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|
- var __extends = (this && this.__extends) || (function () {
- var extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
- return function (d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- };
- })();
- if(typeof require !== 'undefined'){
- var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
- var BABYLON = globalObject["BABYLON"] || {};
- var BABYLON0 = require('babylonjs/core');
- if(BABYLON !== BABYLON0) __extends(BABYLON, BABYLON0);
- var BABYLON;
- (function (BABYLON) {
- var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
- __extends(VRDistortionCorrectionPostProcess, _super);
- function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
- var _this = _super.call(this, name, "vrDistortionCorrection", [
- 'LensCenter',
- 'Scale',
- 'ScaleIn',
- 'HmdWarpParam'
- ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
- _this._isRightEye = isRightEye;
- _this._distortionFactors = vrMetrics.distortionK;
- _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
- _this._lensCenterOffset = vrMetrics.lensCenterOffset;
- _this.adaptScaleToCurrentViewport = true;
- _this.onSizeChangedObservable.add(function () {
- _this.aspectRatio = _this.width * .5 / _this.height;
- _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
- _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
- _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
- });
- _this.onApplyObservable.add(function (effect) {
- effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
- effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
- effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
- effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
- });
- return _this;
- }
- return VRDistortionCorrectionPostProcess;
- }(BABYLON.PostProcess));
- BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
- var BABYLON;
- (function (BABYLON) {
- var AnaglyphPostProcess = /** @class */ (function (_super) {
- __extends(AnaglyphPostProcess, _super);
- function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
- var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
- _this._passedProcess = rigCameras[0]._rigPostProcess;
- _this.onApplyObservable.add(function (effect) {
- effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
- });
- return _this;
- }
- return AnaglyphPostProcess;
- }(BABYLON.PostProcess));
- BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
- var BABYLON;
- (function (BABYLON) {
- var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
- __extends(StereoscopicInterlacePostProcess, _super);
- function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
- var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
- _this._passedProcess = rigCameras[0]._rigPostProcess;
- _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
- _this.onSizeChangedObservable.add(function () {
- _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
- });
- _this.onApplyObservable.add(function (effect) {
- effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
- effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
- });
- return _this;
- }
- return StereoscopicInterlacePostProcess;
- }(BABYLON.PostProcess));
- BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
- var BABYLON;
- (function (BABYLON) {
- var FreeCameraDeviceOrientationInput = /** @class */ (function () {
- function FreeCameraDeviceOrientationInput() {
- var _this = this;
- this._screenOrientationAngle = 0;
- this._screenQuaternion = new BABYLON.Quaternion();
- this._alpha = 0;
- this._beta = 0;
- this._gamma = 0;
- this._orientationChanged = function () {
- _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && window.screen.orientation['angle'] ? window.screen.orientation.angle : 0));
- _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
- _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
- };
- this._deviceOrientation = function (evt) {
- _this._alpha = evt.alpha !== null ? evt.alpha : 0;
- _this._beta = evt.beta !== null ? evt.beta : 0;
- _this._gamma = evt.gamma !== null ? evt.gamma : 0;
- };
- this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
- this._orientationChanged();
- }
- Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
- get: function () {
- return this._camera;
- },
- set: function (camera) {
- this._camera = camera;
- if (this._camera != null && !this._camera.rotationQuaternion) {
- this._camera.rotationQuaternion = new BABYLON.Quaternion();
- }
- },
- enumerable: true,
- configurable: true
- });
- FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
- window.addEventListener("orientationchange", this._orientationChanged);
- window.addEventListener("deviceorientation", this._deviceOrientation);
- //In certain cases, the attach control is called AFTER orientation was changed,
- //So this is needed.
- this._orientationChanged();
- };
- FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
- window.removeEventListener("orientationchange", this._orientationChanged);
- window.removeEventListener("deviceorientation", this._deviceOrientation);
- };
- FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
- //if no device orientation provided, don't update the rotation.
- //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
- if (!this._alpha)
- return;
- BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
- this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
- this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
- //Mirror on XY Plane
- this._camera.rotationQuaternion.z *= -1;
- this._camera.rotationQuaternion.w *= -1;
- };
- FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
- return "FreeCameraDeviceOrientationInput";
- };
- FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
- return "deviceOrientation";
- };
- return FreeCameraDeviceOrientationInput;
- }());
- BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
- BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
- var BABYLON;
- (function (BABYLON) {
- var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
- function ArcRotateCameraVRDeviceOrientationInput() {
- this.alphaCorrection = 1;
- this.betaCorrection = 1;
- this.gammaCorrection = 1;
- this._alpha = 0;
- this._gamma = 0;
- this._dirty = false;
- this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
- }
- ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
- this.camera.attachControl(element, noPreventDefault);
- window.addEventListener("deviceorientation", this._deviceOrientationHandler);
- };
- ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
- if (evt.alpha !== null) {
- this._alpha = +evt.alpha | 0;
- }
- if (evt.gamma !== null) {
- this._gamma = +evt.gamma | 0;
- }
- this._dirty = true;
- };
- ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
- if (this._dirty) {
- this._dirty = false;
- if (this._gamma < 0) {
- this._gamma = 180 + this._gamma;
- }
- this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
- this.camera.beta = (this._gamma / 180.0 * Math.PI);
- }
- };
- ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
- window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
- };
- ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
- return "ArcRotateCameraVRDeviceOrientationInput";
- };
- ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
- return "VRDeviceOrientation";
- };
- return ArcRotateCameraVRDeviceOrientationInput;
- }());
- BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
- BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
- BABYLON.Effect.ShadersStore['defaultVertexShader'] = "#include<__decl__defaultVertex>\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 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>\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\nvPositionUVW=positionUpdated;\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#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}";
- BABYLON.Effect.ShadersStore['defaultPixelShader'] = "#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\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\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>\nvoid main(void) {\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<0.4)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\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)\n{\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb*vRefractionInfos.x;\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*vRefractionInfos.x;\n#endif\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*vReflectionInfos.x;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb*vReflectionInfos.x;\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*vReflectionInfos.x;\n#endif\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#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\ngl_FragColor=color;\n}";
- BABYLON.Effect.ShadersStore['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}";
- BABYLON.Effect.ShadersStore['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}";
- BABYLON.Effect.ShadersStore['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}";
- var BABYLON;
- (function (BABYLON) {
- var VRCameraMetrics = /** @class */ (function () {
- function VRCameraMetrics() {
- this.compensateDistortion = true;
- }
- Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
- get: function () {
- return this.hResolution / (2 * this.vResolution);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
- get: function () {
- return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
- get: function () {
- var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
- var h = (4 * meters) / this.hScreenSize;
- return BABYLON.Matrix.Translation(h, 0, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
- get: function () {
- var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
- var h = (4 * meters) / this.hScreenSize;
- return BABYLON.Matrix.Translation(-h, 0, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
- get: function () {
- return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
- get: function () {
- return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
- },
- enumerable: true,
- configurable: true
- });
- VRCameraMetrics.GetDefault = function () {
- var result = new VRCameraMetrics();
- result.hResolution = 1280;
- result.vResolution = 800;
- result.hScreenSize = 0.149759993;
- result.vScreenSize = 0.0935999975;
- result.vScreenCenter = 0.0467999987;
- result.eyeToScreenDistance = 0.0410000011;
- result.lensSeparationDistance = 0.0635000020;
- result.interpupillaryDistance = 0.0640000030;
- result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
- result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
- result.postProcessScaleFactor = 1.714605507808412;
- result.lensCenterOffset = 0.151976421;
- return result;
- };
- return VRCameraMetrics;
- }());
- BABYLON.VRCameraMetrics = VRCameraMetrics;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.vrCameraMetrics.js.map
- var BABYLON;
- (function (BABYLON) {
- var WebVRFreeCamera = /** @class */ (function (_super) {
- __extends(WebVRFreeCamera, _super);
- function WebVRFreeCamera(name, position, scene, webVROptions) {
- if (webVROptions === void 0) { webVROptions = {}; }
- var _this = _super.call(this, name, position, scene) || this;
- _this.webVROptions = webVROptions;
- _this._vrDevice = null;
- _this.rawPose = null;
- _this._specsVersion = "1.1";
- _this._attached = false;
- _this._descendants = [];
- // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
- _this._deviceRoomPosition = BABYLON.Vector3.Zero();
- _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
- _this._standingMatrix = null;
- // Represents device position and rotation in babylon space
- _this.devicePosition = BABYLON.Vector3.Zero();
- _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
- _this.deviceScaleFactor = 1;
- _this._deviceToWorld = BABYLON.Matrix.Identity();
- _this._worldToDevice = BABYLON.Matrix.Identity();
- _this.controllers = [];
- _this.onControllersAttachedObservable = new BABYLON.Observable();
- _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
- _this.rigParenting = true; // should the rig cameras be used as parent instead of this camera.
