
  116706. */
  116707. _this.DIFFUSEDIRECTUV = 0;
  116708. /**
  116709. * True if the diffuse texture is in gamma space.
  116710. */
  116711. _this.GAMMADIFFUSE = false;
  116712. /**
  116713. * True if the diffuse texture has opacity in the alpha channel.
  116714. */
  116715. _this.DIFFUSEHASALPHA = false;
  116716. /**
  116717. * True if you want the material to fade to transparent at grazing angle.
  116718. */
  116719. _this.OPACITYFRESNEL = false;
  116720. /**
  116721. * True if an extra blur needs to be added in the reflection.
  116722. */
  116723. _this.REFLECTIONBLUR = false;
  116724. /**
  116725. * True if you want the material to fade to reflection at grazing angle.
  116726. */
  116727. _this.REFLECTIONFRESNEL = false;
  116728. /**
  116729. * True if you want the material to falloff as far as you move away from the scene center.
  116730. */
  116731. _this.REFLECTIONFALLOFF = false;
  116732. /**
  116733. * False if the current Webgl implementation does not support the texture lod extension.
  116734. */
  116735. _this.TEXTURELODSUPPORT = false;
  116736. /**
  116737. * True to ensure the data are premultiplied.
  116738. */
  116739. _this.PREMULTIPLYALPHA = false;
  116740. /**
  116741. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  116742. */
  116743. _this.USERGBCOLOR = false;
  116744. /**
  116745. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  116746. * stays aligned with the desired configuration.
  116747. */
  116748. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  116749. /**
  116750. * True to add noise in order to reduce the banding effect.
  116751. */
  116752. _this.NOISE = false;
  116753. /**
  116754. * is the reflection texture in BGR color scheme?
  116755. * Mainly used to solve a bug in ios10 video tag
  116756. */
  116757. _this.REFLECTIONBGR = false;
  116758. _this.IMAGEPROCESSING = false;
  116759. _this.VIGNETTE = false;
  116760. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  116761. _this.VIGNETTEBLENDMODEOPAQUE = false;
  116762. _this.TONEMAPPING = false;
  116763. _this.TONEMAPPING_ACES = false;
  116764. _this.CONTRAST = false;
  116765. _this.COLORCURVES = false;
  116766. _this.COLORGRADING = false;
  116767. _this.COLORGRADING3D = false;
  116768. _this.SAMPLER3DGREENDEPTH = false;
  116769. _this.SAMPLER3DBGRMAP = false;
  116770. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  116771. _this.EXPOSURE = false;
  116772. // Reflection.
  116773. _this.REFLECTION = false;
  116774. _this.REFLECTIONMAP_3D = false;
  116775. _this.REFLECTIONMAP_SPHERICAL = false;
  116776. _this.REFLECTIONMAP_PLANAR = false;
  116777. _this.REFLECTIONMAP_CUBIC = false;
  116778. _this.REFLECTIONMAP_PROJECTION = false;
  116779. _this.REFLECTIONMAP_SKYBOX = false;
  116780. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116781. _this.REFLECTIONMAP_EXPLICIT = false;
  116782. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116783. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116784. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116785. _this.INVERTCUBICMAP = false;
  116786. _this.REFLECTIONMAP_OPPOSITEZ = false;
  116787. _this.LODINREFLECTIONALPHA = false;
  116788. _this.GAMMAREFLECTION = false;
  116789. _this.RGBDREFLECTION = false;
  116790. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  116791. // Default BJS.
  116792. _this.MAINUV1 = false;
  116793. _this.MAINUV2 = false;
  116794. _this.UV1 = false;
  116795. _this.UV2 = false;
  116796. _this.CLIPPLANE = false;
  116797. _this.CLIPPLANE2 = false;
  116798. _this.CLIPPLANE3 = false;
  116799. _this.CLIPPLANE4 = false;
  116800. _this.POINTSIZE = false;
  116801. _this.FOG = false;
  116802. _this.NORMAL = false;
  116803. _this.NUM_BONE_INFLUENCERS = 0;
  116804. _this.BonesPerMesh = 0;
  116805. _this.INSTANCES = false;
  116806. _this.SHADOWFLOAT = false;
  116807. _this.rebuild();
  116808. return _this;
  116809. }
  116810. return BackgroundMaterialDefines;
  116811. }(BABYLON.MaterialDefines));
  116812. /**
  116813. * Background material used to create an efficient environement around your scene.
  116814. */
  116815. var BackgroundMaterial = /** @class */ (function (_super) {
  116816. __extends(BackgroundMaterial, _super);
  116817. /**
  116818. * Instantiates a Background Material in the given scene
  116819. * @param name The friendly name of the material
  116820. * @param scene The scene to add the material to
  116821. */
  116822. function BackgroundMaterial(name, scene) {
  116823. var _this = _super.call(this, name, scene) || this;
  116824. /**
  116825. * Key light Color (multiply against the environement texture)
  116826. */
  116827. _this.primaryColor = BABYLON.Color3.White();
  116828. _this._primaryColorShadowLevel = 0;
  116829. _this._primaryColorHighlightLevel = 0;
  116830. /**
  116831. * Reflection Texture used in the material.
  116832. * Should be author in a specific way for the best result (refer to the documentation).
  116833. */
  116834. _this.reflectionTexture = null;
  116835. /**
  116836. * Reflection Texture level of blur.
  116837. *
  116838. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  116839. * texture twice.
  116840. */
  116841. _this.reflectionBlur = 0;
  116842. /**
  116843. * Diffuse Texture used in the material.
  116844. * Should be author in a specific way for the best result (refer to the documentation).
  116845. */
  116846. _this.diffuseTexture = null;
  116847. _this._shadowLights = null;
  116848. /**
  116849. * Specify the list of lights casting shadow on the material.
  116850. * All scene shadow lights will be included if null.
  116851. */
  116852. _this.shadowLights = null;
  116853. /**
  116854. * Helps adjusting the shadow to a softer level if required.
  116855. * 0 means black shadows and 1 means no shadows.
  116856. */
  116857. _this.shadowLevel = 0;
  116858. /**
  116859. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  116860. * It is usually zero but might be interesting to modify according to your setup.
  116861. */
  116862. _this.sceneCenter = BABYLON.Vector3.Zero();
  116863. /**
  116864. * This helps specifying that the material is falling off to the sky box at grazing angle.
  116865. * This helps ensuring a nice transition when the camera goes under the ground.
  116866. */
  116867. _this.opacityFresnel = true;
  116868. /**
  116869. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  116870. * This helps adding a mirror texture on the ground.
  116871. */
  116872. _this.reflectionFresnel = false;
  116873. /**
  116874. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  116875. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  116876. */
  116877. _this.reflectionFalloffDistance = 0.0;
  116878. /**
  116879. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  116880. */
  116881. _this.reflectionAmount = 1.0;
  116882. /**
  116883. * This specifies the weight of the reflection at grazing angle.
  116884. */
  116885. _this.reflectionReflectance0 = 0.05;
  116886. /**
  116887. * This specifies the weight of the reflection at a perpendicular point of view.
  116888. */
  116889. _this.reflectionReflectance90 = 0.5;
  116890. /**
  116891. * Helps to directly use the maps channels instead of their level.
  116892. */
  116893. _this.useRGBColor = true;
  116894. /**
  116895. * This helps reducing the banding effect that could occur on the background.
  116896. */
  116897. _this.enableNoise = false;
  116898. _this._fovMultiplier = 1.0;
  116899. /**
  116900. * Enable the FOV adjustment feature controlled by fovMultiplier.
  116901. */
  116902. _this.useEquirectangularFOV = false;
  116903. _this._maxSimultaneousLights = 4;
  116904. /**
  116905. * Number of Simultaneous lights allowed on the material.
  116906. */
  116907. _this.maxSimultaneousLights = 4;
  116908. /**
  116909. * Keep track of the image processing observer to allow dispose and replace.
  116910. */
  116911. _this._imageProcessingObserver = null;
  116912. /**
  116913. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  116914. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  116915. */
  116916. _this.switchToBGR = false;
  116917. // Temp values kept as cache in the material.
  116918. _this._renderTargets = new BABYLON.SmartArray(16);
  116919. _this._reflectionControls = BABYLON.Vector4.Zero();
  116920. _this._white = BABYLON.Color3.White();
  116921. _this._primaryShadowColor = BABYLON.Color3.Black();
  116922. _this._primaryHighlightColor = BABYLON.Color3.Black();
  116923. // Setup the default processing configuration to the scene.
  116924. _this._attachImageProcessingConfiguration(null);
  116925. _this.getRenderTargetTextures = function () {
  116926. _this._renderTargets.reset();
  116927. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  116928. _this._renderTargets.push(_this._diffuseTexture);
  116929. }
  116930. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  116931. _this._renderTargets.push(_this._reflectionTexture);
  116932. }
  116933. return _this._renderTargets;
  116934. };
  116935. return _this;
  116936. }
  116937. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  116938. /**
  116939. * Experimental Internal Use Only.
  116940. *
  116941. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  116942. * This acts as a helper to set the primary color to a more "human friendly" value.
  116943. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  116944. * output color as close as possible from the chosen value.
  116945. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  116946. * part of lighting setup.)
  116947. */
  116948. get: function () {
  116949. return this.__perceptualColor;
  116950. },
  116951. set: function (value) {
  116952. this.__perceptualColor = value;
  116953. this._computePrimaryColorFromPerceptualColor();
  116954. this._markAllSubMeshesAsLightsDirty();
  116955. },
  116956. enumerable: true,
  116957. configurable: true
  116958. });
  116959. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  116960. /**
  116961. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  116962. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  116963. */
  116964. get: function () {
  116965. return this._primaryColorShadowLevel;
  116966. },
  116967. set: function (value) {
  116968. this._primaryColorShadowLevel = value;
  116969. this._computePrimaryColors();
  116970. this._markAllSubMeshesAsLightsDirty();
  116971. },
  116972. enumerable: true,
  116973. configurable: true
  116974. });
  116975. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  116976. /**
  116977. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  116978. * The primary color is used at the level chosen to define what the white area would look.
  116979. */
  116980. get: function () {
  116981. return this._primaryColorHighlightLevel;
  116982. },
  116983. set: function (value) {
  116984. this._primaryColorHighlightLevel = value;
  116985. this._computePrimaryColors();
  116986. this._markAllSubMeshesAsLightsDirty();
  116987. },
  116988. enumerable: true,
  116989. configurable: true
  116990. });
  116991. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  116992. /**
  116993. * Sets the reflection reflectance fresnel values according to the default standard
  116994. * empirically know to work well :-)
  116995. */
  116996. set: function (value) {
  116997. var reflectionWeight = value;
  116998. if (reflectionWeight < 0.5) {
  116999. reflectionWeight = reflectionWeight * 2.0;
  117000. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117001. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117002. }
  117003. else {
  117004. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117005. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117006. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117007. }
  117008. },
  117009. enumerable: true,
  117010. configurable: true
  117011. });
  117012. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117013. /**
  117014. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117015. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117016. * Recommended to be keep at 1.0 except for special cases.
  117017. */
  117018. get: function () {
  117019. return this._fovMultiplier;
  117020. },
  117021. set: function (value) {
  117022. if (isNaN(value)) {
  117023. value = 1.0;
  117024. }
  117025. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117026. },
  117027. enumerable: true,
  117028. configurable: true
  117029. });
  117030. /**
  117031. * Attaches a new image processing configuration to the PBR Material.
  117032. * @param configuration (if null the scene configuration will be use)
  117033. */
  117034. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117035. var _this = this;
  117036. if (configuration === this._imageProcessingConfiguration) {
  117037. return;
  117038. }
  117039. // Detaches observer.
  117040. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117041. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117042. }
  117043. // Pick the scene configuration if needed.
  117044. if (!configuration) {
  117045. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117046. }
  117047. else {
  117048. this._imageProcessingConfiguration = configuration;
  117049. }
  117050. // Attaches observer.
  117051. if (this._imageProcessingConfiguration) {
  117052. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117053. _this._computePrimaryColorFromPerceptualColor();
  117054. _this._markAllSubMeshesAsImageProcessingDirty();
  117055. });
  117056. }
  117057. };
  117058. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117059. /**
  117060. * Gets the image processing configuration used either in this material.
  117061. */
  117062. get: function () {
  117063. return this._imageProcessingConfiguration;
  117064. },
  117065. /**
  117066. * Sets the Default image processing configuration used either in the this material.
  117067. *
  117068. * If sets to null, the scene one is in use.
  117069. */
  117070. set: function (value) {
  117071. this._attachImageProcessingConfiguration(value);
  117072. // Ensure the effect will be rebuilt.
  117073. this._markAllSubMeshesAsTexturesDirty();
  117074. },
  117075. enumerable: true,
  117076. configurable: true
  117077. });
  117078. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117079. /**
  117080. * Gets wether the color curves effect is enabled.
  117081. */
  117082. get: function () {
  117083. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117084. },
  117085. /**
  117086. * Sets wether the color curves effect is enabled.
  117087. */
  117088. set: function (value) {
  117089. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117090. },
  117091. enumerable: true,
  117092. configurable: true
  117093. });
  117094. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117095. /**
  117096. * Gets wether the color grading effect is enabled.
  117097. */
  117098. get: function () {
  117099. return this.imageProcessingConfiguration.colorGradingEnabled;
  117100. },
  117101. /**
  117102. * Gets wether the color grading effect is enabled.
  117103. */
  117104. set: function (value) {
  117105. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117106. },
  117107. enumerable: true,
  117108. configurable: true
  117109. });
  117110. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117111. /**
  117112. * Gets wether tonemapping is enabled or not.
  117113. */
  117114. get: function () {
  117115. return this._imageProcessingConfiguration.toneMappingEnabled;
  117116. },
  117117. /**
  117118. * Sets wether tonemapping is enabled or not
  117119. */
  117120. set: function (value) {
  117121. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117122. },
  117123. enumerable: true,
  117124. configurable: true
  117125. });
  117126. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117127. /**
  117128. * The camera exposure used on this material.
  117129. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117130. * This corresponds to a photographic exposure.
  117131. */
  117132. get: function () {
  117133. return this._imageProcessingConfiguration.exposure;
  117134. },
  117135. /**
  117136. * The camera exposure used on this material.
  117137. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117138. * This corresponds to a photographic exposure.
  117139. */
  117140. set: function (value) {
  117141. this._imageProcessingConfiguration.exposure = value;
  117142. },
  117143. enumerable: true,
  117144. configurable: true
  117145. });
  117146. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117147. /**
  117148. * Gets The camera contrast used on this material.
  117149. */
  117150. get: function () {
  117151. return this._imageProcessingConfiguration.contrast;
  117152. },
  117153. /**
  117154. * Sets The camera contrast used on this material.
  117155. */
  117156. set: function (value) {
  117157. this._imageProcessingConfiguration.contrast = value;
  117158. },
  117159. enumerable: true,
  117160. configurable: true
  117161. });
  117162. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117163. /**
  117164. * Gets the Color Grading 2D Lookup Texture.
  117165. */
  117166. get: function () {
  117167. return this._imageProcessingConfiguration.colorGradingTexture;
  117168. },
  117169. /**
  117170. * Sets the Color Grading 2D Lookup Texture.
  117171. */
  117172. set: function (value) {
  117173. this.imageProcessingConfiguration.colorGradingTexture = value;
  117174. },
  117175. enumerable: true,
  117176. configurable: true
  117177. });
  117178. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117179. /**
  117180. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117181. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117182. * 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;
  117183. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117184. */
  117185. get: function () {
  117186. return this.imageProcessingConfiguration.colorCurves;
  117187. },
  117188. /**
  117189. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117190. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117191. * 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;
  117192. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117193. */
  117194. set: function (value) {
  117195. this.imageProcessingConfiguration.colorCurves = value;
  117196. },
  117197. enumerable: true,
  117198. configurable: true
  117199. });
  117200. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117201. /**
  117202. * Gets a boolean indicating that current material needs to register RTT
  117203. */
  117204. get: function () {
  117205. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117206. return true;
  117207. }
  117208. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117209. return true;
  117210. }
  117211. return false;
  117212. },
  117213. enumerable: true,
  117214. configurable: true
  117215. });
  117216. /**
  117217. * The entire material has been created in order to prevent overdraw.
  117218. * @returns false
  117219. */
  117220. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117221. return true;
  117222. };
  117223. /**
  117224. * The entire material has been created in order to prevent overdraw.
  117225. * @returns true if blending is enable
  117226. */
  117227. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117228. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117229. };
  117230. /**
  117231. * Checks wether the material is ready to be rendered for a given mesh.
  117232. * @param mesh The mesh to render
  117233. * @param subMesh The submesh to check against
  117234. * @param useInstances Specify wether or not the material is used with instances
  117235. * @returns true if all the dependencies are ready (Textures, Effects...)
  117236. */
  117237. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117238. var _this = this;
  117239. if (useInstances === void 0) { useInstances = false; }
  117240. if (subMesh.effect && this.isFrozen) {
  117241. if (this._wasPreviouslyReady) {
  117242. return true;
  117243. }
  117244. }
  117245. if (!subMesh._materialDefines) {
  117246. subMesh._materialDefines = new BackgroundMaterialDefines();
  117247. }
  117248. var scene = this.getScene();
  117249. var defines = subMesh._materialDefines;
  117250. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117251. if (defines._renderId === scene.getRenderId()) {
  117252. return true;
  117253. }
  117254. }
  117255. var engine = scene.getEngine();
  117256. // Lights
  117257. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117258. defines._needNormals = true;
  117259. // Textures
  117260. if (defines._areTexturesDirty) {
  117261. defines._needUVs = false;
  117262. if (scene.texturesEnabled) {
  117263. if (scene.getEngine().getCaps().textureLOD) {
  117264. defines.TEXTURELODSUPPORT = true;
  117265. }
  117266. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117267. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117268. return false;
  117269. }
  117270. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117271. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117272. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117273. defines.OPACITYFRESNEL = this._opacityFresnel;
  117274. }
  117275. else {
  117276. defines.DIFFUSE = false;
  117277. defines.DIFFUSEHASALPHA = false;
  117278. defines.GAMMADIFFUSE = false;
  117279. defines.OPACITYFRESNEL = false;
  117280. }
  117281. var reflectionTexture = this._reflectionTexture;
  117282. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117283. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117284. return false;
  117285. }
  117286. defines.REFLECTION = true;
  117287. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117288. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117289. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117290. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117291. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117292. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117293. defines.REFLECTIONBGR = this.switchToBGR;
  117294. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117295. defines.INVERTCUBICMAP = true;
  117296. }
  117297. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117298. switch (reflectionTexture.coordinatesMode) {
  117299. case BABYLON.Texture.EXPLICIT_MODE:
  117300. defines.REFLECTIONMAP_EXPLICIT = true;
  117301. break;
  117302. case BABYLON.Texture.PLANAR_MODE:
  117303. defines.REFLECTIONMAP_PLANAR = true;
  117304. break;
  117305. case BABYLON.Texture.PROJECTION_MODE:
  117306. defines.REFLECTIONMAP_PROJECTION = true;
  117307. break;
  117308. case BABYLON.Texture.SKYBOX_MODE:
  117309. defines.REFLECTIONMAP_SKYBOX = true;
  117310. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117311. break;
  117312. case BABYLON.Texture.SPHERICAL_MODE:
  117313. defines.REFLECTIONMAP_SPHERICAL = true;
  117314. break;
  117315. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117316. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117317. break;
  117318. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117319. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117320. break;
  117321. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117322. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117323. break;
  117324. case BABYLON.Texture.CUBIC_MODE:
  117325. case BABYLON.Texture.INVCUBIC_MODE:
  117326. default:
  117327. defines.REFLECTIONMAP_CUBIC = true;
  117328. break;
  117329. }
  117330. if (this.reflectionFresnel) {
  117331. defines.REFLECTIONFRESNEL = true;
  117332. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117333. this._reflectionControls.x = this.reflectionAmount;
  117334. this._reflectionControls.y = this.reflectionReflectance0;
  117335. this._reflectionControls.z = this.reflectionReflectance90;
  117336. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117337. }
  117338. else {
  117339. defines.REFLECTIONFRESNEL = false;
  117340. defines.REFLECTIONFALLOFF = false;
  117341. }
  117342. }
  117343. else {
  117344. defines.REFLECTION = false;
  117345. defines.REFLECTIONFRESNEL = false;
  117346. defines.REFLECTIONFALLOFF = false;
  117347. defines.REFLECTIONBLUR = false;
  117348. defines.REFLECTIONMAP_3D = false;
  117349. defines.REFLECTIONMAP_SPHERICAL = false;
  117350. defines.REFLECTIONMAP_PLANAR = false;
  117351. defines.REFLECTIONMAP_CUBIC = false;
  117352. defines.REFLECTIONMAP_PROJECTION = false;
  117353. defines.REFLECTIONMAP_SKYBOX = false;
  117354. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117355. defines.REFLECTIONMAP_EXPLICIT = false;
  117356. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117357. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117358. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117359. defines.INVERTCUBICMAP = false;
  117360. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117361. defines.LODINREFLECTIONALPHA = false;
  117362. defines.GAMMAREFLECTION = false;
  117363. defines.RGBDREFLECTION = false;
  117364. }
  117365. }
  117366. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117367. defines.USERGBCOLOR = this._useRGBColor;
  117368. defines.NOISE = this._enableNoise;
  117369. }
  117370. if (defines._areLightsDirty) {
  117371. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117372. }
  117373. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117374. if (!this._imageProcessingConfiguration.isReady()) {
  117375. return false;
  117376. }
  117377. this._imageProcessingConfiguration.prepareDefines(defines);
  117378. }
  117379. // Misc.