- _this._defaultHeight = 0;
- _this.deviceDistanceToRoomGround = function () {
- if (_this._standingMatrix) {
- // Add standing matrix offset to get real offset from ground in room
- _this._standingMatrix.getTranslationToRef(_this._workingVector);
- return _this._deviceRoomPosition.y + _this._workingVector.y;
- }
- else {
- return _this._defaultHeight;
- }
- };
- _this.useStandingMatrix = function (callback) {
- if (callback === void 0) { callback = function (bool) { }; }
- // Use standing matrix if availible
- if (!navigator || !navigator.getVRDisplays) {
- callback(false);
- }
- else {
- navigator.getVRDisplays().then(function (displays) {
- if (!displays || !displays[0] || !displays[0].stageParameters || !displays[0].stageParameters.sittingToStandingTransform) {
- callback(false);
- }
- else {
- _this._standingMatrix = new BABYLON.Matrix();
- BABYLON.Matrix.FromFloat32ArrayToRefScaled(displays[0].stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
- if (!_this.getScene().useRightHandedSystem) {
- [2, 6, 8, 9, 14].forEach(function (num) {
- if (_this._standingMatrix) {
- _this._standingMatrix.m[num] *= -1;
- }
- });
- }
- callback(true);
- }
- });
- }
- };
- _this._workingVector = BABYLON.Vector3.Zero();
- _this._oneVector = BABYLON.Vector3.One();
- _this._workingMatrix = BABYLON.Matrix.Identity();
- _this._cache.position = BABYLON.Vector3.Zero();
- if (webVROptions.defaultHeight) {
- _this._defaultHeight = webVROptions.defaultHeight;
- _this.position.y = _this._defaultHeight;
- }
- _this.minZ = 0.1;
- //legacy support - the compensation boolean was removed.
- if (arguments.length === 5) {
- _this.webVROptions = arguments[4];
- }
- // default webVR options
- if (_this.webVROptions.trackPosition == undefined) {
- _this.webVROptions.trackPosition = true;
- }
- if (_this.webVROptions.controllerMeshes == undefined) {
- _this.webVROptions.controllerMeshes = true;
- }
- if (_this.webVROptions.defaultLightingOnControllers == undefined) {
- _this.webVROptions.defaultLightingOnControllers = true;
- }
- _this.rotationQuaternion = new BABYLON.Quaternion();
- if (_this.webVROptions && _this.webVROptions.positionScale) {
- _this.deviceScaleFactor = _this.webVROptions.positionScale;
- }
- //enable VR
- var engine = _this.getEngine();
- _this._onVREnabled = function (success) { if (success) {
- _this.initControllers();
- } };
- engine.onVRRequestPresentComplete.add(_this._onVREnabled);
- engine.initWebVR().add(function (event) {
- if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
- return;
- }
- _this._vrDevice = event.vrDisplay;
- //reset the rig parameters.
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
- if (_this._attached) {
- _this.getEngine().enableVR();
- }
- });
- if (typeof (VRFrameData) !== "undefined")
- _this._frameData = new VRFrameData();
- /**
- * The idea behind the following lines:
- * objects that have the camera as parent should actually have the rig cameras as a parent.
- * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
- * the second will not show it correctly.
- *
- * To solve this - each object that has the camera as parent will be added to a protected array.
- * When the rig camera renders, it will take this array and set all of those to be its children.
- * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
- * Amazing!
- */
- scene.onBeforeCameraRenderObservable.add(function (camera) {
- if (camera.parent === _this && _this.rigParenting) {
- _this._descendants = _this.getDescendants(true, function (n) {
- // don't take the cameras or the controllers!
- var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
- var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
- return !isController && !isRigCamera;
- });
- _this._descendants.forEach(function (node) {
- node.parent = camera;
- });
- }
- });
- scene.onAfterCameraRenderObservable.add(function (camera) {
- if (camera.parent === _this && _this.rigParenting) {
- _this._descendants.forEach(function (node) {
- node.parent = _this;
- });
- }
- });
- return _this;
- }
- WebVRFreeCamera.prototype.dispose = function () {
- this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
- _super.prototype.dispose.call(this);
- };
- WebVRFreeCamera.prototype.getControllerByName = function (name) {
- for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
- var gp = _a[_i];
- if (gp.hand === name) {
- return gp;
- }
- }
- return null;
- };
- Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
- get: function () {
- if (!this._leftController) {
- this._leftController = this.getControllerByName("left");
- }
- return this._leftController;
- },
- enumerable: true,
- configurable: true
- });
- ;
- Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
- get: function () {
- if (!this._rightController) {
- this._rightController = this.getControllerByName("right");
- }
- return this._rightController;
- },
- enumerable: true,
- configurable: true
- });
- ;
- WebVRFreeCamera.prototype.getForwardRay = function (length) {
- if (length === void 0) { length = 100; }
- if (this.leftCamera) {
- // Use left eye to avoid computation to compute center on every call
- return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
- }
- else {
- return _super.prototype.getForwardRay.call(this, length);
- }
- };
- WebVRFreeCamera.prototype._checkInputs = function () {
- if (this._vrDevice && this._vrDevice.isPresenting) {
- this._vrDevice.getFrameData(this._frameData);
- this.updateFromDevice(this._frameData.pose);
- }
- _super.prototype._checkInputs.call(this);
- };
- WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
- if (poseData && poseData.orientation) {
- this.rawPose = poseData;
- this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
- if (this.getScene().useRightHandedSystem) {
- this._deviceRoomRotationQuaternion.z *= -1;
- this._deviceRoomRotationQuaternion.w *= -1;
- }
- if (this.webVROptions.trackPosition && this.rawPose.position) {
- this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
- if (this.getScene().useRightHandedSystem) {
- this._deviceRoomPosition.z *= -1;
- }
- }
- }
- };
- /**
- * WebVR's attach control will start broadcasting frames to the device.
- * Note that in certain browsers (chrome for example) this function must be called
- * within a user-interaction callback. Example:
- * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
- *
- * @param {HTMLElement} element
- * @param {boolean} [noPreventDefault]
- *
- * @memberOf WebVRFreeCamera
- */
- WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
- _super.prototype.attachControl.call(this, element, noPreventDefault);
- this._attached = true;
- noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
- if (this._vrDevice) {
- this.getEngine().enableVR();
- }
- };
- WebVRFreeCamera.prototype.detachControl = function (element) {
- this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
- this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
- _super.prototype.detachControl.call(this, element);
- this._attached = false;
- this.getEngine().disableVR();
- };
- WebVRFreeCamera.prototype.getClassName = function () {
- return "WebVRFreeCamera";
- };
- WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
- //uses the vrDisplay's "resetPose()".
- //pitch and roll won't be affected.
- this._vrDevice.resetPose();
- };
- WebVRFreeCamera.prototype._updateRigCameras = function () {
- var camLeft = this._rigCameras[0];
- var camRight = this._rigCameras[1];
- camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
- camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
- camLeft.position.copyFrom(this._deviceRoomPosition);
- camRight.position.copyFrom(this._deviceRoomPosition);
- };
- WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
- var _this = this;
- if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
- // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
- if (!this.updateCacheCalled) {
- // make sure it is only called once per loop. this.update() might cause an infinite loop.
- this.updateCacheCalled = true;
- this.update();
- }
- // Set working vector to the device position in room space rotated by the new rotation
- this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
- BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
- // Subtract this vector from the current device position in world to get the translation for the device world matrix
- this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
- BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
- // Add translation from anchor position
- this._deviceToWorld.getTranslationToRef(this._workingVector);
- this._workingVector.addInPlace(this.position);
- this._workingVector.subtractInPlace(this._cache.position);
- this._deviceToWorld.setTranslation(this._workingVector);
- // Set an inverted matrix to be used when updating the camera
- this._deviceToWorld.invertToRef(this._worldToDevice);
- // Update the gamepad to ensure the mesh is updated on the same frame as camera
- this.controllers.forEach(function (controller) {
- controller._deviceToWorld = _this._deviceToWorld;
- controller.update();
- });
- }
- if (!ignoreParentClass) {
- _super.prototype._updateCache.call(this);
- }
- this.updateCacheCalled = false;
- };
- WebVRFreeCamera.prototype.update = function () {
- // Get current device position in babylon world
- BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
- // Get current device rotation in babylon world
- BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
- this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
- BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
- _super.prototype.update.call(this);
- };
- WebVRFreeCamera.prototype._getViewMatrix = function () {
- return BABYLON.Matrix.Identity();
- };
- /**
- * This function is called by the two RIG cameras.
- * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
- */
- WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
- var _this = this;
- //WebVR 1.1
- var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
- BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
- if (!this.getScene().useRightHandedSystem) {
- [2, 6, 8, 9, 14].forEach(function (num) {
- _this._webvrViewMatrix.m[num] *= -1;
- });
- }
- // update the camera rotation matrix
- this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
- BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
- // Computing target and final matrix
- this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
- var parentCamera = this._cameraRigParams["parentCamera"];
- // should the view matrix be updated with scale and position offset?