  117380. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117381. // Values that need to be evaluated on every frame
  117382. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117383. // Attribs
  117384. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117385. if (mesh) {
  117386. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117387. mesh.createNormals(true);
  117388. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117389. }
  117390. }
  117391. }
  117392. // Get correct effect
  117393. if (defines.isDirty) {
  117394. defines.markAsProcessed();
  117395. scene.resetCachedMaterial();
  117396. // Fallbacks
  117397. var fallbacks = new BABYLON.EffectFallbacks();
  117398. if (defines.FOG) {
  117399. fallbacks.addFallback(0, "FOG");
  117400. }
  117401. if (defines.POINTSIZE) {
  117402. fallbacks.addFallback(1, "POINTSIZE");
  117403. }
  117404. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117405. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117406. fallbacks.addCPUSkinningFallback(0, mesh);
  117407. }
  117408. //Attributes
  117409. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117410. if (defines.NORMAL) {
  117411. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117412. }
  117413. if (defines.UV1) {
  117414. attribs.push(BABYLON.VertexBuffer.UVKind);
  117415. }
  117416. if (defines.UV2) {
  117417. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117418. }
  117419. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117420. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117421. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117422. "vFogInfos", "vFogColor", "pointSize",
  117423. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117424. "vPrimaryColor", "vPrimaryColorShadow",
  117425. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117426. "shadowLevel", "alpha",
  117427. "vBackgroundCenter", "vReflectionControl",
  117428. "vDiffuseInfos", "diffuseMatrix",
  117429. ];
  117430. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117431. var uniformBuffers = ["Material", "Scene"];
  117432. if (BABYLON.ImageProcessingConfiguration) {
  117433. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117434. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117435. }
  117436. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117437. uniformsNames: uniforms,
  117438. uniformBuffersNames: uniformBuffers,
  117439. samplers: samplers,
  117440. defines: defines,
  117441. maxSimultaneousLights: this._maxSimultaneousLights
  117442. });
  117443. var onCompiled = function (effect) {
  117444. if (_this.onCompiled) {
  117445. _this.onCompiled(effect);
  117446. }
  117447. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117448. };
  117449. var join = defines.toString();
  117450. subMesh.setEffect(scene.getEngine().createEffect("background", {
  117451. attributes: attribs,
  117452. uniformsNames: uniforms,
  117453. uniformBuffersNames: uniformBuffers,
  117454. samplers: samplers,
  117455. defines: join,
  117456. fallbacks: fallbacks,
  117457. onCompiled: onCompiled,
  117458. onError: this.onError,
  117459. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  117460. }, engine), defines);
  117461. this.buildUniformLayout();
  117462. }
  117463. if (!subMesh.effect || !subMesh.effect.isReady()) {
  117464. return false;
  117465. }
  117466. defines._renderId = scene.getRenderId();
  117467. this._wasPreviouslyReady = true;
  117468. return true;
  117469. };
  117470. /**
  117471. * Compute the primary color according to the chosen perceptual color.
  117472. */
  117473. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  117474. if (!this.__perceptualColor) {
  117475. return;
  117476. }
  117477. this._primaryColor.copyFrom(this.__perceptualColor);
  117478. // Revert gamma space.
  117479. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  117480. // Revert image processing configuration.
  117481. if (this._imageProcessingConfiguration) {
  117482. // Revert Exposure.
  117483. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  117484. }
  117485. this._computePrimaryColors();
  117486. };
  117487. /**
  117488. * Compute the highlights and shadow colors according to their chosen levels.
  117489. */
  117490. BackgroundMaterial.prototype._computePrimaryColors = function () {
  117491. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  117492. return;
  117493. }
  117494. // Find the highlight color based on the configuration.
  117495. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  117496. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  117497. // Find the shadow color based on the configuration.
  117498. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  117499. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  117500. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  117501. };
  117502. /**
  117503. * Build the uniform buffer used in the material.
  117504. */
  117505. BackgroundMaterial.prototype.buildUniformLayout = function () {
  117506. // Order is important !
  117507. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  117508. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  117509. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  117510. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  117511. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  117512. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  117513. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  117514. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  117515. this._uniformBuffer.addUniform("pointSize", 1);
  117516. this._uniformBuffer.addUniform("shadowLevel", 1);
  117517. this._uniformBuffer.addUniform("alpha", 1);
  117518. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  117519. this._uniformBuffer.addUniform("vReflectionControl", 4);
  117520. this._uniformBuffer.create();
  117521. };
  117522. /**
  117523. * Unbind the material.
  117524. */
  117525. BackgroundMaterial.prototype.unbind = function () {
  117526. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117527. this._uniformBuffer.setTexture("diffuseSampler", null);
  117528. }
  117529. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117530. this._uniformBuffer.setTexture("reflectionSampler", null);
  117531. }
  117532. _super.prototype.unbind.call(this);
  117533. };
  117534. /**
  117535. * Bind only the world matrix to the material.
  117536. * @param world The world matrix to bind.
  117537. */
  117538. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117539. this._activeEffect.setMatrix("world", world);
  117540. };
  117541. /**
  117542. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117543. * @param world The world matrix to bind.
  117544. * @param subMesh The submesh to bind for.
  117545. */
  117546. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117547. var scene = this.getScene();
  117548. var defines = subMesh._materialDefines;
  117549. if (!defines) {
  117550. return;
  117551. }
  117552. var effect = subMesh.effect;
  117553. if (!effect) {
  117554. return;
  117555. }
  117556. this._activeEffect = effect;
  117557. // Matrices
  117558. this.bindOnlyWorldMatrix(world);
  117559. // Bones
  117560. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117561. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117562. if (mustRebind) {
  117563. this._uniformBuffer.bindToEffect(effect, "Material");
  117564. this.bindViewProjection(effect);
  117565. var reflectionTexture = this._reflectionTexture;
  117566. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117567. // Texture uniforms
  117568. if (scene.texturesEnabled) {
  117569. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117570. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117571. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117572. }
  117573. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117574. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117575. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117576. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117577. }
  117578. }
  117579. if (this.shadowLevel > 0) {
  117580. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117581. }
  117582. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117583. // Point size
  117584. if (this.pointsCloud) {
  117585. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117586. }
  117587. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117588. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117589. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117590. }
  117591. else {
  117592. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117593. }
  117594. }
  117595. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117596. // Textures
  117597. if (scene.texturesEnabled) {
  117598. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117599. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  117600. }
  117601. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117602. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  117603. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117604. }
  117605. else if (!defines.REFLECTIONBLUR) {
  117606. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117607. }
  117608. else {
  117609. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  117610. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  117611. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  117612. }
  117613. if (defines.REFLECTIONFRESNEL) {
  117614. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  117615. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  117616. }
  117617. }
  117618. }
  117619. // Clip plane
  117620. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  117621. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  117622. }
  117623. if (mustRebind || !this.isFrozen) {
  117624. if (scene.lightsEnabled) {
  117625. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  117626. }
  117627. // View
  117628. this.bindView(effect);
  117629. // Fog
  117630. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  117631. // image processing
  117632. if (this._imageProcessingConfiguration) {
  117633. this._imageProcessingConfiguration.bind(this._activeEffect);
  117634. }
  117635. }
  117636. this._uniformBuffer.update();
  117637. this._afterBind(mesh, this._activeEffect);
  117638. };
  117639. /**
  117640. * Dispose the material.
  117641. * @param forceDisposeEffect Force disposal of the associated effect.
  117642. * @param forceDisposeTextures Force disposal of the associated textures.
  117643. */
  117644. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  117645. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  117646. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  117647. if (forceDisposeTextures) {
  117648. if (this.diffuseTexture) {
  117649. this.diffuseTexture.dispose();
  117650. }
  117651. if (this.reflectionTexture) {
  117652. this.reflectionTexture.dispose();
  117653. }
  117654. }
  117655. this._renderTargets.dispose();
  117656. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117657. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117658. }
  117659. _super.prototype.dispose.call(this, forceDisposeEffect);
  117660. };
  117661. /**
  117662. * Clones the material.
  117663. * @param name The cloned name.
  117664. * @returns The cloned material.
  117665. */
  117666. BackgroundMaterial.prototype.clone = function (name) {
  117667. var _this = this;
  117668. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  117669. };
  117670. /**
  117671. * Serializes the current material to its JSON representation.
  117672. * @returns The JSON representation.
  117673. */
  117674. BackgroundMaterial.prototype.serialize = function () {
  117675. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  117676. serializationObject.customType = "BABYLON.BackgroundMaterial";
  117677. return serializationObject;
  117678. };
  117679. /**
  117680. * Gets the class name of the material
  117681. * @returns "BackgroundMaterial"
  117682. */
  117683. BackgroundMaterial.prototype.getClassName = function () {
  117684. return "BackgroundMaterial";
  117685. };
  117686. /**
  117687. * Parse a JSON input to create back a background material.
  117688. * @param source The JSON data to parse
  117689. * @param scene The scene to create the parsed material in
  117690. * @param rootUrl The root url of the assets the material depends upon
  117691. * @returns the instantiated BackgroundMaterial.
  117692. */
  117693. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  117694. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  117695. };
  117696. /**
  117697. * Standard reflectance value at parallel view angle.
  117698. */
  117699. BackgroundMaterial.StandardReflectance0 = 0.05;
  117700. /**
  117701. * Standard reflectance value at grazing angle.
  117702. */
  117703. BackgroundMaterial.StandardReflectance90 = 0.5;
  117704. __decorate([
  117705. BABYLON.serializeAsColor3()
  117706. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  117707. __decorate([
  117708. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117709. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  117710. __decorate([
  117711. BABYLON.serializeAsColor3()
  117712. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  117713. __decorate([
  117714. BABYLON.serialize()
  117715. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  117716. __decorate([
  117717. BABYLON.serialize()
  117718. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  117719. __decorate([
  117720. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117721. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  117722. __decorate([
  117723. BABYLON.serializeAsTexture()
  117724. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  117725. __decorate([
  117726. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117727. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  117728. __decorate([
  117729. BABYLON.serialize()
  117730. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  117731. __decorate([
  117732. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117733. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  117734. __decorate([
  117735. BABYLON.serializeAsTexture()
  117736. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  117737. __decorate([
  117738. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117739. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  117740. __decorate([
  117741. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117742. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  117743. __decorate([
  117744. BABYLON.serialize()
  117745. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  117746. __decorate([
  117747. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117748. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  117749. __decorate([
  117750. BABYLON.serializeAsVector3()
  117751. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  117752. __decorate([
  117753. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117754. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  117755. __decorate([
  117756. BABYLON.serialize()
  117757. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  117758. __decorate([
  117759. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117760. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  117761. __decorate([
  117762. BABYLON.serialize()
  117763. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  117764. __decorate([
  117765. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117766. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  117767. __decorate([
  117768. BABYLON.serialize()
  117769. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  117770. __decorate([
  117771. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117772. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  117773. __decorate([
  117774. BABYLON.serialize()
  117775. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  117776. __decorate([
  117777. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117778. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  117779. __decorate([
  117780. BABYLON.serialize()
  117781. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  117782. __decorate([
  117783. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117784. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  117785. __decorate([
  117786. BABYLON.serialize()
  117787. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  117788. __decorate([
  117789. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117790. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  117791. __decorate([
  117792. BABYLON.serialize()
  117793. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  117794. __decorate([
  117795. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117796. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  117797. __decorate([
  117798. BABYLON.serialize()
  117799. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  117800. __decorate([
  117801. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117802. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  117803. __decorate([
  117804. BABYLON.serialize()
  117805. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  117806. __decorate([
  117807. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117808. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  117809. __decorate([
  117810. BABYLON.serializeAsImageProcessingConfiguration()
  117811. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  117812. return BackgroundMaterial;
  117813. }(BABYLON.PushMaterial));
  117814. BABYLON.BackgroundMaterial = BackgroundMaterial;
  117815. })(BABYLON || (BABYLON = {}));
  117816. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  117817. var __assign = (this && this.__assign) || function () {
  117818. __assign = Object.assign || function(t) {
  117819. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117820. s = arguments[i];
  117821. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117822. t[p] = s[p];
  117823. }
  117824. return t;
  117825. };
  117826. return __assign.apply(this, arguments);
  117827. };
  117828. var BABYLON;
  117829. (function (BABYLON) {
  117830. /**
  117831. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  117832. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  117833. * It also helps with the default setup of your imageProcessing configuration.
  117834. */
  117835. var EnvironmentHelper = /** @class */ (function () {
  117836. /**
  117837. * constructor
  117838. * @param options
  117839. * @param scene The scene to add the material to
  117840. */
  117841. function EnvironmentHelper(options, scene) {
  117842. var _this = this;
  117843. this._errorHandler = function (message, exception) {
  117844. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  117845. };
  117846. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  117847. this._scene = scene;
  117848. this.onErrorObservable = new BABYLON.Observable();
  117849. this._setupBackground();
  117850. this._setupImageProcessing();
  117851. }
  117852. /**
  117853. * Creates the default options for the helper.
  117854. */
  117855. EnvironmentHelper._getDefaultOptions = function () {
  117856. return {
  117857. createGround: true,
  117858. groundSize: 15,
  117859. groundTexture: this._groundTextureCDNUrl,
  117860. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117861. groundOpacity: 0.9,
  117862. enableGroundShadow: true,
  117863. groundShadowLevel: 0.5,
  117864. enableGroundMirror: false,
  117865. groundMirrorSizeRatio: 0.3,
  117866. groundMirrorBlurKernel: 64,
  117867. groundMirrorAmount: 1,
  117868. groundMirrorFresnelWeight: 1,
  117869. groundMirrorFallOffDistance: 0,
  117870. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  117871. groundYBias: 0.00001,
  117872. createSkybox: true,
  117873. skyboxSize: 20,
  117874. skyboxTexture: this._skyboxTextureCDNUrl,
  117875. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117876. backgroundYRotation: 0,
  117877. sizeAuto: true,
  117878. rootPosition: BABYLON.Vector3.Zero(),
  117879. setupImageProcessing: true,
  117880. environmentTexture: this._environmentTextureCDNUrl,
  117881. cameraExposure: 0.8,
  117882. cameraContrast: 1.2,
  117883. toneMappingEnabled: true,
  117884. };
  117885. };
  117886. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  117887. /**
  117888. * Gets the root mesh created by the helper.
  117889. */
  117890. get: function () {
  117891. return this._rootMesh;
  117892. },
  117893. enumerable: true,
  117894. configurable: true
  117895. });
  117896. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  117897. /**
  117898. * Gets the skybox created by the helper.
  117899. */
  117900. get: function () {
  117901. return this._skybox;
  117902. },
  117903. enumerable: true,
  117904. configurable: true
  117905. });
  117906. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  117907. /**
  117908. * Gets the skybox texture created by the helper.
  117909. */
  117910. get: function () {
  117911. return this._skyboxTexture;
  117912. },
  117913. enumerable: true,
  117914. configurable: true
  117915. });
  117916. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  117917. /**
  117918. * Gets the skybox material created by the helper.
  117919. */
  117920. get: function () {
  117921. return this._skyboxMaterial;
  117922. },
  117923. enumerable: true,
  117924. configurable: true
  117925. });
  117926. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  117927. /**
  117928. * Gets the ground mesh created by the helper.
  117929. */
  117930. get: function () {
  117931. return this._ground;
  117932. },
  117933. enumerable: true,
  117934. configurable: true
  117935. });
  117936. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  117937. /**
  117938. * Gets the ground texture created by the helper.
  117939. */
  117940. get: function () {
  117941. return this._groundTexture;
  117942. },
  117943. enumerable: true,
  117944. configurable: true
  117945. });
  117946. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  117947. /**
  117948. * Gets the ground mirror created by the helper.
  117949. */
  117950. get: function () {
  117951. return this._groundMirror;
  117952. },
  117953. enumerable: true,
  117954. configurable: true
  117955. });
  117956. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  117957. /**
  117958. * Gets the ground mirror render list to helps pushing the meshes
  117959. * you wish in the ground reflection.
  117960. */
  117961. get: function () {
  117962. if (this._groundMirror) {
  117963. return this._groundMirror.renderList;
  117964. }
  117965. return null;
  117966. },
  117967. enumerable: true,
  117968. configurable: true
  117969. });
  117970. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  117971. /**
  117972. * Gets the ground material created by the helper.
  117973. */
  117974. get: function () {
  117975. return this._groundMaterial;
  117976. },
  117977. enumerable: true,
  117978. configurable: true
  117979. });
  117980. /**
  117981. * Updates the background according to the new options
  117982. * @param options
  117983. */
  117984. EnvironmentHelper.prototype.updateOptions = function (options) {
  117985. var newOptions = __assign({}, this._options, options);
  117986. if (this._ground && !newOptions.createGround) {
  117987. this._ground.dispose();
  117988. this._ground = null;
  117989. }
  117990. if (this._groundMaterial && !newOptions.createGround) {
  117991. this._groundMaterial.dispose();
  117992. this._groundMaterial = null;
  117993. }
  117994. if (this._groundTexture) {
  117995. if (this._options.groundTexture != newOptions.groundTexture) {
  117996. this._groundTexture.dispose();
  117997. this._groundTexture = null;
  117998. }
  117999. }
  118000. if (this._skybox && !newOptions.createSkybox) {
  118001. this._skybox.dispose();
  118002. this._skybox = null;
  118003. }
  118004. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118005. this._skyboxMaterial.dispose();
  118006. this._skyboxMaterial = null;
  118007. }
  118008. if (this._skyboxTexture) {
  118009. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118010. this._skyboxTexture.dispose();
  118011. this._skyboxTexture = null;
  118012. }
  118013. }
  118014. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118015. this._groundMirror.dispose();
  118016. this._groundMirror = null;
  118017. }
  118018. if (this._scene.environmentTexture) {
  118019. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118020. this._scene.environmentTexture.dispose();
  118021. }
  118022. }
  118023. this._options = newOptions;
  118024. this._setupBackground();
  118025. this._setupImageProcessing();
  118026. };
  118027. /**
  118028. * Sets the primary color of all the available elements.
  118029. * @param color the main color to affect to the ground and the background
  118030. */
  118031. EnvironmentHelper.prototype.setMainColor = function (color) {
  118032. if (this.groundMaterial) {
  118033. this.groundMaterial.primaryColor = color;
  118034. }
  118035. if (this.skyboxMaterial) {
  118036. this.skyboxMaterial.primaryColor = color;
  118037. }
  118038. if (this.groundMirror) {
  118039. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118040. }
  118041. };
  118042. /**
  118043. * Setup the image processing according to the specified options.
  118044. */
  118045. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118046. if (this._options.setupImageProcessing) {
  118047. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118048. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118049. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118050. this._setupEnvironmentTexture();
  118051. }
  118052. };
  118053. /**
  118054. * Setup the environment texture according to the specified options.
  118055. */
  118056. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118057. if (this._scene.environmentTexture) {
  118058. return;
  118059. }
  118060. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118061. this._scene.environmentTexture = this._options.environmentTexture;
  118062. return;
  118063. }
  118064. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118065. this._scene.environmentTexture = environmentTexture;
  118066. };
  118067. /**
  118068. * Setup the background according to the specified options.