- if (parentCamera.deviceScaleFactor !== 1) {
- this._webvrViewMatrix.invert();
- // scale the position, if set
- if (parentCamera.deviceScaleFactor) {
- this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
- this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
- this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
- }
- this._webvrViewMatrix.invert();
- }
- parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
- return this._webvrViewMatrix;
- };
- WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
- var _this = this;
- var parentCamera = this.parent;
- parentCamera._vrDevice.depthNear = parentCamera.minZ;
- parentCamera._vrDevice.depthFar = parentCamera.maxZ;
- var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
- BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
- //babylon compatible matrix
- if (!this.getScene().useRightHandedSystem) {
- [8, 9, 10, 11].forEach(function (num) {
- _this._projectionMatrix.m[num] *= -1;
- });
- }
- return this._projectionMatrix;
- };
- WebVRFreeCamera.prototype.initControllers = function () {
- var _this = this;
- this.controllers = [];
- var manager = this.getScene().gamepadManager;
- this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
- if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
- var webVrController = gamepad;
- if (webVrController.defaultModel) {
- webVrController.defaultModel.setEnabled(false);
- }
- if (webVrController.hand === "right") {
- _this._rightController = null;
- }
- if (webVrController.hand === "left") {
- _this._rightController = null;
- }
- var controllerIndex = _this.controllers.indexOf(webVrController);
- if (controllerIndex !== -1) {
- _this.controllers.splice(controllerIndex, 1);
- }
- }
- });
- this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
- if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
- var webVrController_1 = gamepad;
- webVrController_1._deviceToWorld = _this._deviceToWorld;
- if (_this.webVROptions.controllerMeshes) {
- if (webVrController_1.defaultModel) {
- webVrController_1.defaultModel.setEnabled(true);
- }
- else {
- // Load the meshes
- webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
- _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
- if (_this.webVROptions.defaultLightingOnControllers) {
- if (!_this._lightOnControllers) {
- _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
- }
- var activateLightOnSubMeshes_1 = function (mesh, light) {
- var children = mesh.getChildren();
- if (children.length !== 0) {
- children.forEach(function (mesh) {
- light.includedOnlyMeshes.push(mesh);
- activateLightOnSubMeshes_1(mesh, light);
- });
- }
- };
- _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
- activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
- }
- });
- }
- }
- webVrController_1.attachToPoseControlledCamera(_this);
- // since this is async - sanity check. Is the controller already stored?
- if (_this.controllers.indexOf(webVrController_1) === -1) {
- //add to the controllers array
- _this.controllers.push(webVrController_1);
- // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
- // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
- // So we're overriding setting left & right manually to be sure
- var firstViveWandDetected = false;
- for (var i = 0; i < _this.controllers.length; i++) {
- if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
- if (!firstViveWandDetected) {
- firstViveWandDetected = true;
- _this.controllers[i].hand = "left";
- }
- else {
- _this.controllers[i].hand = "right";
- }
- }
- }
- //did we find enough controllers? Great! let the developer know.
- if (_this.controllers.length >= 2) {
- _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
- }
- }
- }
- });
- };
- return WebVRFreeCamera;
- }(BABYLON.FreeCamera));
- BABYLON.WebVRFreeCamera = WebVRFreeCamera;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.webVRCamera.js.map
- var BABYLON;
- (function (BABYLON) {
- // We're mainly based on the logic defined into the FreeCamera code
- var DeviceOrientationCamera = /** @class */ (function (_super) {
- __extends(DeviceOrientationCamera, _super);
- function DeviceOrientationCamera(name, position, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this._quaternionCache = new BABYLON.Quaternion();
- _this.inputs.addDeviceOrientation();
- return _this;
- }
- DeviceOrientationCamera.prototype.getClassName = function () {
- return "DeviceOrientationCamera";
- };
- DeviceOrientationCamera.prototype._checkInputs = function () {
- _super.prototype._checkInputs.call(this);
- this._quaternionCache.copyFrom(this.rotationQuaternion);
- if (this._initialQuaternion) {
- this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
- }
- };
- DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
- var _this = this;
- if (axis === void 0) { axis = BABYLON.Axis.Y; }
- //can only work if this camera has a rotation quaternion already.
- if (!this.rotationQuaternion)
- return;
- if (!this._initialQuaternion) {
- this._initialQuaternion = new BABYLON.Quaternion();
- }
- this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
- ['x', 'y', 'z'].forEach(function (axisName) {
- if (!axis[axisName]) {
- _this._initialQuaternion[axisName] = 0;
- }
- else {
- _this._initialQuaternion[axisName] *= -1;
- }
- });
- this._initialQuaternion.normalize();
- //force rotation update
- this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
- };
- return DeviceOrientationCamera;
- }(BABYLON.FreeCamera));
- BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
- var BABYLON;
- (function (BABYLON) {
- var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
- __extends(VRDeviceOrientationFreeCamera, _super);
- function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
- if (compensateDistortion === void 0) { compensateDistortion = true; }
- if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
- var _this = _super.call(this, name, position, scene) || this;
- vrCameraMetrics.compensateDistortion = compensateDistortion;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
- return _this;
- }
- VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
- return "VRDeviceOrientationFreeCamera";
- };
- return VRDeviceOrientationFreeCamera;
- }(BABYLON.DeviceOrientationCamera));
- BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
- var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
- __extends(VRDeviceOrientationGamepadCamera, _super);
- function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
- if (compensateDistortion === void 0) { compensateDistortion = true; }
- if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
- var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
- _this.inputs.addGamepad();
- return _this;
- }
- VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
- return "VRDeviceOrientationGamepadCamera";
- };
- return VRDeviceOrientationGamepadCamera;
- }(VRDeviceOrientationFreeCamera));
- BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
- var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
- __extends(VRDeviceOrientationArcRotateCamera, _super);
- function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
- if (compensateDistortion === void 0) { compensateDistortion = true; }
- if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
- var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
- vrCameraMetrics.compensateDistortion = compensateDistortion;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
- _this.inputs.addVRDeviceOrientation();
- return _this;
- }
- VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
- return "VRDeviceOrientationArcRotateCamera";
- };
- return VRDeviceOrientationArcRotateCamera;
- }(BABYLON.ArcRotateCamera));
- BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
- var BABYLON;
- (function (BABYLON) {
- var AnaglyphFreeCamera = /** @class */ (function (_super) {
- __extends(AnaglyphFreeCamera, _super);
- function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
- return _this;
- }
- AnaglyphFreeCamera.prototype.getClassName = function () {
- return "AnaglyphFreeCamera";
- };
- return AnaglyphFreeCamera;
- }(BABYLON.FreeCamera));
- BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
- var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
- __extends(AnaglyphArcRotateCamera, _super);
- function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
- var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
- return _this;
- }
- AnaglyphArcRotateCamera.prototype.getClassName = function () {
- return "AnaglyphArcRotateCamera";
- };
- return AnaglyphArcRotateCamera;
- }(BABYLON.ArcRotateCamera));
- BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
- var AnaglyphGamepadCamera = /** @class */ (function (_super) {
- __extends(AnaglyphGamepadCamera, _super);
- function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
- return _this;
- }
- AnaglyphGamepadCamera.prototype.getClassName = function () {
- return "AnaglyphGamepadCamera";
- };
- return AnaglyphGamepadCamera;
- }(BABYLON.GamepadCamera));
- BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
- var AnaglyphUniversalCamera = /** @class */ (function (_super) {
- __extends(AnaglyphUniversalCamera, _super);
- function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
- return _this;
- }
- AnaglyphUniversalCamera.prototype.getClassName = function () {
- return "AnaglyphUniversalCamera";
- };
- return AnaglyphUniversalCamera;
- }(BABYLON.UniversalCamera));
- BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
- var StereoscopicFreeCamera = /** @class */ (function (_super) {
- __extends(StereoscopicFreeCamera, _super);
- function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
- _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
- return _this;
- }
- StereoscopicFreeCamera.prototype.getClassName = function () {
- return "StereoscopicFreeCamera";
- };
- return StereoscopicFreeCamera;
- }(BABYLON.FreeCamera));
- BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
- var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
- __extends(StereoscopicArcRotateCamera, _super);
- function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
- var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
- _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
- return _this;
- }
- StereoscopicArcRotateCamera.prototype.getClassName = function () {
- return "StereoscopicArcRotateCamera";
- };
- return StereoscopicArcRotateCamera;
- }(BABYLON.ArcRotateCamera));
- BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
- var StereoscopicGamepadCamera = /** @class */ (function (_super) {
- __extends(StereoscopicGamepadCamera, _super);
- function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
- _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
- return _this;
- }
- StereoscopicGamepadCamera.prototype.getClassName = function () {
- return "StereoscopicGamepadCamera";
- };
- return StereoscopicGamepadCamera;
- }(BABYLON.GamepadCamera));
- BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
- var StereoscopicUniversalCamera = /** @class */ (function (_super) {
- __extends(StereoscopicUniversalCamera, _super);
- function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
- var _this = _super.call(this, name, position, scene) || this;
- _this.interaxialDistance = interaxialDistance;
- _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
- _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
- return _this;
- }
- StereoscopicUniversalCamera.prototype.getClassName = function () {
- return "StereoscopicUniversalCamera";
- };
- return StereoscopicUniversalCamera;
- }(BABYLON.UniversalCamera));
- BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.stereoscopicCameras.js.map
- var BABYLON;
- (function (BABYLON) {
- var VRExperienceHelper = /** @class */ (function () {
- function VRExperienceHelper(scene, webVROptions) {
- if (webVROptions === void 0) { webVROptions = {}; }
- var _this = this;
- this.webVROptions = webVROptions;
- // Can the system support WebVR, even if a headset isn't plugged in?
- this._webVRsupported = false;
- // If WebVR is supported, is a headset plugged in and are we ready to present?