  118069. */
  118070. EnvironmentHelper.prototype._setupBackground = function () {
  118071. if (!this._rootMesh) {
  118072. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118073. }
  118074. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118075. var sceneSize = this._getSceneSize();
  118076. if (this._options.createGround) {
  118077. this._setupGround(sceneSize);
  118078. this._setupGroundMaterial();
  118079. this._setupGroundDiffuseTexture();
  118080. if (this._options.enableGroundMirror) {
  118081. this._setupGroundMirrorTexture(sceneSize);
  118082. }
  118083. this._setupMirrorInGroundMaterial();
  118084. }
  118085. if (this._options.createSkybox) {
  118086. this._setupSkybox(sceneSize);
  118087. this._setupSkyboxMaterial();
  118088. this._setupSkyboxReflectionTexture();
  118089. }
  118090. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118091. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118092. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118093. };
  118094. /**
  118095. * Get the scene sizes according to the setup.
  118096. */
  118097. EnvironmentHelper.prototype._getSceneSize = function () {
  118098. var _this = this;
  118099. var groundSize = this._options.groundSize;
  118100. var skyboxSize = this._options.skyboxSize;
  118101. var rootPosition = this._options.rootPosition;
  118102. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118103. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118104. }
  118105. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118106. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118107. });
  118108. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118109. if (this._options.sizeAuto) {
  118110. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118111. this._scene.activeCamera.upperRadiusLimit) {
  118112. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118113. skyboxSize = groundSize;
  118114. }
  118115. var sceneDiagonalLenght = sceneDiagonal.length();
  118116. if (sceneDiagonalLenght > groundSize) {
  118117. groundSize = sceneDiagonalLenght * 2;
  118118. skyboxSize = groundSize;
  118119. }
  118120. // 10 % bigger.
  118121. groundSize *= 1.1;
  118122. skyboxSize *= 1.5;
  118123. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118124. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118125. }
  118126. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118127. };
  118128. /**
  118129. * Setup the ground according to the specified options.
  118130. */
  118131. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118132. var _this = this;
  118133. if (!this._ground || this._ground.isDisposed()) {
  118134. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118135. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118136. this._ground.parent = this._rootMesh;
  118137. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118138. }
  118139. this._ground.receiveShadows = this._options.enableGroundShadow;
  118140. };
  118141. /**
  118142. * Setup the ground material according to the specified options.
  118143. */
  118144. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118145. if (!this._groundMaterial) {
  118146. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118147. }
  118148. this._groundMaterial.alpha = this._options.groundOpacity;
  118149. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118150. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118151. this._groundMaterial.primaryColor = this._options.groundColor;
  118152. this._groundMaterial.useRGBColor = false;
  118153. this._groundMaterial.enableNoise = true;
  118154. if (this._ground) {
  118155. this._ground.material = this._groundMaterial;
  118156. }
  118157. };
  118158. /**
  118159. * Setup the ground diffuse texture according to the specified options.
  118160. */
  118161. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118162. if (!this._groundMaterial) {
  118163. return;
  118164. }
  118165. if (this._groundTexture) {
  118166. return;
  118167. }
  118168. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118169. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118170. return;
  118171. }
  118172. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118173. diffuseTexture.gammaSpace = false;
  118174. diffuseTexture.hasAlpha = true;
  118175. this._groundMaterial.diffuseTexture = diffuseTexture;
  118176. };
  118177. /**
  118178. * Setup the ground mirror texture according to the specified options.
  118179. */
  118180. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118181. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118182. if (!this._groundMirror) {
  118183. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118184. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118185. this._groundMirror.anisotropicFilteringLevel = 1;
  118186. this._groundMirror.wrapU = wrapping;
  118187. this._groundMirror.wrapV = wrapping;
  118188. this._groundMirror.gammaSpace = false;
  118189. if (this._groundMirror.renderList) {
  118190. for (var i = 0; i < this._scene.meshes.length; i++) {
  118191. var mesh = this._scene.meshes[i];
  118192. if (mesh !== this._ground &&
  118193. mesh !== this._skybox &&
  118194. mesh !== this._rootMesh) {
  118195. this._groundMirror.renderList.push(mesh);
  118196. }
  118197. }
  118198. }
  118199. }
  118200. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118201. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118202. };
  118203. /**
  118204. * Setup the ground to receive the mirror texture.
  118205. */
  118206. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118207. if (this._groundMaterial) {
  118208. this._groundMaterial.reflectionTexture = this._groundMirror;
  118209. this._groundMaterial.reflectionFresnel = true;
  118210. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118211. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118212. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118213. }
  118214. };
  118215. /**
  118216. * Setup the skybox according to the specified options.
  118217. */
  118218. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118219. var _this = this;
  118220. if (!this._skybox || this._skybox.isDisposed()) {
  118221. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118222. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118223. }
  118224. this._skybox.parent = this._rootMesh;
  118225. };
  118226. /**
  118227. * Setup the skybox material according to the specified options.
  118228. */
  118229. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118230. if (!this._skybox) {
  118231. return;
  118232. }
  118233. if (!this._skyboxMaterial) {
  118234. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118235. }
  118236. this._skyboxMaterial.useRGBColor = false;
  118237. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118238. this._skyboxMaterial.enableNoise = true;
  118239. this._skybox.material = this._skyboxMaterial;
  118240. };
  118241. /**
  118242. * Setup the skybox reflection texture according to the specified options.
  118243. */
  118244. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118245. if (!this._skyboxMaterial) {
  118246. return;
  118247. }
  118248. if (this._skyboxTexture) {
  118249. return;
  118250. }
  118251. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118252. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118253. return;
  118254. }
  118255. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118256. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118257. this._skyboxTexture.gammaSpace = false;
  118258. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118259. };
  118260. /**
  118261. * Dispose all the elements created by the Helper.
  118262. */
  118263. EnvironmentHelper.prototype.dispose = function () {
  118264. if (this._groundMaterial) {
  118265. this._groundMaterial.dispose(true, true);
  118266. }
  118267. if (this._skyboxMaterial) {
  118268. this._skyboxMaterial.dispose(true, true);
  118269. }
  118270. this._rootMesh.dispose(false);
  118271. };
  118272. /**
  118273. * Default ground texture URL.
  118274. */
  118275. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118276. /**
  118277. * Default skybox texture URL.
  118278. */
  118279. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118280. /**
  118281. * Default environment texture URL.
  118282. */
  118283. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118284. return EnvironmentHelper;
  118285. }());
  118286. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118287. })(BABYLON || (BABYLON = {}));
  118288. //# sourceMappingURL=babylon.environmentHelper.js.map
  118289. var BABYLON;
  118290. (function (BABYLON) {
  118291. /** Internal class used to store shapes for emitters */
  118292. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118293. function ParticleSystemSetEmitterCreationOptions() {
  118294. }
  118295. return ParticleSystemSetEmitterCreationOptions;
  118296. }());
  118297. /**
  118298. * Represents a set of particle systems working together to create a specific effect
  118299. */
  118300. var ParticleSystemSet = /** @class */ (function () {
  118301. function ParticleSystemSet() {
  118302. /**
  118303. * Gets the particle system list
  118304. */
  118305. this.systems = new Array();
  118306. }
  118307. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118308. /**
  118309. * Gets the emitter node used with this set
  118310. */
  118311. get: function () {
  118312. return this._emitterNode;
  118313. },
  118314. enumerable: true,
  118315. configurable: true
  118316. });
  118317. /**
  118318. * Creates a new emitter mesh as a sphere
  118319. * @param options defines the options used to create the sphere
  118320. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118321. * @param scene defines the hosting scene
  118322. */
  118323. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118324. if (this._emitterNode) {
  118325. this._emitterNode.dispose();
  118326. }
  118327. this._emitterCreationOptions = {
  118328. kind: "Sphere",
  118329. options: options,
  118330. renderingGroupId: renderingGroupId
  118331. };
  118332. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118333. emitterMesh.renderingGroupId = renderingGroupId;
  118334. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118335. material.emissiveColor = options.color;
  118336. emitterMesh.material = material;
  118337. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118338. var system = _a[_i];
  118339. system.emitter = emitterMesh;
  118340. }
  118341. this._emitterNode = emitterMesh;
  118342. };
  118343. /**
  118344. * Starts all particle systems of the set
  118345. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118346. */
  118347. ParticleSystemSet.prototype.start = function (emitter) {
  118348. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118349. var system = _a[_i];
  118350. if (emitter) {
  118351. system.emitter = emitter;
  118352. }
  118353. system.start();
  118354. }
  118355. };
  118356. /**
  118357. * Release all associated resources
  118358. */
  118359. ParticleSystemSet.prototype.dispose = function () {
  118360. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118361. var system = _a[_i];
  118362. system.dispose();
  118363. }
  118364. this.systems = [];
  118365. if (this._emitterNode) {
  118366. this._emitterNode.dispose();
  118367. this._emitterNode = null;
  118368. }
  118369. };
  118370. /**
  118371. * Serialize the set into a JSON compatible object
  118372. * @returns a JSON compatible representation of the set
  118373. */
  118374. ParticleSystemSet.prototype.serialize = function () {
  118375. var result = {};
  118376. result.systems = [];
  118377. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118378. var system = _a[_i];
  118379. result.systems.push(system.serialize());
  118380. }
  118381. if (this._emitterNode) {
  118382. result.emitter = this._emitterCreationOptions;
  118383. }
  118384. return result;
  118385. };
  118386. /**
  118387. * Parse a new ParticleSystemSet from a serialized source
  118388. * @param data defines a JSON compatible representation of the set
  118389. * @param scene defines the hosting scene
  118390. * @param gpu defines if we want GPU particles or CPU particles
  118391. * @returns a new ParticleSystemSet
  118392. */
  118393. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118394. if (gpu === void 0) { gpu = false; }
  118395. var result = new ParticleSystemSet();
  118396. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118397. scene = scene || BABYLON.Engine.LastCreatedScene;
  118398. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118399. var system = _a[_i];
  118400. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118401. }
  118402. if (data.emitter) {
  118403. var options = data.emitter.options;
  118404. switch (data.emitter.kind) {
  118405. case "Sphere":
  118406. result.setEmitterAsSphere({
  118407. diameter: options.diameter,
  118408. segments: options.segments,
  118409. color: BABYLON.Color3.FromArray(options.color)
  118410. }, data.emitter.renderingGroupId, scene);
  118411. break;
  118412. }
  118413. }
  118414. return result;
  118415. };
  118416. return ParticleSystemSet;
  118417. }());
  118418. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118419. })(BABYLON || (BABYLON = {}));
  118420. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118421. var BABYLON;
  118422. (function (BABYLON) {
  118423. /**
  118424. * This class is made for on one-liner static method to help creating particle system set.