- this._webVRready = false;
- // Are we waiting for the requestPresent callback to complete?
- this._webVRrequesting = false;
- // Are we presenting to the headset right now?
- this._webVRpresenting = false;
- // Are we presenting in the fullscreen fallback?
- this._fullscreenVRpresenting = false;
- /**
- * Observable raised when entering VR.
- */
- this.onEnteringVRObservable = new BABYLON.Observable();
- /**
- * Observable raised when exiting VR.
- */
- this.onExitingVRObservable = new BABYLON.Observable();
- /**
- * Observable raised when controller mesh is loaded.
- */
- this.onControllerMeshLoadedObservable = new BABYLON.Observable();
- this._useCustomVRButton = false;
- this._teleportationRequested = false;
- this._teleportationEnabledOnLeftController = false;
- this._teleportationEnabledOnRightController = false;
- this._interactionsEnabledOnLeftController = false;
- this._interactionsEnabledOnRightController = false;
- this._leftControllerReady = false;
- this._rightControllerReady = false;
- this._floorMeshesCollection = [];
- this._teleportationAllowed = false;
- this._rotationAllowed = true;
- this._teleportationRequestInitiated = false;
- this._teleportationBackRequestInitiated = false;
- this.teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
- this._rotationRightAsked = false;
- this._rotationLeftAsked = false;
- this._isDefaultTeleportationTarget = true;
- this._teleportationFillColor = "#444444";
- this._teleportationBorderColor = "#FFFFFF";
- this._rotationAngle = 0;
- this._haloCenter = new BABYLON.Vector3(0, 0, 0);
- this._padSensibilityUp = 0.65;
- this._padSensibilityDown = 0.35;
- /**
- * Observable raised when a new mesh is selected based on meshSelectionPredicate
- */
- this.onNewMeshSelected = new BABYLON.Observable();
- /**
- * Observable raised when a new mesh is picked based on meshSelectionPredicate
- */
- this.onNewMeshPicked = new BABYLON.Observable();
- /**
- * Observable raised before camera teleportation
- */
- this.onBeforeCameraTeleport = new BABYLON.Observable();
- /**
- * Observable raised after camera teleportation
- */
- this.onAfterCameraTeleport = new BABYLON.Observable();
- /**
- * Observable raised when current selected mesh gets unselected
- */
- this.onSelectedMeshUnselected = new BABYLON.Observable();
- /**
- * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
- */
- this.teleportationEnabled = true;
- this._pointerDownOnMeshAsked = false;
- this._isActionableMesh = false;
- this._teleportationInitialized = false;
- this._interactionsEnabled = false;
- this._interactionsRequested = false;
- this._displayGaze = true;
- this._displayLaserPointer = true;
- this._dpadPressed = true;
- this._onResize = function () {
- _this.moveButtonToBottomRight();
- if (_this._fullscreenVRpresenting && _this._webVRready) {
- _this.exitVR();
- }
- };
- this._onFullscreenChange = function () {
- if (document.fullscreen !== undefined) {
- _this._fullscreenVRpresenting = document.fullscreen;
- }
- else if (document.mozFullScreen !== undefined) {
- _this._fullscreenVRpresenting = document.mozFullScreen;
- }
- else if (document.webkitIsFullScreen !== undefined) {
- _this._fullscreenVRpresenting = document.webkitIsFullScreen;
- }
- else if (document.msIsFullScreen !== undefined) {
- _this._fullscreenVRpresenting = document.msIsFullScreen;
- }
- if (!_this._fullscreenVRpresenting && _this._canvas) {
- _this.exitVR();
- if (!_this._useCustomVRButton) {
- _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
- _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
- }
- }
- };
- this.beforeRender = function () {
- _this._castRayAndSelectObject();
- };
- this._onNewGamepadConnected = function (gamepad) {
- if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
- if (gamepad.leftStick) {
- gamepad.onleftstickchanged(function (stickValues) {
- if (_this._teleportationInitialized && _this.teleportationEnabled) {
- // Listening to classic/xbox gamepad only if no VR controller is active
- if ((!_this._leftLaserPointer && !_this._rightLaserPointer) ||
- ((_this._leftLaserPointer && !_this._leftLaserPointer.isVisible) &&
- (_this._rightLaserPointer && !_this._rightLaserPointer.isVisible))) {
- _this._checkTeleportWithRay(stickValues);
- _this._checkTeleportBackwards(stickValues);
- }
- }
- });
- }
- if (gamepad.rightStick) {
- gamepad.onrightstickchanged(function (stickValues) {
- if (_this._teleportationInitialized) {
- _this._checkRotate(stickValues);
- }
- });
- }
- if (gamepad.type === BABYLON.Gamepad.XBOX) {
- gamepad.onbuttondown(function (buttonPressed) {
- if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
- _this._selectionPointerDown();
- }
- });
- gamepad.onbuttonup(function (buttonPressed) {
- if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
- _this._selectionPointerUp();
- }
- });
- }
- }
- else {
- var webVRController = gamepad;
- _this._tryEnableInteractionOnController(webVRController);
- }
- };
- // 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
- this._tryEnableInteractionOnController = function (webVRController) {
- if (webVRController.hand === "left") {
- _this._leftControllerReady = true;
- if (_this._interactionsRequested && !_this._interactionsEnabledOnLeftController) {
- _this._enableInteractionOnController(webVRController);
- }
- if (_this._teleportationRequested && !_this._teleportationEnabledOnLeftController) {
- _this._enableTeleportationOnController(webVRController);
- }
- }
- if (webVRController.hand === "right") {
- _this._rightControllerReady = true;
- if (_this._interactionsRequested && !_this._interactionsEnabledOnRightController) {
- _this._enableInteractionOnController(webVRController);
- }
- if (_this._teleportationRequested && !_this._teleportationEnabledOnRightController) {
- _this._enableTeleportationOnController(webVRController);
- }
- }
- };
- this._onNewGamepadDisconnected = function (gamepad) {
- if (gamepad instanceof BABYLON.WebVRController) {
- if (gamepad.hand === "left") {
- _this._interactionsEnabledOnLeftController = false;
- _this._teleportationEnabledOnLeftController = false;
- _this._leftControllerReady = false;
- if (_this._leftLaserPointer) {
- _this._leftLaserPointer.dispose();
- }
- }
- if (gamepad.hand === "right") {
- _this._interactionsEnabledOnRightController = false;
- _this._teleportationEnabledOnRightController = false;
- _this._rightControllerReady = false;
- if (_this._rightLaserPointer) {
- _this._rightLaserPointer.dispose();
- }
- }
- }
- };
- this._workingVector = BABYLON.Vector3.Zero();
- this._workingQuaternion = BABYLON.Quaternion.Identity();
- this._workingMatrix = BABYLON.Matrix.Identity();
- this._scene = scene;
- this._canvas = scene.getEngine().getRenderingCanvas();
- // Parse options
- if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
- webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
- }
- if (webVROptions.createDeviceOrientationCamera === undefined) {
- webVROptions.createDeviceOrientationCamera = true;
- }
- if (webVROptions.defaultHeight === undefined) {
- webVROptions.defaultHeight = 1.7;
- }
- if (webVROptions.useCustomVRButton) {
- this._useCustomVRButton = true;
- if (webVROptions.customVRButton) {
- this._btnVR = webVROptions.customVRButton;
- }
- }
- if (webVROptions.rayLength) {
- this._rayLength = webVROptions.rayLength;
- }
- this._defaultHeight = webVROptions.defaultHeight;
- // Set position
- if (this._scene.activeCamera) {
- this._position = this._scene.activeCamera.position.clone();
- }
- else {
- this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
- }
- // Set non-vr camera
- if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
- this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
- // Copy data from existing camera
- if (this._scene.activeCamera) {
- this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
- this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
- // Set rotation from previous camera
- if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
- var targetCamera = this._scene.activeCamera;
- if (targetCamera.rotationQuaternion) {
- this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
- }
- else {
- this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
- }
- this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
- }
- }
- this._scene.activeCamera = this._deviceOrientationCamera;
- if (this._canvas) {
- this._scene.activeCamera.attachControl(this._canvas);
- }
- }
- else {
- this._existingCamera = this._scene.activeCamera;
- }
- // Create VR cameras
- if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
- this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
- }
- this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
- this._webVRCamera.useStandingMatrix();
- // Create default button
- if (!this._useCustomVRButton) {
- this._btnVR = document.createElement("BUTTON");
- this._btnVR.className = "babylonVRicon";
- this._btnVR.id = "babylonVRiconbtn";
- this._btnVR.title = "Click to switch to VR";
- 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) }";
- css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
- // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
- // css += ".babylonVRicon.vrdisplaysupported { }";
- // css += ".babylonVRicon.vrdisplayready { }";
- // css += ".babylonVRicon.vrdisplayrequesting { }";
- var style = document.createElement('style');
- style.appendChild(document.createTextNode(css));
- document.getElementsByTagName('head')[0].appendChild(style);
- this.moveButtonToBottomRight();
- }
- // VR button click event
- if (this._btnVR) {
- this._btnVR.addEventListener("click", function () {
- if (!_this.isInVRMode) {
- _this.enterVR();
- }
- else {
- _this.exitVR();
- }
- });
- }
- // Window events
- window.addEventListener("resize", this._onResize);
- document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
- document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
- // Display vr button when headset is connected
- if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
- this.displayVRButton();
- }
- else {
- this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
- if (e.vrDisplay) {
- _this.displayVRButton();
- }
- });
- }
- // Exiting VR mode using 'ESC' key on desktop
- this._onKeyDown = function (event) {
- if (event.keyCode === 27 && _this.isInVRMode) {
- _this.exitVR();
- }
- };
- document.addEventListener("keydown", this._onKeyDown);
- // Exiting VR mode double tapping the touch screen
- this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
- if (_this.isInVRMode) {
- _this.exitVR();
- if (_this._fullscreenVRpresenting) {
- _this._scene.getEngine().switchFullscreen(true);
- }
- }
- }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
- // Listen for WebVR display changes
- this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
- this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
- this._onVRRequestPresentStart = function () {