  118425. */
  118426. var ParticleHelper = /** @class */ (function () {
  118427. function ParticleHelper() {
  118428. }
  118429. /**
  118430. * Create a default particle system that you can tweak
  118431. * @param emitter defines the emitter to use
  118432. * @param capacity defines the system capacity (default is 500 particles)
  118433. * @param scene defines the hosting scene
  118434. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118435. * @returns the new Particle system
  118436. */
  118437. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118438. if (capacity === void 0) { capacity = 500; }
  118439. if (useGPU === void 0) { useGPU = false; }
  118440. var system;
  118441. if (useGPU) {
  118442. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118443. }
  118444. else {
  118445. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118446. }
  118447. system.emitter = emitter;
  118448. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118449. system.createConeEmitter(0.1, Math.PI / 4);
  118450. // Particle color
  118451. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118452. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118453. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  118454. // Particle Size
  118455. system.minSize = 0.1;
  118456. system.maxSize = 0.1;
  118457. // Emission speed
  118458. system.minEmitPower = 2;
  118459. system.maxEmitPower = 2;
  118460. // Update speed
  118461. system.updateSpeed = 1 / 60;
  118462. system.emitRate = 30;
  118463. return system;
  118464. };
  118465. /**
  118466. * This is the main static method (one-liner) of this helper to create different particle systems
  118467. * @param type This string represents the type to the particle system to create
  118468. * @param scene The scene where the particle system should live
  118469. * @param gpu If the system will use gpu
  118470. * @returns the ParticleSystemSet created
  118471. */
  118472. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  118473. if (gpu === void 0) { gpu = false; }
  118474. if (!scene) {
  118475. scene = BABYLON.Engine.LastCreatedScene;
  118476. }
  118477. var token = {};
  118478. scene._addPendingData(token);
  118479. return new Promise(function (resolve, reject) {
  118480. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  118481. scene._removePendingData(token);
  118482. return reject("Particle system with GPU is not supported.");
  118483. }
  118484. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  118485. scene._removePendingData(token);
  118486. var newData = JSON.parse(data.toString());
  118487. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  118488. }, undefined, undefined, undefined, function (req, exception) {
  118489. scene._removePendingData(token);
  118490. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  118491. });
  118492. });
  118493. };
  118494. /**
  118495. * Static function used to export a particle system to a ParticleSystemSet variable.
  118496. * Please note that the emitter shape is not exported
  118497. * @param systems defines the particle systems to export
  118498. * @returns the created particle system set
  118499. */
  118500. ParticleHelper.ExportSet = function (systems) {
  118501. var set = new BABYLON.ParticleSystemSet();
  118502. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  118503. var system = systems_1[_i];
  118504. set.systems.push(system);
  118505. }
  118506. return set;
  118507. };
  118508. /**
  118509. * Gets or sets base Assets URL
  118510. */
  118511. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  118512. return ParticleHelper;
  118513. }());
  118514. BABYLON.ParticleHelper = ParticleHelper;
  118515. })(BABYLON || (BABYLON = {}));
  118516. //# sourceMappingURL=babylon.particleHelper.js.map
  118517. var BABYLON;
  118518. (function (BABYLON) {
  118519. /**
  118520. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118521. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118522. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118523. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118524. */
  118525. var VideoDome = /** @class */ (function (_super) {
  118526. __extends(VideoDome, _super);
  118527. /**
  118528. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118529. * @param name Element's name, child elements will append suffixes for their own names.
  118530. * @param urlsOrVideo defines the url(s) or the video element to use
  118531. * @param options An object containing optional or exposed sub element properties
  118532. */
  118533. function VideoDome(name, urlsOrVideo, options, scene) {
  118534. var _this = _super.call(this, name, scene) || this;
  118535. _this._useDirectMapping = false;
  118536. // set defaults and manage values
  118537. name = name || "videoDome";
  118538. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118539. options.clickToPlay = Boolean(options.clickToPlay);
  118540. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118541. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118542. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118543. if (options.useDirectMapping === undefined) {
  118544. _this._useDirectMapping = true;
  118545. }
  118546. else {
  118547. _this._useDirectMapping = options.useDirectMapping;
  118548. }
  118549. _this._setReady(false);
  118550. // create
  118551. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118552. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118553. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118554. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118555. texture.onLoadObservable.addOnce(function () {
  118556. _this._setReady(true);
  118557. });
  118558. // configure material
  118559. material.useEquirectangularFOV = true;
  118560. material.fovMultiplier = 1.0;
  118561. material.opacityFresnel = false;
  118562. if (_this._useDirectMapping) {
  118563. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118564. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118565. material.diffuseTexture = texture;
  118566. }
  118567. else {
  118568. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118569. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118570. material.reflectionTexture = texture;
  118571. }
  118572. // configure mesh
  118573. _this._mesh.material = material;
  118574. _this._mesh.parent = _this;
  118575. // optional configuration
  118576. if (options.clickToPlay) {
  118577. scene.onPointerUp = function () {
  118578. _this._videoTexture.video.play();
  118579. };
  118580. }
  118581. return _this;
  118582. }
  118583. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118584. /**
  118585. * Gets the video texture being displayed on the sphere
  118586. */
  118587. get: function () {
  118588. return this._videoTexture;
  118589. },
  118590. enumerable: true,
  118591. configurable: true
  118592. });
  118593. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118594. /**
  118595. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118596. * Also see the options.resolution property.
  118597. */
  118598. get: function () {
  118599. return this._material.fovMultiplier;
  118600. },
  118601. set: function (value) {
  118602. this._material.fovMultiplier = value;
  118603. },
  118604. enumerable: true,
  118605. configurable: true
  118606. });
  118607. /**
  118608. * Releases resources associated with this node.
  118609. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118610. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118611. */
  118612. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118613. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118614. this._videoTexture.dispose();
  118615. this._mesh.dispose();
  118616. this._material.dispose();
  118617. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118618. };
  118619. return VideoDome;
  118620. }(BABYLON.TransformNode));
  118621. BABYLON.VideoDome = VideoDome;
  118622. })(BABYLON || (BABYLON = {}));
  118623. //# sourceMappingURL=babylon.videoDome.js.map
  118624. var BABYLON;
  118625. (function (BABYLON) {
  118626. /**
  118627. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  118628. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  118629. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  118630. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118631. */
  118632. var PhotoDome = /** @class */ (function (_super) {
  118633. __extends(PhotoDome, _super);
  118634. /**
  118635. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  118636. * @param name Element's name, child elements will append suffixes for their own names.
  118637. * @param urlsOfPhoto defines the url of the photo to display
  118638. * @param options defines an object containing optional or exposed sub element properties
  118639. * @param onError defines a callback called when an error occured while loading the texture
  118640. */
  118641. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  118642. if (onError === void 0) { onError = null; }
  118643. var _this = _super.call(this, name, scene) || this;
  118644. _this._useDirectMapping = false;
  118645. /**
  118646. * Observable raised when an error occured while loading the 360 image
  118647. */
  118648. _this.onLoadErrorObservable = new BABYLON.Observable();
  118649. // set defaults and manage values
  118650. name = name || "photoDome";
  118651. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118652. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118653. if (options.useDirectMapping === undefined) {
  118654. _this._useDirectMapping = true;
  118655. }
  118656. else {
  118657. _this._useDirectMapping = options.useDirectMapping;
  118658. }
  118659. _this._setReady(false);
  118660. // create
  118661. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118662. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118663. // configure material
  118664. material.opacityFresnel = false;
  118665. material.useEquirectangularFOV = true;
  118666. material.fovMultiplier = 1.0;
  118667. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  118668. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  118669. if (onError) {
  118670. onError(message, exception);
  118671. }
  118672. });
  118673. _this.photoTexture.onLoadObservable.addOnce(function () {
  118674. _this._setReady(true);
  118675. });
  118676. // configure mesh
  118677. _this._mesh.material = material;
  118678. _this._mesh.parent = _this;
  118679. return _this;
  118680. }
  118681. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  118682. /**
  118683. * Gets or sets the texture being displayed on the sphere
  118684. */
  118685. get: function () {
  118686. return this._photoTexture;
  118687. },
  118688. set: function (value) {
  118689. if (this._photoTexture === value) {
  118690. return;
  118691. }
  118692. this._photoTexture = value;
  118693. if (this._useDirectMapping) {
  118694. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118695. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118696. this._material.diffuseTexture = this._photoTexture;
  118697. }
  118698. else {
  118699. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118700. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118701. this._material.reflectionTexture = this._photoTexture;
  118702. }
  118703. },
  118704. enumerable: true,
  118705. configurable: true
  118706. });
  118707. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  118708. /**
  118709. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118710. * Also see the options.resolution property.
  118711. */
  118712. get: function () {
  118713. return this._material.fovMultiplier;
  118714. },
  118715. set: function (value) {
  118716. this._material.fovMultiplier = value;
  118717. },
  118718. enumerable: true,
  118719. configurable: true
  118720. });
  118721. /**
  118722. * Releases resources associated with this node.