- _this._webVRrequesting = true;
- _this.updateButtonVisibility();
- };
- this._onVRRequestPresentComplete = function (success) {
- _this._webVRrequesting = false;
- _this.updateButtonVisibility();
- };
- scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
- scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
- scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
- window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
- scene.onDisposeObservable.add(function () {
- _this.dispose();
- });
- // Gamepad connection events
- this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
- this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
- this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
- this.updateButtonVisibility();
- //create easing functions
- this._circleEase = new BABYLON.CircleEase();
- this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
- }
- Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
- /** Return this.onEnteringVRObservable
- * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
- */
- get: function () {
- return this.onEnteringVRObservable;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
- /** Return this.onExitingVRObservable
- * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
- */
- get: function () {
- return this.onExitingVRObservable;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
- /** Return this.onControllerMeshLoadedObservable
- * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
- */
- get: function () {
- return this.onControllerMeshLoadedObservable;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
- get: function () {
- return this._teleportationTarget;
- },
- set: function (value) {
- if (value) {
- value.name = "teleportationTarget";
- this._isDefaultTeleportationTarget = false;
- this._teleportationTarget = value;
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
- get: function () {
- return this._displayGaze;
- },
- set: function (value) {
- this._displayGaze = value;
- if (!value) {
- this._gazeTracker.isVisible = false;
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
- get: function () {
- return this._displayLaserPointer;
- },
- set: function (value) {
- this._displayLaserPointer = value;
- if (!value) {
- if (this._rightLaserPointer) {
- this._rightLaserPointer.isVisible = false;
- }
- if (this._leftLaserPointer) {
- this._leftLaserPointer.isVisible = false;
- }
- }
- else {
- if (this._rightLaserPointer) {
- this._rightLaserPointer.isVisible = true;
- }
- else if (this._leftLaserPointer) {
- this._leftLaserPointer.isVisible = true;
- }
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
- get: function () {
- return this._deviceOrientationCamera;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
- // Based on the current WebVR support, returns the current VR camera used
- get: function () {
- if (this._webVRready) {
- return this._webVRCamera;
- }
- else {
- return this._scene.activeCamera;
- }
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
- get: function () {
- return this._webVRCamera;
- },
- enumerable: true,
- configurable: true
- });
- Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
- get: function () {
- return this._vrDeviceOrientationCamera;
- },
- enumerable: true,
- configurable: true
- });
- // Raised when one of the controller has loaded successfully its associated default mesh
- VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
- this._tryEnableInteractionOnController(webVRController);
- try {
- this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
- }
- catch (err) {
- BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
- }
- };
- Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
- /**
- * Gets a value indicating if we are currently in VR mode.
- */
- get: function () {
- return this._webVRpresenting || this._fullscreenVRpresenting;
- },
- enumerable: true,
- configurable: true
- });
- VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
- var vrDisplay = this._scene.getEngine().getVRDevice();
- if (vrDisplay) {
- var wasPresenting = this._webVRpresenting;
- // A VR display is connected
- this._webVRpresenting = vrDisplay.isPresenting;
- if (wasPresenting && !this._webVRpresenting)
- this.exitVR();
- }
- else {
- BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
- }
- this.updateButtonVisibility();
- };
- VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
- this._webVRsupported = eventArgs.vrSupported;
- this._webVRready = !!eventArgs.vrDisplay;
- this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
- this.updateButtonVisibility();
- };
- VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
- if (this._canvas && !this._useCustomVRButton) {
- this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
- this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
- }
- };
- VRExperienceHelper.prototype.displayVRButton = function () {
- if (!this._useCustomVRButton && !this._btnVRDisplayed) {
- document.body.appendChild(this._btnVR);
- this._btnVRDisplayed = true;
- }
- };
- VRExperienceHelper.prototype.updateButtonVisibility = function () {
- if (!this._btnVR || this._useCustomVRButton) {
- return;
- }
- this._btnVR.className = "babylonVRicon";
- if (this.isInVRMode) {
- this._btnVR.className += " vrdisplaypresenting";
- }
- else {
- if (this._webVRready)
- this._btnVR.className += " vrdisplayready";
- if (this._webVRsupported)
- this._btnVR.className += " vrdisplaysupported";
- if (this._webVRrequesting)
- this._btnVR.className += " vrdisplayrequesting";
- }
- };
- /**
- * Attempt to enter VR. If a headset is connected and ready, will request present on that.
- * Otherwise, will use the fullscreen API.
- */
- VRExperienceHelper.prototype.enterVR = function () {
- if (this.onEnteringVRObservable) {
- try {
- this.onEnteringVRObservable.notifyObservers(this);
- }
- catch (err) {
- BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
- }
- }
- if (this._scene.activeCamera) {
- this._position = this._scene.activeCamera.position.clone();
- // make sure that we return to the last active camera
- this._existingCamera = this._scene.activeCamera;
- }
- if (this._webVRrequesting)
- return;
- // If WebVR is supported and a headset is connected
- if (this._webVRready) {
- if (!this._webVRpresenting) {
- this._webVRCamera.position = this._position;
- this._scene.activeCamera = this._webVRCamera;
- }
- }
- else if (this._vrDeviceOrientationCamera) {
- this._vrDeviceOrientationCamera.position = this._position;
- this._scene.activeCamera = this._vrDeviceOrientationCamera;
- this._scene.getEngine().switchFullscreen(true);
- this.updateButtonVisibility();
- }
- if (this._scene.activeCamera && this._canvas) {
- this._scene.activeCamera.attachControl(this._canvas);
- }
- if (this._interactionsEnabled) {
- this._scene.registerBeforeRender(this.beforeRender);
- }
- };
- /**
- * Attempt to exit VR, or fullscreen.
- */
- VRExperienceHelper.prototype.exitVR = function () {
- if (this.onExitingVRObservable) {
- try {
- this.onExitingVRObservable.notifyObservers(this);
- }
- catch (err) {
- BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
- }
- }
- if (this._webVRpresenting) {
- this._scene.getEngine().disableVR();
- }
- if (this._scene.activeCamera) {
- this._position = this._scene.activeCamera.position.clone();
- }
- if (this._deviceOrientationCamera) {
- this._deviceOrientationCamera.position = this._position;
- this._scene.activeCamera = this._deviceOrientationCamera;
- if (this._canvas) {
- this._scene.activeCamera.attachControl(this._canvas);
- }
- }
- else if (this._existingCamera) {
- this._existingCamera.position = this._position;
- this._scene.activeCamera = this._existingCamera;
- }
- this.updateButtonVisibility();
- if (this._interactionsEnabled) {
- this._scene.unregisterBeforeRender(this.beforeRender);
- }
- };
- Object.defineProperty(VRExperienceHelper.prototype, "position", {
- get: function () {
- return this._position;
- },
- set: function (value) {
- this._position = value;
- if (this._scene.activeCamera) {
- this._scene.activeCamera.position = value;
- }
- },
- enumerable: true,
- configurable: true
- });
- VRExperienceHelper.prototype.enableInteractions = function () {
- var _this = this;
- if (!this._interactionsEnabled) {
- this._interactionsRequested = true;
- if (this._leftControllerReady && this._webVRCamera.leftController) {
- this._enableInteractionOnController(this._webVRCamera.leftController);
- }
- if (this._rightControllerReady && this._webVRCamera.rightController) {
- this._enableInteractionOnController(this._webVRCamera.rightController);
- }
- this._createGazeTracker();
- this.raySelectionPredicate = function (mesh) {
- return mesh.isVisible;
- };
- this.meshSelectionPredicate = function (mesh) {
- return true;
- };
- this._raySelectionPredicate = function (mesh) {
- if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
- && mesh.name.indexOf("teleportationTarget") === -1
- && mesh.name.indexOf("torusTeleportation") === -1
- && mesh.name.indexOf("laserPointer") === -1)) {
- return _this.raySelectionPredicate(mesh);
- }
- return false;
- };
- this._interactionsEnabled = true;
- }
- };
- VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
- for (var i = 0; i < this._floorMeshesCollection.length; i++) {
- if (this._floorMeshesCollection[i].id === mesh.id) {
- return true;
- }
- }
- if (this._floorMeshName && mesh.name === this._floorMeshName) {
- return true;
- }
- return false;
- };
- VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
- if (!this._floorMeshesCollection) {
- return;
- }
- if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
- return;
- }
- this._floorMeshesCollection.push(floorMesh);
- };
- VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
- if (!this._floorMeshesCollection) {
- return;
- }
- var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
- if (meshIndex !== -1) {
- this._floorMeshesCollection.splice(meshIndex, 1);
- }
- };
- VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
- if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
- if (!this._teleportationInitialized) {
- this._teleportationRequested = true;
- this.enableInteractions();
- if (vrTeleportationOptions.floorMeshName) {
- this._floorMeshName = vrTeleportationOptions.floorMeshName;
- }
- if (vrTeleportationOptions.floorMeshes) {
- this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
- }
- if (this._leftControllerReady && this._webVRCamera.leftController) {
- this._enableTeleportationOnController(this._webVRCamera.leftController);
- }
- if (this._rightControllerReady && this._webVRCamera.rightController) {
- this._enableTeleportationOnController(this._webVRCamera.rightController);
- }
- // Creates an image processing post process for the vignette not relying
- // on the main scene configuration for image processing to reduce setup and spaces
- // (gamma/linear) conflicts.