  118723. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118724. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118725. */
  118726. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118727. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118728. this._photoTexture.dispose();
  118729. this._mesh.dispose();
  118730. this._material.dispose();
  118731. this.onLoadErrorObservable.clear();
  118732. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118733. };
  118734. return PhotoDome;
  118735. }(BABYLON.TransformNode));
  118736. BABYLON.PhotoDome = PhotoDome;
  118737. })(BABYLON || (BABYLON = {}));
  118738. //# sourceMappingURL=babylon.photoDome.js.map
  118739. var BABYLON;
  118740. (function (BABYLON) {
  118741. /** @hidden */
  118742. var _OcclusionDataStorage = /** @class */ (function () {
  118743. function _OcclusionDataStorage() {
  118744. /** @hidden */
  118745. this.occlusionInternalRetryCounter = 0;
  118746. /** @hidden */
  118747. this.isOcclusionQueryInProgress = false;
  118748. /** @hidden */
  118749. this.isOccluded = false;
  118750. /** @hidden */
  118751. this.occlusionRetryCount = -1;
  118752. /** @hidden */
  118753. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  118754. /** @hidden */
  118755. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  118756. }
  118757. return _OcclusionDataStorage;
  118758. }());
  118759. BABYLON.Engine.prototype.createQuery = function () {
  118760. return this._gl.createQuery();
  118761. };
  118762. BABYLON.Engine.prototype.deleteQuery = function (query) {
  118763. this._gl.deleteQuery(query);
  118764. return this;
  118765. };
  118766. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  118767. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  118768. };
  118769. BABYLON.Engine.prototype.getQueryResult = function (query) {
  118770. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  118771. };
  118772. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  118773. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118774. this._gl.beginQuery(glAlgorithm, query);
  118775. return this;
  118776. };
  118777. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  118778. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118779. this._gl.endQuery(glAlgorithm);
  118780. return this;
  118781. };
  118782. BABYLON.Engine.prototype._createTimeQuery = function () {
  118783. var timerQuery = this.getCaps().timerQuery;
  118784. if (timerQuery.createQueryEXT) {
  118785. return timerQuery.createQueryEXT();
  118786. }
  118787. return this.createQuery();
  118788. };
  118789. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  118790. var timerQuery = this.getCaps().timerQuery;
  118791. if (timerQuery.deleteQueryEXT) {
  118792. timerQuery.deleteQueryEXT(query);
  118793. return;
  118794. }
  118795. this.deleteQuery(query);
  118796. };
  118797. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  118798. var timerQuery = this.getCaps().timerQuery;
  118799. if (timerQuery.getQueryObjectEXT) {
  118800. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  118801. }
  118802. return this.getQueryResult(query);
  118803. };
  118804. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  118805. var timerQuery = this.getCaps().timerQuery;
  118806. if (timerQuery.getQueryObjectEXT) {
  118807. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  118808. }
  118809. return this.isQueryResultAvailable(query);
  118810. };
  118811. BABYLON.Engine.prototype.startTimeQuery = function () {
  118812. var caps = this.getCaps();
  118813. var timerQuery = caps.timerQuery;
  118814. if (!timerQuery) {
  118815. return null;
  118816. }
  118817. var token = new BABYLON._TimeToken();
  118818. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118819. if (caps.canUseTimestampForTimerQuery) {
  118820. token._startTimeQuery = this._createTimeQuery();
  118821. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  118822. }
  118823. else {
  118824. if (this._currentNonTimestampToken) {
  118825. return this._currentNonTimestampToken;
  118826. }
  118827. token._timeElapsedQuery = this._createTimeQuery();
  118828. if (timerQuery.beginQueryEXT) {
  118829. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118830. }
  118831. else {
  118832. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118833. }
  118834. this._currentNonTimestampToken = token;
  118835. }
  118836. return token;
  118837. };
  118838. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  118839. var caps = this.getCaps();
  118840. var timerQuery = caps.timerQuery;
  118841. if (!timerQuery || !token) {
  118842. return -1;
  118843. }
  118844. if (caps.canUseTimestampForTimerQuery) {
  118845. if (!token._startTimeQuery) {
  118846. return -1;
  118847. }
  118848. if (!token._endTimeQuery) {
  118849. token._endTimeQuery = this._createTimeQuery();
  118850. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  118851. }
  118852. }
  118853. else if (!token._timeElapsedQueryEnded) {
  118854. if (!token._timeElapsedQuery) {
  118855. return -1;
  118856. }
  118857. if (timerQuery.endQueryEXT) {
  118858. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  118859. }
  118860. else {
  118861. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  118862. }
  118863. token._timeElapsedQueryEnded = true;
  118864. }
  118865. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118866. var available = false;
  118867. if (token._endTimeQuery) {
  118868. available = this._getTimeQueryAvailability(token._endTimeQuery);
  118869. }
  118870. else if (token._timeElapsedQuery) {
  118871. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  118872. }
  118873. if (available && !disjoint) {
  118874. var result = 0;
  118875. if (caps.canUseTimestampForTimerQuery) {
  118876. if (!token._startTimeQuery || !token._endTimeQuery) {
  118877. return -1;
  118878. }
  118879. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  118880. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  118881. result = timeEnd - timeStart;
  118882. this._deleteTimeQuery(token._startTimeQuery);
  118883. this._deleteTimeQuery(token._endTimeQuery);
  118884. token._startTimeQuery = null;
  118885. token._endTimeQuery = null;
  118886. }
  118887. else {
  118888. if (!token._timeElapsedQuery) {
  118889. return -1;
  118890. }
  118891. result = this._getTimeQueryResult(token._timeElapsedQuery);
  118892. this._deleteTimeQuery(token._timeElapsedQuery);
  118893. token._timeElapsedQuery = null;
  118894. token._timeElapsedQueryEnded = false;
  118895. this._currentNonTimestampToken = null;
  118896. }
  118897. return result;
  118898. }
  118899. return -1;
  118900. };
  118901. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  118902. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  118903. };
  118904. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  118905. get: function () {
  118906. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  118907. },
  118908. enumerable: false,
  118909. configurable: true
  118910. });
  118911. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  118912. get: function () {
  118913. if (!this.__occlusionDataStorage) {
  118914. this.__occlusionDataStorage = new _OcclusionDataStorage();
  118915. }
  118916. return this.__occlusionDataStorage;
  118917. },
  118918. enumerable: false,
  118919. configurable: true
  118920. });
  118921. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  118922. get: function () {
  118923. return this._occlusionDataStorage.isOccluded;
  118924. },
  118925. set: function (value) {
  118926. this._occlusionDataStorage.isOccluded = value;
  118927. },
  118928. enumerable: true,
  118929. configurable: true
  118930. });
  118931. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  118932. get: function () {
  118933. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  118934. },
  118935. set: function (value) {
  118936. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  118937. },
  118938. enumerable: true,
  118939. configurable: true
  118940. });
  118941. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  118942. get: function () {
  118943. return this._occlusionDataStorage.occlusionType;
  118944. },
  118945. set: function (value) {
  118946. this._occlusionDataStorage.occlusionType = value;
  118947. },
  118948. enumerable: true,
  118949. configurable: true
  118950. });
  118951. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  118952. get: function () {
  118953. return this._occlusionDataStorage.occlusionRetryCount;
  118954. },
  118955. set: function (value) {
  118956. this._occlusionDataStorage.occlusionRetryCount = value;
  118957. },
  118958. enumerable: true,
  118959. configurable: true
  118960. });
  118961. // We also need to update AbstractMesh as there is a portion of the code there
  118962. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  118963. var dataStorage = this._occlusionDataStorage;
  118964. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  118965. dataStorage.isOccluded = false;
  118966. return false;
  118967. }
  118968. var engine = this.getEngine();
  118969. if (engine.webGLVersion < 2) {
  118970. dataStorage.isOccluded = false;
  118971. return false;
  118972. }
  118973. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  118974. dataStorage.isOccluded = false;
  118975. return false;
  118976. }
  118977. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  118978. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  118979. if (isOcclusionQueryAvailable) {
  118980. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  118981. dataStorage.isOcclusionQueryInProgress = false;
  118982. dataStorage.occlusionInternalRetryCounter = 0;
  118983. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  118984. }
  118985. else {
  118986. dataStorage.occlusionInternalRetryCounter++;
  118987. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  118988. dataStorage.isOcclusionQueryInProgress = false;
  118989. dataStorage.occlusionInternalRetryCounter = 0;
  118990. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  118991. // if strict continue the last state of the object.
  118992. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  118993. }
  118994. else {
  118995. return false;
  118996. }
  118997. }
  118998. }
  118999. var scene = this.getScene();
  119000. if (scene.getBoundingBoxRenderer) {
  119001. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119002. if (!this._occlusionQuery) {
  119003. this._occlusionQuery = engine.createQuery();
  119004. }
  119005. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119006. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119007. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119008. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119009. }
  119010. return dataStorage.isOccluded;
  119011. };
  119012. })(BABYLON || (BABYLON = {}));
  119013. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119014. var BABYLON;
  119015. (function (BABYLON) {
  119016. /**
  119017. * Class used to generate noise procedural textures
  119018. */
  119019. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119020. __extends(NoiseProceduralTexture, _super);
  119021. /**
  119022. * Creates a new NoiseProceduralTexture
  119023. * @param name defines the name fo the texture
  119024. * @param size defines the size of the texture (default is 256)
  119025. * @param scene defines the hosting scene
  119026. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119027. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119028. */
  119029. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119030. if (size === void 0) { size = 256; }
  119031. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119032. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119033. _this._time = 0;
  119034. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119035. _this.brightness = 0.2;
  119036. /** Defines the number of octaves to process */
  119037. _this.octaves = 3;
  119038. /** Defines the level of persistence (0.8 by default) */
  119039. _this.persistence = 0.8;
  119040. /** Gets or sets animation speed factor (default is 1) */
  119041. _this.animationSpeedFactor = 1;
  119042. _this.autoClear = false;
  119043. _this._updateShaderUniforms();
  119044. return _this;
  119045. }
  119046. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119047. var scene = this.getScene();
  119048. if (!scene) {
  119049. return;
  119050. }
  119051. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119052. this.setFloat("brightness", this.brightness);
  119053. this.setFloat("persistence", this.persistence);
  119054. this.setFloat("timeScale", this._time);
  119055. };
  119056. NoiseProceduralTexture.prototype._getDefines = function () {
  119057. return "#define OCTAVES " + (this.octaves | 0);
  119058. };
  119059. /** Generate the current state of the procedural texture */
  119060. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119061. this._updateShaderUniforms();
  119062. _super.prototype.render.call(this, useCameraPostProcess);
  119063. };
  119064. /**
  119065. * Serializes this noise procedural texture
  119066. * @returns a serialized noise procedural texture object
  119067. */
  119068. NoiseProceduralTexture.prototype.serialize = function () {
  119069. var serializationObject = {};
  119070. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119071. serializationObject.brightness = this.brightness;
  119072. serializationObject.octaves = this.octaves;
  119073. serializationObject.persistence = this.persistence;
  119074. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119075. serializationObject.size = this.getSize().width;
  119076. serializationObject.generateMipMaps = this._generateMipMaps;
  119077. return serializationObject;
  119078. };
  119079. /**
  119080. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119081. * @param parsedTexture defines parsed texture data
  119082. * @param scene defines the current scene
  119083. * @param rootUrl defines the root URL containing noise procedural texture information
  119084. * @returns a parsed NoiseProceduralTexture
  119085. */
  119086. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119087. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119088. texture.brightness = parsedTexture.brightness;
  119089. texture.octaves = parsedTexture.octaves;
  119090. texture.persistence = parsedTexture.persistence;
  119091. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119092. return texture;
  119093. };
  119094. return NoiseProceduralTexture;
  119095. }(BABYLON.ProceduralTexture));
  119096. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119097. })(BABYLON || (BABYLON = {}));
  119098. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119099. var __assign = (this && this.__assign) || function () {
  119100. __assign = Object.assign || function(t) {
  119101. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119102. s = arguments[i];
  119103. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119104. t[p] = s[p];
  119105. }
  119106. return t;
  119107. };
  119108. return __assign.apply(this, arguments);
  119109. };
  119110. var BABYLON;
  119111. (function (BABYLON) {
  119112. /**
  119113. * This can helps recording videos from BabylonJS.