- var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
- imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
- imageProcessingConfiguration.vignetteEnabled = true;
- this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
- this._webVRCamera.detachPostProcess(this._postProcessMove);
- this._passProcessMove = new BABYLON.PassPostProcess("pass", 1.0, this._webVRCamera);
- this._teleportationInitialized = true;
- if (this._isDefaultTeleportationTarget) {
- this._createTeleportationCircles();
- }
- }
- };
- VRExperienceHelper.prototype._enableInteractionOnController = function (webVRController) {
- var _this = this;
- var controllerMesh = webVRController.mesh;
- if (controllerMesh) {
- var makeNotPick = function (root) {
- root.name += " laserPointer";
- root.getChildMeshes().forEach(function (c) {
- makeNotPick(c);
- });
- };
- makeNotPick(controllerMesh);
- var childMeshes = controllerMesh.getChildMeshes();
- for (var i = 0; i < childMeshes.length; i++) {
- if (childMeshes[i].name && childMeshes[i].name.indexOf("POINTING_POSE") >= 0) {
- controllerMesh = childMeshes[i];
- break;
- }
- }
- var laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, this._scene, false);
- var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", this._scene);
- laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
- laserPointerMaterial.alpha = 0.6;
- laserPointer.material = laserPointerMaterial;
- laserPointer.rotation.x = Math.PI / 2;
- laserPointer.parent = controllerMesh;
- laserPointer.position.z = -0.5;
- laserPointer.isVisible = false;
- if (webVRController.hand === "left") {
- this._leftLaserPointer = laserPointer;
- this._interactionsEnabledOnLeftController = true;
- if (!this._rightLaserPointer) {
- this._leftLaserPointer.isVisible = true;
- }
- }
- else {
- this._rightLaserPointer = laserPointer;
- this._interactionsEnabledOnRightController = true;
- if (!this._leftLaserPointer) {
- this._rightLaserPointer.isVisible = true;
- }
- }
- webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
- // Enabling / disabling laserPointer
- if (_this._displayLaserPointer && stateObject.value === 1) {
- laserPointer.isVisible = !laserPointer.isVisible;
- // Laser pointer can only be active on left or right, not both at the same time
- if (webVRController.hand === "left" && _this._rightLaserPointer) {
- _this._rightLaserPointer.isVisible = false;
- }
- else if (_this._leftLaserPointer) {
- _this._leftLaserPointer.isVisible = false;
- }
- }
- });
- webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
- if (!_this._pointerDownOnMeshAsked) {
- if (stateObject.value > _this._padSensibilityUp) {
- _this._selectionPointerDown();
- }
- }
- else if (stateObject.value < _this._padSensibilityDown) {
- _this._selectionPointerUp();
- }
- });
- }
- };
- VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, webVRController) {
- if (webVRController === void 0) { webVRController = null; }
- if (!this._teleportationRequestInitiated) {
- if (stateObject.y < -this._padSensibilityUp && this._dpadPressed) {
- if (webVRController) {
- // If laser pointer wasn't enabled yet
- if (this._displayLaserPointer && webVRController.hand === "left" && this._leftLaserPointer) {
- this._leftLaserPointer.isVisible = true;
- if (this._rightLaserPointer) {
- this._rightLaserPointer.isVisible = false;
- }
- }
- else if (this._displayLaserPointer && this._rightLaserPointer) {
- this._rightLaserPointer.isVisible = true;
- if (this._leftLaserPointer) {
- this._leftLaserPointer.isVisible = false;
- }
- }
- }
- this._teleportationRequestInitiated = true;
- }
- }
- else {
- // Listening to the proper controller values changes to confirm teleportation
- if (webVRController == null
- || (webVRController.hand === "left" && this._leftLaserPointer && this._leftLaserPointer.isVisible)
- || (webVRController.hand === "right" && this._rightLaserPointer && this._rightLaserPointer.isVisible)) {
- if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
- if (this._teleportationAllowed) {
- this._teleportationAllowed = false;
- this._teleportCamera();
- }
- this._teleportationRequestInitiated = false;
- }
- }
- }
- };
- VRExperienceHelper.prototype._selectionPointerDown = function () {
- this._pointerDownOnMeshAsked = true;
- if (this._currentMeshSelected && this._currentHit) {
- this._scene.simulatePointerDown(this._currentHit);
- }
- };
- VRExperienceHelper.prototype._selectionPointerUp = function () {
- if (this._currentMeshSelected && this._currentHit) {
- this._scene.simulatePointerUp(this._currentHit);
- }
- this._pointerDownOnMeshAsked = false;
- };
- VRExperienceHelper.prototype._checkRotate = function (stateObject) {
- // Only rotate when user is not currently selecting a teleportation location
- if (this._teleportationRequestInitiated) {
- return;
- }
- if (!this._rotationLeftAsked) {
- if (stateObject.x < -this._padSensibilityUp && this._dpadPressed) {
- this._rotationLeftAsked = true;
- if (this._rotationAllowed) {
- this._rotateCamera(false);
- }
- }
- }
- else {
- if (stateObject.x > -this._padSensibilityDown) {
- this._rotationLeftAsked = false;
- }
- }
- if (!this._rotationRightAsked) {
- if (stateObject.x > this._padSensibilityUp && this._dpadPressed) {
- this._rotationRightAsked = true;
- if (this._rotationAllowed) {
- this._rotateCamera(true);
- }
- }
- }
- else {
- if (stateObject.x < this._padSensibilityDown) {
- this._rotationRightAsked = false;
- }
- }
- };
- VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject) {
- // Only teleport backwards when user is not currently selecting a teleportation location
- if (this._teleportationRequestInitiated) {
- return;
- }
- // Teleport backwards
- if (stateObject.y > this._padSensibilityUp && this._dpadPressed) {
- if (!this._teleportationBackRequestInitiated) {
- if (!this.currentVRCamera) {
- return;
- }
- // Get rotation and position of the current camera
- var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
- var position = this.currentVRCamera.position;
- // If the camera has device position, use that instead
- if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
- rotation = this.currentVRCamera.deviceRotationQuaternion;
- position = this.currentVRCamera.devicePosition;
- }
- // Get matrix with only the y rotation of the device rotation
- rotation.toEulerAnglesToRef(this._workingVector);
- this._workingVector.z = 0;
- this._workingVector.x = 0;
- BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
- this._workingQuaternion.toRotationMatrix(this._workingMatrix);
- // Rotate backwards ray by device rotation to cast at the ground behind the user
- BABYLON.Vector3.TransformCoordinatesToRef(this.teleportBackwardsVector, this._workingMatrix, this._workingVector);
- // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
- var ray = new BABYLON.Ray(position, this._workingVector);
- var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
- if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
- this._teleportCamera(hit.pickedPoint);
- }
- this._teleportationBackRequestInitiated = true;
- }
- }
- else {
- this._teleportationBackRequestInitiated = false;
- }
- };
- VRExperienceHelper.prototype._enableTeleportationOnController = function (webVRController) {
- var _this = this;
- var controllerMesh = webVRController.mesh;
- if (controllerMesh) {
- if (webVRController.hand === "left") {
- if (!this._interactionsEnabledOnLeftController) {
- this._enableInteractionOnController(webVRController);
- }
- this._teleportationEnabledOnLeftController = true;
- }
- else {
- if (!this._interactionsEnabledOnRightController) {
- this._enableInteractionOnController(webVRController);
- }
- this._teleportationEnabledOnRightController = true;
- }
- if (webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
- this._dpadPressed = false;
- webVRController.onPadStateChangedObservable.add(function (stateObject) {
- _this._dpadPressed = stateObject.pressed;
- if (!_this._dpadPressed) {
- _this._rotationLeftAsked = false;
- _this._rotationRightAsked = false;
- _this._teleportationBackRequestInitiated = false;
- }
- });
- }
- webVRController.onPadValuesChangedObservable.add(function (stateObject) {
- if (_this.teleportationEnabled) {
- _this._checkTeleportBackwards(stateObject);
- _this._checkTeleportWithRay(stateObject, webVRController);
- }
- _this._checkRotate(stateObject);
- });
- }
- };
- // Gaze support used to point to teleport or to interact with an object
- VRExperienceHelper.prototype._createGazeTracker = function () {
- this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, this._scene, false);
- this._gazeTracker.bakeCurrentTransformIntoVertices();
- this._gazeTracker.isPickable = false;
- this._gazeTracker.isVisible = false;
- var targetMat = new BABYLON.StandardMaterial("targetMat", this._scene);
- targetMat.specularColor = BABYLON.Color3.Black();
- targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
- targetMat.backFaceCulling = false;
- this._gazeTracker.material = targetMat;
- };
- VRExperienceHelper.prototype._createTeleportationCircles = function () {
- this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
- this._teleportationTarget.isPickable = false;
- var length = 512;
- var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
- dynamicTexture.hasAlpha = true;
- var context = dynamicTexture.getContext();
- var centerX = length / 2;
- var centerY = length / 2;
- var radius = 200;
- context.beginPath();
- context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
- context.fillStyle = this._teleportationFillColor;
- context.fill();
- context.lineWidth = 10;
- context.strokeStyle = this._teleportationBorderColor;
- context.stroke();
- context.closePath();
- dynamicTexture.update();
- var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
- teleportationCircleMaterial.diffuseTexture = dynamicTexture;
- this._teleportationTarget.material = teleportationCircleMaterial;
- var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
- torus.isPickable = false;
- torus.parent = this._teleportationTarget;
- var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
- var keys = [];
- keys.push({
- frame: 0,
- value: 0
- });
- keys.push({
- frame: 30,
- value: 0.4
- });
- keys.push({
- frame: 60,
- value: 0
- });
- animationInnerCircle.setKeys(keys);
- var easingFunction = new BABYLON.SineEase();
- easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
- animationInnerCircle.setEasingFunction(easingFunction);
- torus.animations = [];
- torus.animations.push(animationInnerCircle);
- this._scene.beginAnimation(torus, 0, 60, true);
- this._hideTeleportationTarget();
- };
- VRExperienceHelper.prototype._displayTeleportationTarget = function () {
- if (this._teleportationInitialized) {
- this._teleportationTarget.isVisible = true;
- if (this._isDefaultTeleportationTarget) {
- this._teleportationTarget.getChildren()[0].isVisible = true;
- }
- }
- };
- VRExperienceHelper.prototype._hideTeleportationTarget = function () {
- if (this._teleportationInitialized) {
- this._teleportationTarget.isVisible = false;
- if (this._isDefaultTeleportationTarget) {
- this._teleportationTarget.getChildren()[0].isVisible = false;
- }
- }
- };
- VRExperienceHelper.prototype._rotateCamera = function (right) {
- var _this = this;
- if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
- return;
- }
- if (right) {
- this._rotationAngle++;
- }
- else {
- this._rotationAngle--;
- }
- this.currentVRCamera.animations = [];
- var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
- var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var animationRotationKeys = [];
- animationRotationKeys.push({
- frame: 0,
- value: this.currentVRCamera.rotationQuaternion
- });
- animationRotationKeys.push({
- frame: 6,
- value: target
- });
- animationRotation.setKeys(animationRotationKeys);
- animationRotation.setEasingFunction(this._circleEase);
- this.currentVRCamera.animations.push(animationRotation);
- this._postProcessMove.animations = [];
- var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var vignetteWeightKeys = [];
- vignetteWeightKeys.push({
- frame: 0,
- value: 0
- });
- vignetteWeightKeys.push({
- frame: 3,
- value: 4
- });
- vignetteWeightKeys.push({
- frame: 6,
- value: 0
- });
- animationPP.setKeys(vignetteWeightKeys);
- animationPP.setEasingFunction(this._circleEase);
- this._postProcessMove.animations.push(animationPP);
- var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var vignetteStretchKeys = [];
- vignetteStretchKeys.push({
- frame: 0,
- value: 0
- });
- vignetteStretchKeys.push({
- frame: 3,
- value: 10
- });
- vignetteStretchKeys.push({
- frame: 6,
- value: 0
- });
- animationPP2.setKeys(vignetteStretchKeys);
- animationPP2.setEasingFunction(this._circleEase);
- this._postProcessMove.animations.push(animationPP2);
- this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
- this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
- this._webVRCamera.attachPostProcess(this._postProcessMove);
- this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
- _this._webVRCamera.detachPostProcess(_this._postProcessMove);
- });
- this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
- };
- VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit) {
- if (hit.pickedPoint) {
- this._teleportationAllowed = true;
- if (this._teleportationRequestInitiated) {
- this._displayTeleportationTarget();
- }
- else {
- this._hideTeleportationTarget();
- }
- this._haloCenter.copyFrom(hit.pickedPoint);
- this._teleportationTarget.position.copyFrom(hit.pickedPoint);
- var pickNormal = hit.getNormal(true, false);
- if (pickNormal) {
- var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
- var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
- BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
- }
- this._teleportationTarget.position.y += 0.1;
- }
- };
- VRExperienceHelper.prototype._teleportCamera = function (location) {
- var _this = this;
- if (location === void 0) { location = null; }
- if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
- return;
- }
- if (!location) {
- location = this._haloCenter;
- }
- // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
- // offset of the headset from the anchor.
- if (this.webVRCamera.leftCamera) {
- this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
- this._workingVector.subtractInPlace(this.webVRCamera.position);
- location.subtractToRef(this._workingVector, this._workingVector);
- }
- else {
- this._workingVector.copyFrom(location);
- }
- // Add height to account for user's height offset
- if (this.isInVRMode) {
- this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround();
- }
- else {
- this._workingVector.y += this._defaultHeight;
- }
- this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
- // Create animation from the camera's position to the new location
- this.currentVRCamera.animations = [];
- var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var animationCameraTeleportationKeys = [{
- frame: 0,
- value: this.currentVRCamera.position
- },
- {
- frame: 11,
- value: this._workingVector
- }
- ];
- animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
- animationCameraTeleportation.setEasingFunction(this._circleEase);
- this.currentVRCamera.animations.push(animationCameraTeleportation);
- this._postProcessMove.animations = [];
- var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var vignetteWeightKeys = [];
- vignetteWeightKeys.push({
- frame: 0,
- value: 0
- });
- vignetteWeightKeys.push({
- frame: 5,
- value: 8
- });
- vignetteWeightKeys.push({
- frame: 11,
- value: 0
- });
- animationPP.setKeys(vignetteWeightKeys);
- this._postProcessMove.animations.push(animationPP);
- var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
- var vignetteStretchKeys = [];
- vignetteStretchKeys.push({
- frame: 0,
- value: 0
- });
- vignetteStretchKeys.push({
- frame: 5,
- value: 10
- });
- vignetteStretchKeys.push({
- frame: 11,
- value: 0
- });
- animationPP2.setKeys(vignetteStretchKeys);
- this._postProcessMove.animations.push(animationPP2);
- this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
- this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
- this._webVRCamera.attachPostProcess(this._postProcessMove);
- this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
- _this._webVRCamera.detachPostProcess(_this._postProcessMove);
- });
- this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
- _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
- });
- };
- VRExperienceHelper.prototype._castRayAndSelectObject = function () {
- if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
- return;
- }
- var ray;
- if (this._leftLaserPointer && this._leftLaserPointer.isVisible && this.currentVRCamera.leftController) {
- ray = this.currentVRCamera.leftController.getForwardRay(this._rayLength);
- }
- else if (this._rightLaserPointer && this._rightLaserPointer.isVisible && this.currentVRCamera.rightController) {
- ray = this.currentVRCamera.rightController.getForwardRay(this._rayLength);
- }
- else {
- ray = this.currentVRCamera.getForwardRay(this._rayLength);
- }
- var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
- // Moving the gazeTracker on the mesh face targetted
- if (hit && hit.pickedPoint) {
- if (this._displayGaze) {
- var multiplier = 1;
- this._gazeTracker.isVisible = true;
- if (this._isActionableMesh) {
- multiplier = 3;
- }
- this._gazeTracker.scaling.x = hit.distance * multiplier;
- this._gazeTracker.scaling.y = hit.distance * multiplier;
- this._gazeTracker.scaling.z = hit.distance * multiplier;
- var pickNormal = hit.getNormal();
- // To avoid z-fighting
- var deltaFighting = 0.002;
- if (pickNormal) {
- var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
- var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
- BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._gazeTracker.rotation);
- }
- this._gazeTracker.position.copyFrom(hit.pickedPoint);
- if (this._gazeTracker.position.x < 0) {
- this._gazeTracker.position.x += deltaFighting;
- }
- else {
- this._gazeTracker.position.x -= deltaFighting;
- }
- if (this._gazeTracker.position.y < 0) {
- this._gazeTracker.position.y += deltaFighting;
- }
- else {
- this._gazeTracker.position.y -= deltaFighting;
- }
- if (this._gazeTracker.position.z < 0) {
- this._gazeTracker.position.z += deltaFighting;
- }
- else {
- this._gazeTracker.position.z -= deltaFighting;
- }
- }
- // Changing the size of the laser pointer based on the distance from the targetted point
- if (this._rightLaserPointer && this._rightLaserPointer.isVisible) {
- this._rightLaserPointer.scaling.y = hit.distance;
- this._rightLaserPointer.position.z = -hit.distance / 2;
- }
- if (this._leftLaserPointer && this._leftLaserPointer.isVisible) {
- this._leftLaserPointer.scaling.y = hit.distance;
- this._leftLaserPointer.position.z = -hit.distance / 2;
- }
- }
- else {
- this._gazeTracker.isVisible = false;
- }
- if (hit && hit.pickedMesh) {
- this._currentHit = hit;
- if (this._pointerDownOnMeshAsked) {
- this._scene.simulatePointerMove(this._currentHit);
- }
- // The object selected is the floor, we're in a teleportation scenario
- if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
- // Moving the teleportation area to this targetted point
- this._moveTeleportationSelectorTo(hit);
- return;
- }
- // If not, we're in a selection scenario
- this._hideTeleportationTarget();
- this._teleportationAllowed = false;
- if (hit.pickedMesh !== this._currentMeshSelected) {
- if (this.meshSelectionPredicate(hit.pickedMesh)) {
- this.onNewMeshPicked.notifyObservers(hit);
- this._currentMeshSelected = hit.pickedMesh;
- if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
- this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
- this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
- this._isActionableMesh = true;
- }
- else {
- this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- this._isActionableMesh = false;
- }
- try {
- this.onNewMeshSelected.notifyObservers(this._currentMeshSelected);
- }
- catch (err) {
- BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
- }
- }
- else {
- if (this._currentMeshSelected) {