  119114. * This is based on the available WebRTC functionalities of the browser.
  119115. *
  119116. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119117. */
  119118. var VideoRecorder = /** @class */ (function () {
  119119. /**
  119120. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119121. * a video file.
  119122. * @param engine Defines the BabylonJS Engine you wish to record
  119123. * @param options Defines options that can be used to customized the capture
  119124. */
  119125. function VideoRecorder(engine, options) {
  119126. if (options === void 0) { options = null; }
  119127. if (!VideoRecorder.IsSupported(engine)) {
  119128. throw "Your browser does not support recording so far.";
  119129. }
  119130. var canvas = engine.getRenderingCanvas();
  119131. if (!canvas) {
  119132. throw "The babylon engine must have a canvas to be recorded";
  119133. }
  119134. this._canvas = canvas;
  119135. this._canvas.isRecording = false;
  119136. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119137. var stream = this._canvas.captureStream(this._options.fps);
  119138. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119139. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119140. this._mediaRecorder.onerror = this._handleError.bind(this);
  119141. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119142. }
  119143. /**
  119144. * Returns wehther or not the VideoRecorder is available in your browser.
  119145. * @param engine Defines the Babylon Engine to check the support for
  119146. * @returns true if supported otherwise false
  119147. */
  119148. VideoRecorder.IsSupported = function (engine) {
  119149. var canvas = engine.getRenderingCanvas();
  119150. return (!!canvas && typeof canvas.captureStream === "function");
  119151. };
  119152. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119153. /**
  119154. * True wether a recording is already in progress.
  119155. */
  119156. get: function () {
  119157. return !!this._canvas && this._canvas.isRecording;
  119158. },
  119159. enumerable: true,
  119160. configurable: true
  119161. });
  119162. /**
  119163. * Stops the current recording before the default capture timeout passed in the startRecording
  119164. * functions.
  119165. */
  119166. VideoRecorder.prototype.stopRecording = function () {
  119167. if (!this._canvas || !this._mediaRecorder) {
  119168. return;
  119169. }
  119170. if (!this.isRecording) {
  119171. return;
  119172. }
  119173. this._canvas.isRecording = false;
  119174. this._mediaRecorder.stop();
  119175. };
  119176. /**
  119177. * Starts recording the canvas for a max duration specified in parameters.
  119178. * @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.
  119179. * @param maxDuration Defines the maximum recording time in seconds.
  119180. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119181. * @return a promise callback at the end of the recording with the video data in Blob.
  119182. */
  119183. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119184. var _this = this;
  119185. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119186. if (maxDuration === void 0) { maxDuration = 7; }
  119187. if (!this._canvas || !this._mediaRecorder) {
  119188. throw "Recorder has already been disposed";
  119189. }
  119190. if (this.isRecording) {
  119191. throw "Recording already in progress";
  119192. }
  119193. if (maxDuration > 0) {
  119194. setTimeout(function () {
  119195. _this.stopRecording();
  119196. }, maxDuration * 1000);
  119197. }
  119198. this._fileName = fileName;
  119199. this._recordedChunks = [];
  119200. this._resolve = null;
  119201. this._reject = null;
  119202. this._canvas.isRecording = true;
  119203. this._mediaRecorder.start(this._options.recordChunckSize);
  119204. return new Promise(function (resolve, reject) {
  119205. _this._resolve = resolve;
  119206. _this._reject = reject;
  119207. });
  119208. };
  119209. /**
  119210. * Releases internal resources used during the recording.
  119211. */
  119212. VideoRecorder.prototype.dispose = function () {
  119213. this._canvas = null;
  119214. this._mediaRecorder = null;
  119215. this._recordedChunks = [];
  119216. this._fileName = null;
  119217. this._resolve = null;
  119218. this._reject = null;
  119219. };
  119220. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119221. if (event.data.size > 0) {
  119222. this._recordedChunks.push(event.data);
  119223. }
  119224. };
  119225. VideoRecorder.prototype._handleError = function (event) {
  119226. this.stopRecording();
  119227. if (this._reject) {
  119228. this._reject(event.error);
  119229. }
  119230. else {
  119231. throw new event.error();
  119232. }
  119233. };
  119234. VideoRecorder.prototype._handleStop = function () {
  119235. this.stopRecording();
  119236. var superBuffer = new Blob(this._recordedChunks);
  119237. if (this._resolve) {
  119238. this._resolve(superBuffer);
  119239. }
  119240. window.URL.createObjectURL(superBuffer);
  119241. if (this._fileName) {
  119242. BABYLON.Tools.Download(superBuffer, this._fileName);
  119243. }
  119244. };
  119245. VideoRecorder._defaultOptions = {
  119246. mimeType: "video/webm",
  119247. fps: 25,
  119248. recordChunckSize: 3000
  119249. };
  119250. return VideoRecorder;
  119251. }());
  119252. BABYLON.VideoRecorder = VideoRecorder;
  119253. })(BABYLON || (BABYLON = {}));
  119254. //# sourceMappingURL=babylon.videoRecorder.js.map
  119255. var BABYLON;
  119256. (function (BABYLON) {
  119257. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119258. if (replace === void 0) { replace = false; }
  119259. // Dispose existing light in replace mode.
  119260. if (replace) {
  119261. if (this.lights) {
  119262. for (var i = 0; i < this.lights.length; i++) {
  119263. this.lights[i].dispose();
  119264. }
  119265. }
  119266. }
  119267. // Light
  119268. if (this.lights.length === 0) {
  119269. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119270. }
  119271. };
  119272. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119273. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119274. if (replace === void 0) { replace = false; }
  119275. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119276. // Dispose existing camera in replace mode.
  119277. if (replace) {
  119278. if (this.activeCamera) {
  119279. this.activeCamera.dispose();
  119280. this.activeCamera = null;
  119281. }
  119282. }
  119283. // Camera
  119284. if (!this.activeCamera) {
  119285. var worldExtends = this.getWorldExtends();
  119286. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119287. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119288. var camera;
  119289. var radius = worldSize.length() * 1.5;
  119290. // empty scene scenario!
  119291. if (!isFinite(radius)) {
  119292. radius = 1;
  119293. worldCenter.copyFromFloats(0, 0, 0);
  119294. }
  119295. if (createArcRotateCamera) {
  119296. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119297. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119298. arcRotateCamera.wheelPrecision = 100 / radius;
  119299. camera = arcRotateCamera;
  119300. }
  119301. else {
  119302. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119303. freeCamera.setTarget(worldCenter);
  119304. camera = freeCamera;
  119305. }
  119306. camera.minZ = radius * 0.01;
  119307. camera.maxZ = radius * 1000;
  119308. camera.speed = radius * 0.2;
  119309. this.activeCamera = camera;
  119310. var canvas = this.getEngine().getRenderingCanvas();
  119311. if (attachCameraControls && canvas) {
  119312. camera.attachControl(canvas);
  119313. }
  119314. }
  119315. };
  119316. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119317. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119318. if (replace === void 0) { replace = false; }
  119319. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119320. this.createDefaultLight(replace);
  119321. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119322. };
  119323. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119324. if (pbr === void 0) { pbr = false; }
  119325. if (scale === void 0) { scale = 1000; }
  119326. if (blur === void 0) { blur = 0; }
  119327. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119328. if (!environmentTexture) {
  119329. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119330. return null;
  119331. }
  119332. if (setGlobalEnvTexture) {
  119333. if (environmentTexture) {
  119334. this.environmentTexture = environmentTexture;
  119335. }
  119336. }
  119337. // Skybox
  119338. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119339. if (pbr) {
  119340. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119341. hdrSkyboxMaterial.backFaceCulling = false;
  119342. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119343. if (hdrSkyboxMaterial.reflectionTexture) {
  119344. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119345. }
  119346. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119347. hdrSkyboxMaterial.disableLighting = true;
  119348. hdrSkyboxMaterial.twoSidedLighting = true;
  119349. hdrSkybox.infiniteDistance = true;
  119350. hdrSkybox.material = hdrSkyboxMaterial;
  119351. }
  119352. else {
  119353. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119354. skyboxMaterial.backFaceCulling = false;
  119355. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119356. if (skyboxMaterial.reflectionTexture) {
  119357. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119358. }
  119359. skyboxMaterial.disableLighting = true;
  119360. hdrSkybox.infiniteDistance = true;
  119361. hdrSkybox.material = skyboxMaterial;
  119362. }
  119363. return hdrSkybox;
  119364. };
  119365. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119366. if (BABYLON.EnvironmentHelper) {
  119367. return new BABYLON.EnvironmentHelper(options, this);
  119368. }
  119369. return null;
  119370. };
  119371. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119372. if (webVROptions === void 0) { webVROptions = {}; }
  119373. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119374. };
  119375. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119376. var _this = this;
  119377. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119378. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119379. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119380. .then(function (ui) {
  119381. new BABYLON.WebXRInput(helper);
  119382. return helper;
  119383. });
  119384. });
  119385. };
  119386. })(BABYLON || (BABYLON = {}));
  119387. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119388. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\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"};
  119389. 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};"};
  119390. var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  119391. globalObject["BABYLON"] = BABYLON;
  119392. //backwards compatibility
  119393. if(typeof earcut !== 'undefined') {
  119394. globalObject["Earcut"] = {
  119395. earcut: earcut
  119396. };
  119397. }
  119398. return BABYLON;
  119399. });