- this.onSelectedMeshUnselected.notifyObservers(this._currentMeshSelected);
- }
- this._currentMeshSelected = null;
- this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- }
- }
- }
- else {
- this._currentHit = null;
- this._currentMeshSelected = null;
- this._teleportationAllowed = false;
- this._hideTeleportationTarget();
- this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
- }
- };
- VRExperienceHelper.prototype.changeLaserColor = function (color) {
- if (this._leftLaserPointer && this._leftLaserPointer.material) {
- this._leftLaserPointer.material.emissiveColor = color;
- }
- if (this._rightLaserPointer && this._rightLaserPointer.material) {
- this._rightLaserPointer.material.emissiveColor = color;
- }
- };
- VRExperienceHelper.prototype.changeGazeColor = function (color) {
- if (this._gazeTracker.material) {
- this._gazeTracker.material.emissiveColor = color;
- }
- };
- VRExperienceHelper.prototype.dispose = function () {
- if (this.isInVRMode) {
- this.exitVR();
- }
- if (this._passProcessMove) {
- this._passProcessMove.dispose();
- }
- if (this._postProcessMove) {
- this._postProcessMove.dispose();
- }
- if (this._webVRCamera) {
- this._webVRCamera.dispose();
- }
- if (this._vrDeviceOrientationCamera) {
- this._vrDeviceOrientationCamera.dispose();
- }
- if (!this._useCustomVRButton && this._btnVR.parentNode) {
- document.body.removeChild(this._btnVR);
- }
- if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
- this._deviceOrientationCamera.dispose();
- }
- if (this._gazeTracker) {
- this._gazeTracker.dispose();
- }
- if (this._teleportationTarget) {
- this._teleportationTarget.dispose();
- }
- this._floorMeshesCollection = [];
- document.removeEventListener("keydown", this._onKeyDown);
- window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
- window.removeEventListener("resize", this._onResize);
- document.removeEventListener("fullscreenchange", this._onFullscreenChange);
- document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
- document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
- document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
- this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
- this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
- this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
- window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
- this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
- this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
- this._scene.unregisterBeforeRender(this.beforeRender);
- };
- VRExperienceHelper.prototype.getClassName = function () {
- return "VRExperienceHelper";
- };
- return VRExperienceHelper;
- }());
- BABYLON.VRExperienceHelper = VRExperienceHelper;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.vrExperienceHelper.js.map
- BABYLON.Effect.IncludesShadersStore['depthPrePass'] = "#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bonesDeclaration'] = "#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['instancesDeclaration'] = "#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertexDeclaration'] = "#ifdef POINTSIZE\nuniform float pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bumpVertexDeclaration'] = "#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertexDeclaration'] = "#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertexDeclaration'] = "#ifdef FOG\nvarying vec3 vFogDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['morphTargetsVertexGlobalDeclaration'] = "#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['logDepthDeclaration'] = "#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['instancesVertex'] = "#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif";
- BABYLON.Effect.IncludesShadersStore['bonesVertex'] = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneVertex'] = "#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogVertex'] = "#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['pointCloudVertex'] = "#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif";
- BABYLON.Effect.IncludesShadersStore['logDepthVertex'] = "#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif";
- BABYLON.Effect.IncludesShadersStore['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}\nvec3 dither(vec2 seed,vec3 color) {\nfloat rand=getRand(seed);\ncolor+=mix(-0.5/255.0,0.5/255.0,rand);\ncolor=max(color,0.0);\nreturn color;\n}";
- BABYLON.Effect.IncludesShadersStore['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};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\n#endif\n#ifdef HEMILIGHT{X}\nuniform vec3 vLightGround{X};\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['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}\n";
- BABYLON.Effect.IncludesShadersStore['lightUboDeclaration'] = "#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\n#endif\n#ifdef HEMILIGHT{X}\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\nuniform sampler2D shadowSampler{X};\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['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 POINTSIZE\nuniform float pointSize;\n#endif\n";
- BABYLON.Effect.IncludesShadersStore['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#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif";
- BABYLON.Effect.IncludesShadersStore['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;\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};";
- BABYLON.Effect.IncludesShadersStore['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 computeShadowWithPCFCube(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 computeShadowWithPCF(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#endif\n";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['reflectionFunction'] = "vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat t=clamp(direction.y*-0.5+0.5,0.,1.0);\nfloat s=atan(direction.z,direction.x)*RECIPROCAL_PI2+0.5;\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=reflect(cameraToVertex,worldNormal);\nfloat t=clamp(r.y*-0.5+0.5,0.,1.0);\nfloat s=atan(r.z,r.x)*RECIPROCAL_PI2+0.5;\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=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef INVERTCUBICMAP\ncoords.y=1.0-coords.y;\n#endif\nreturn vec3(reflectionMatrix*vec4(coords,0));\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}";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['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\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\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\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}";
- BABYLON.Effect.IncludesShadersStore['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\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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragmentDeclaration'] = "#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif";
- BABYLON.Effect.IncludesShadersStore['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";
- BABYLON.Effect.IncludesShadersStore['clipPlaneFragment'] = "#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif";
- BABYLON.Effect.IncludesShadersStore['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\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif";
- BABYLON.Effect.IncludesShadersStore['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}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,NdotL);\n#endif\n#if defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,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#endif\n#ifdef HEMILIGHT{X}\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#endif\n#if 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#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#else\n#ifdef 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#else \n#ifdef SHADOWPCF{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPCFCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPCF(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,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#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";
- BABYLON.Effect.IncludesShadersStore['logDepthFragment'] = "#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif";
- BABYLON.Effect.IncludesShadersStore['fogFragment'] = "#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif";
- (function() {
- var EXPORTS = {};EXPORTS['VRDistortionCorrectionPostProcess'] = BABYLON['VRDistortionCorrectionPostProcess'];EXPORTS['AnaglyphPostProcess'] = BABYLON['AnaglyphPostProcess'];EXPORTS['StereoscopicInterlacePostProcess'] = BABYLON['StereoscopicInterlacePostProcess'];EXPORTS['FreeCameraDeviceOrientationInput'] = BABYLON['FreeCameraDeviceOrientationInput'];EXPORTS['ArcRotateCameraVRDeviceOrientationInput'] = BABYLON['ArcRotateCameraVRDeviceOrientationInput'];EXPORTS['VRCameraMetrics'] = BABYLON['VRCameraMetrics'];EXPORTS['WebVRFreeCamera'] = BABYLON['WebVRFreeCamera'];EXPORTS['DeviceOrientationCamera'] = BABYLON['DeviceOrientationCamera'];EXPORTS['VRDeviceOrientationFreeCamera'] = BABYLON['VRDeviceOrientationFreeCamera'];EXPORTS['VRDeviceOrientationGamepadCamera'] = BABYLON['VRDeviceOrientationGamepadCamera'];EXPORTS['VRDeviceOrientationArcRotateCamera'] = BABYLON['VRDeviceOrientationArcRotateCamera'];EXPORTS['AnaglyphFreeCamera'] = BABYLON['AnaglyphFreeCamera'];EXPORTS['AnaglyphArcRotateCamera'] = BABYLON['AnaglyphArcRotateCamera'];EXPORTS['AnaglyphGamepadCamera'] = BABYLON['AnaglyphGamepadCamera'];EXPORTS['AnaglyphUniversalCamera'] = BABYLON['AnaglyphUniversalCamera'];EXPORTS['StereoscopicFreeCamera'] = BABYLON['StereoscopicFreeCamera'];EXPORTS['StereoscopicArcRotateCamera'] = BABYLON['StereoscopicArcRotateCamera'];EXPORTS['StereoscopicGamepadCamera'] = BABYLON['StereoscopicGamepadCamera'];EXPORTS['StereoscopicUniversalCamera'] = BABYLON['StereoscopicUniversalCamera'];EXPORTS['VRExperienceHelper'] = BABYLON['VRExperienceHelper'];
- globalObject["BABYLON"] = globalObject["BABYLON"] || BABYLON;
- module.exports = EXPORTS;
- })();
- }
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